Two-Face's Justice - Pros: feels like it ought to be printed at some point, mana cost at the right spot, has high potential for Chance Encounter (maybe a good reason to slap nonenchantment on there), quite good with Krark's Thumb, worded properly to make you the flipper to take advantage of such cards. Cons: can be hell on large EDH boards, and the other side of the "feels like it ought to be printed some day" is that it doesn't feel original or special.
Fomori Watch Captain - My problem with this card is that I don't expect it to be fun to play /against. It's probably too weak for constructed. In limited I expect it to stall the ground and get in for 3 every turn. If there's supposed to be a fun minigame in double blocking it and hoping it doesn't gain backswing, that's lost on its 7 toughness, which is quite a lot in most limited formats, so in most cases I see this as a near-must remove threat and nothing else. I think reducing the toughness to 6 goes a long way in making it more interactive, which would make it more powerful in situations where you have plenty of instant removal to blow out double blocks.
Conclave's Charge - I don't think a card like this should be printed unless it's provided an accommodating context. Reading it made me appreciate the Watch Captain above a little more, because that card does attempt to set up a game of risk assessment. This card just feels random. There's not much play to it beyond making sure both vigilance and trample are things your token deck is interested in. It feels like adding RNG to the game for no reason.
Pyrochemister - Here is a good case of a game of risk and reward. Using it on your own creatures risks killing them, and using it on enemy creatures risks buffing them. It also plays well with Chance Encounter and Krark's Thumb. The card is interesting and powerful enough to exist without the tap ability. The stats were designed mindful of the fact that the expected number of flips to get one success is 2, so you can often use its ability on itself to give it haste without killing it. Good power level, good cost, good stats, fun use of randomness. If anything is wrong, it's that it may lead to too many coin flips, like Two-Face's Justice. Maybe the ability could be adjusted to be an X ability and have the creatures get +X/+0 or dealt X damage so you don't have to spam so much, but that changes the math (for example, you would have a 50% chance to kill a 6/6 if you used an X ability, while you'd have to win 6 flips to kill it as it reads, quite unlikely).
Goblin Gambler - This is Pyrochemister's lil bro. Nice simple design, fun minigame, like Tavern Swindler only more suspenseful. If it exists in a set without synergy, I think it ought to be costed RR and be a 2/2 otherwise it will be quite weak, and I'd love a card like this to see limited play. The one weird thing about this card is that it's red but it's better on defense than offense since you can block and tap until you lose, but to attack you have to stop before you lose.
Rakdos Impugner - This card comes across as too volatile/powerful to see print at two mana. I was a fan of Spawnwrithe and I know the power of exponential growth. The coin flipping may lower the average speed of that growth, but there will still be games where you win the first 3 flips and those will not be fun games, and the games when you lose the first 3 flips will also feel bad for one player.
Winner is Mergatroid_Jones with Pyrochemister. The repeatable ability reduces the natural high variance of flipping coins, while attaching a downside to the result of the flip keeps the randomness meaningful and suspenseful.
Demonic Negotiation1BB
Legendary Sorcery {M} (You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Separate all non-land permanents into two piles. Exile all permanents in the pile of an opponent’s choice. Looking over the destruction he had wrought, Dralrume’s mouth twisted into a wicked sneer.
Alternatively: Aggan, Calamity Incarnate3WBR
Legendary Creature - Human Warrior {R}
First strike
Aggan isn’t affected by spells or abilities that effect all creatures or permanents, or each creature or permanent. 5WBR, Exile Aggan from your hand: Destroy all creatures. They can’t be regenerated. At the beginning of your next upkeep, you may cast Aggan from exile for its mana cost.
IIW: Show us Battlebond 2's Allied-colored Partners
Once again, I wanna go a little outside the box with the design here. I'm gonna do a green creature board wipe, or as close to one as I can get.
Crushing stomps 3GG
Sorcery
Choose target creature you control. It deals damage equal to its power, divided as you choose, to each of up to X target creatures, where X is its power. Each of those creatures deals damage equal to its power to that creature.
This design is just kind of the baseline, based on Polukranos, world eater's monstrous ability (I literally copied his ability's final sentence.) The mana cost could be adjusted for some keywords (add white for lifelink, increase for a boost to power/toughness or just trample or vigilance), but I feel that this is an acceptable baseline.
I came up with an idea for a different version that's possibly more of a type of boardwipe that hits everything, but you can also build around to prevent its downsides:
Flattening charge 3GG
Sorcery
The creature you control with the greatest power deals damage equal to its power to each creature.
Green's creature removal is always based on its own creatures, and that's the theme behind my designs here. Either it's divided to fight, or its just one huge smash on everything. Plus, it opens it up to options like lifelink, or deathtouch, or high toughnesses preventing deaths on your side while still killing things on the other side.
IIW: Changing Un4's premise now: your multiversal threat of choice (eldrazi, phyrexians, bolas, etc) comes to Bablovia (Unstable's plane). Design cards of the villain's forces either attacking or converting the denizens of the plane.
Liquidate 2R
Instant
Destroy all equipment. For each equipment destroyed this way, create two colorless Treasure artifact tokens with "Tap, Sacrifice this artifact: Add one mana of any color."
IIW: Replace a card from Dominaria limited that you found to be too weak or too strong. The new card should be the same color and rarity and should correct the original (for example, do not replace a card that is too strong with another very strong card unless you aim to support a disjoint archetype), but otherwise, anything goes.
Devastating Plague 2BB
Enchantment - Aura [Mythic]
Enchantment creature
The enchanted creature has “at the beginning of your upkeep, sacrifice this creature. If you do, create two tokens that are copies of Devastating Plague and attach them to two different creatures not enchanted by a permanent named Devastating Plague.”
Equi-Hex of BonesBRGW
Instant (R)
Each player sacrifices a creature for each creature they control in excess of the number you control. Repeat this process for artifacts, enchantments, and lands.
I haven't seen any blue yet, so I'll throw that in the mix.
Ender of Time 8UU
Creature- Spirit Giant
When Ender of Time enters the battlefield, if you cast it from your hand, each player shuffles their hand, graveyard, and each other permanent they own into their library, then draws 7 cards. End the turn.(Exile all spells and abilities from the stack, empty all mana pools, and the active player discards cards down to their maximum hand size)
When Ender of Time becomes the target of a spell or ability, end the turn.
8/8
When the world is lost, he awakens. He resets what is broken, and purges what is wrong. Then he slumbers once more. -Chronicle of Days
IIW- A new mechanic for one of the guilds of Guilds of Ravnica (Golgari, Selesnya, Boros, Izzet, Dimir)
Cardz5000- Demonic Negotiation/ Aggan, Calamity Incarnate- Demonic Negotiation feels like a fairly logical card, with its legendary requirement being the most interesting component. I'm still not sure how much I like legendary instants/ sorceries, as the requirement often seems arbitrary, and this is no exception. Aggan is neat, and I feel like the wrath-proof creature might one day come about. I'm not sure I like the way the recasting is worded.
Chetoos- Crushing Stomps/ Flattening Charge- These aren't really that far off the wall. Green has been edging it's way closer to this sort of thing ever since Prey Upon was first printed. Monstrous Onslaught is the closest we've got. Both of these cards seem relatively close to printable. They aren't the most exciting designs, but it is something green is starved for. Flattening Charge is a real live wrath on a Wasteland Viper, and that's kinda nice.
JaceTheBodySculptor- Liquidate- Design-wise, there's nothing wrong with this, but in practice, it's a narrow hate card, and those are always dubious. The biggest problem with this is that even if equipment is really a problem in the meta, you're still probably better off playing something like Shattering Spree, as it's cheaper, and will always have more targets. Like most ultra-narrow cards, this needed something like cycling.
KarmaHoudini- Devastating Plague- This does spread pretty fast. There are a few minor issues that might confuse a less seasoned player, but it's an interesting take on Necrotic Plague (which is actually a take on Kudzu). I feel like this should be a little harder to cast than Necrotic Plague, but five is too much to cost, so I would charge 1BBB for it. I do think that we custom card makers overuse the Myr Propagator ability, but I like it better here than on most cards.
AspiringInsomniac- Equi-Hex of Bones- Another balanced Balance. I feel like the mana cost is well constructed here, and I like the simplicity of the text-box. This might not be the most innovative card, but it's constructed pretty well, and there's not much to criticize. Instant speed can lead to some pretty horrifying blowouts, but the mana cost mitigates that.
TotallyHaywire- Ender of Time- I don't like the last line, and I feel like it detracts from an otherwise cool card. Timetwister on a big creature has a lot more potential than Time Vault on one. Taking infinite turns seems like an anticlimactic victory when you've cast a ten mana creature, even if ending their turns forever is great flavor. I would prefer this as an eight mana 6/6 without the Time Stop. It'd be pretty hard to recover from, but they get a hand full of cards to try.
Winner: AspiringInsomniac for Equi-Hex of Bones. Sweet, simple, terrifying. Honorable Mention to KarmaHoudini for Devastating Plague (what fun), and Chetoos for Flattening Charge (which may one day see print).
I mean... planeswalkers are legendary by default, but I'll see what I can do. Please note that I may not be quite following the spirit of the prompt here, but that's just because I really don't think a nonlegendary planeswalker CARD is something that should ever be printed.
Fblthp, Homunculus Explorer 1UU
Legendary Planeswalker - Fblthp
+1 - up to two target creatures each get -1/-0. Scry 1
-3 - Create a blue Homunculus planeswalker token with 3 starting loyalty and "+1 - up to two target creatures each get -1/-0. Scry 1".
-8 - You get an emblem with "Planeswalkers you control can't be attacked".
3
I felt like I needed to make relatively small first and third abilities to fit in the second one into the normal planeswalker frame, but I think this is an interesting angle to go down. Fblthp is our favorite little planeswalking homunculus buddy, so his card represents him having adventures with other homunculi who are also planeswalkers, or maybe he just brings them along. He's a tourist, so he gets in people's way and helps you find things, and his guests do the same thing, and if you can manage to get him up enough, he can guard the rest of his buddies and himself, helping to keep your opponents stopped dead in their tracks.
Additionally, I think the last ability is maybe overcosted in terms of loyalty, so I could see moving it down to like -6, but I could also see it staying the same because of how powerful it is. Either way, I think the cost is somewhere in there, and the number is just kind of a placeholder.
IIW: Changing Un4's premise now: your multiversal threat of choice (eldrazi, phyrexians, bolas, etc) comes to Bablovia (Unstable's plane). Design cards of the villain's forces either attacking or converting the denizens of the plane.
I'd also agree with chetoos that nonlegendary planeswalkers aren't something that should or would ever see print, so I'm probably also not within the vein of the challenge.
Nicol Bolas, Dragon Ascendant 5UBR
Planeswalker- Nicol Bolas
+2: Create a 5/5 black, red and blue Dragon creature token with flying.
0: Untap all Dragons you control. Until your next turn, creatures your opponents control must attack if able.
-10: Exile all dragons you control. For each Dragon exiled this way, create a black, red and blue Dragonwalker Planeswalker token with 5 starting loyalty and "+1: Put a loyalty counter on target legendary planeswalker, -2: Create a 5/5 black, red and blue Dragon creature token with flying, and -8: You may activate target legendary planeswalker's loyalty abilities X extra times this turn, where X is the number of planeswalkers you control."
5
IIW: New guild mechanic from Guilds of Ravnica (Guilds in this set are Golgari, Boros, Izzet, Selesnya and Dimir)
Renegade Spark1RR
Enchantment - Aura {U}
Enchant creature or planeswalker.
When Renegade Spark enters the battlefield put a loyalty counter on enchanted permanent and it becomes a planeswalker and has:
/+1\ This planeswalker deals 1 damage to up to one target player.
\-1/ This planeswalker deals 2 damage divided as you choose among one or two targets.
Note that an enchanted creature would stop being a creature.
IIW: Show us Battlebond 2's Allied-colored Partners
Far Traveller3
Planeswalker - Shapeshifter (R)
+2] Far Traveller becomes a 2/2 creature of any color(s) and any creature type(s).
-3] Search your sideboard for up to two cards, and shuffle them into your library.
[4]
IiW
4/4
Private Mod Note
():
Rollback Post to RevisionRollBack
MtG is where you can hate white players or black players, and still not be racist.
Reflection of KomaraUU
Planeswalker- Komara (R)
+1: Until your next turn, spells cost each player 1 less to cast.
-1: Put a loyalty counter on target planeswalker.
-5: Search your library for a card called Komara Yee, Mad Wanderer, and put it onto the battlefield. Shuffle your library.
{{2}}
Komara Yee, Mad Wanderer2UUU
Legendary Planeswalker- Komara (M)
+1: Until your next turn, spells cost each player 1 more to cast.
-2: Search your library for a card called Reflection of Yee, and put that card onto the battlefield. Shuffle your library.
-3: Create a Blue Komara Planeswalker token with one loyalty counter, and "-1: Each player may put a permanent card from their hand onto the battlefield tapped." The token can't activate loyalty abilities this turn.
{{4}}
Komara Yee is constantly searching for a home-plane that no longer exists, shattered into a thousand different reflections, all searching through an infinite cosmos for something that isn't there.
Well, wow..., I believe this is my first win in this thread. My first post/entry was 7 years and 1 month ago...
Seems like some people find the idea of a non-legendary planeswalker abhorrent. I suggested the IIW, thinking of possible planar scourges like eldrazi or phyrexians planeswalking without specific or 'legendary' personalities and hoping to get outside of the box a bit.
Fblthp, Homunculus Explorer1UU
Legendary Planeswalker - Fblthp
+1 - up to two target creatures each get -1/-0. Scry 1
-3 - Create a blue Homunculus planeswalker token with 3 starting loyalty and "+1 - up to two target creatures each get -1/-0. Scry 1".
-8 - You get an emblem with "Planeswalkers you control can't be attacked".
3
I appreciate the commentary on the idea behind Fblthp being a planeswalking tourist with friends. I'm not sure I completely understand the reasoning behind his [+1] ability, though I like the scrying bit. The idea of having near duplicate planeswalkers who are not legendary is nice and I like the parallel structure - but I can't help but think that in the spirit of the challenge the homunculi planeswalkers should just be non-legendary planeswalkers that can be cast as a separate cards not generated as tokens. I think the ultimate is a bit overcosted as you mentioned - but also underwhelming in that it can have very little impact on a game.
Nicol Bolas, Dragon Ascendant5UBR
Planeswalker- Nicol Bolas
+2: Create a 5/5 black, red and blue Dragon creature token with flying.
0: Untap all Dragons you control. Until your next turn, creatures your opponents control must attack if able.
-10: Exile all dragons you control. For each Dragon exiled this way, create a black, red and blue Dragonwalker Planeswalker token with 5 starting loyalty and "+1: Put a loyalty counter on target legendary planeswalker, -2: Create a 5/5 black, red and blue Dragon creature token with flying, and -8: You may activate target legendary planeswalker's loyalty abilities X extra times this turn, where X is the number of planeswalkers you control."
5
Here's another entry going down the route of token Planeswalkers. I get this planeswalker telling a story of Nicol Bolas ascending, but I'm confused by the flavor of having all dragons become UBR planeswalkers that summon more dragons. I think the costing, first two abilities and starting loyalty all seem pretty reasonable, but the ultimate seems messy and inelegant - which is the most relevant to the specific challenge.
Reflection of KomaraUU
Planeswalker- Komara (R)
+1: Until your next turn, spells cost each player 1 less to cast.
-1: Put a loyalty counter on target planeswalker.
-5: Search your library for a card called Komara Yee, Mad Wanderer, and put it onto the battlefield. Shuffle your library.
{{2}}
Komara Yee, Mad Wanderer2UUU
Legendary Planeswalker- Komara (M)
+1: Until your next turn, spells cost each player 1 more to cast.
-2: Search your library for a card called Reflection of Yee, and put that card onto the battlefield. Shuffle your library.
-3: Create a Blue Komara Planeswalker token with one loyalty counter, and "-1: Each player may put a permanent card from their hand onto the battlefield tapped." The token can't activate loyalty abilities this turn.
{{4}}
These cards... look simple at first, but the number of planeswalkers that will be entering play if things go as planned can get crazy. I'm assuming that you meant to refer to the first card when you mention 'Reflection of Yee' as rather 'Reflection of Komara'. I love this Reflection and how simple and clean it is - it seems well costed and more directly answers my challenge of a non-legendary planeswalker, albeit one that's really a kind of facet of a legendary planeswalker. I also really like the cost of the legendary planeswalker and the first two abilities. The third ability however is pushing it for me, it's almost like a 'suspend 1' ability for anything in your hand, albeit with the fragility of a planeswalker token at one loyalty. This still just feels too powerful to me, and I'm not sure that we need additional planeswalker tokens on top of the two cards you've presented.
Far Traveller3
Planeswalker - Shapeshifter (R)
+2] Far Traveller becomes a 2/2 creature of any color(s) and any creature type(s).
-3] Search your sideboard for up to two cards, and shuffle them into your library.
[4]
I like that this card is not distinguished in just rarity and missing the legendary supertype, but also is made distinct from all other legendary planeswalkers in only having two abilities - I'm not sure if there are rules issues that come up with having this tribal subtype, but I'm okay with it. You leaned hard (maybe a little too hard) into the vague notion of a non-legendary planeswalker, by also making this a shapeshifter with any color identity. The [-3] ability is interesting and most indicative of the flavor of a far traveller. I think the [+2] should read 'until end of turn', but then it might make this a little too hard to kill off your turn - so may need to be tuned. Overall, I think you've presented an interesting and clean design, but I worry that it's not particularly exciting as a rare and in general it's a 2/2 with some deck manipulation that barely impacts the game. Of the group of designs though, this most directly answers my challenge.
Renegade Spark1RR
Enchantment - Aura {U}
Enchant creature or planeswalker.
When Renegade Spark enters the battlefield put a loyalty counter on enchanted permanent and it becomes a planeswalker and has:
/+1\ This planeswalker deals 1 damage to up to one target player.
\-1/ This planeswalker deals 2 damage divided as you choose among one or two targets.
This is a pretty interesting idea, I think it's well balanced and costed. But I think it doesn't achieve enough for delving into the complicated territory of creatures becoming planeswalkers. I am happy to see the reduced rarity, this one is pushed all the way to uncommon! and I like the reduced abilities as a part of that non-legendary package. But I'm not convinced that it represents a planeswalker spark rather than general red pyromantic abilities. For introducing an idea of non-legendary planeswalkers I think we'd need a larger flavor-resonant payoff.
Winner: Forestsguy: elegant, interesting and answered my challenge. Honorable Mention: Mergatroid-Jones: I loved these cards, but I felt like a large part of the entry was in the legendary planeswalker which was not my challenge.
Well, this challenge I can really sink my teeth into, so I'm more than happy to try it out.
Bellowing Brontodon GGG
Creature - Dinosaur (U) GG, T: Target creature you control gets +4/+4 until end of turn. Activate this ability only any time you could cast a sorcery. "Their mating call isn't to help them find each other, but to help you find safety." - Captain Brinely Rage.
4/4
This design may be a little more complicated than a normal Uncommon in a set, especially as a GGG creature, but leatherback baloth and woolly thoctar both prove that the cost can be done at uncommon, and I think the ability is fine. Tapping one creature to make a stronger creature isn't too complex, but if you want this to be bumped up to rare, I'd understand, we could tack something else on here, like trample on the base creature.
I appreciate the commentary on the idea behind Fblthp being a planeswalking tourist with friends. I'm not sure I completely understand the reasoning behind his [+1] ability, though I like the scrying bit. The idea of having near duplicate planeswalkers who are not legendary is nice and I like the parallel structure - but I can't help but think that in the spirit of the challenge the homunculi planeswalkers should just be non-legendary planeswalkers that can be cast as a separate cards not generated as tokens. I think the ultimate is a bit overcosted as you mentioned - but also underwhelming in that it can have very little impact on a game.
The +1 is Fblthp, or his friends, getting in the way of the normal plane's denizens, and finding the shops or something. He's a tourist, and they disrupt normal traffic of a city when they arrive somewhere that's not totally prepared for them. And I didn't make the tokens separate cards because I feel that WotC would never actually print a non-legendary planeswalker, so this was my best take on something that could see print, similar to Jace's ult from Ixalan. And the reasoning to keep the Ult as is is to make it less brutal in a superfriends deck. If you play this alongside Karn, Teferi, Jace, seems really unfair eventually.
IIW: Changing Un4's premise now: your multiversal threat of choice (eldrazi, phyrexians, bolas, etc) comes to Bablovia (Unstable's plane). Design cards of the villain's forces either attacking or converting the denizens of the plane.
Fourimer of the 4th WWWW
Legendary Creature - Human Lord
At the beginning of your upkeep, if there are exactly 4 cards in your library, exactly 4 cards in your hand, and if you control exactly 4 creatures and exactly 4 lands, you win the game.
4/4
Cloudspite Dasher 2RR
Creature - Giant (U)
~ has haste as long as an opponent controls a white permanent or a blue permanent.
~ costs 2 less to cast if an opponent controls a white permanent and a blue permanent.
4/4
IIW: A Zombie with another creature type that hasn't been paired with Zombie before
Rubblerun Golem 1GR
Creature- Elemental {R}
Trample
Rubblerun Golem attacks each turn if able.
When Rubblerun Golem attacks, it gains indestructible until the end of the turn.
Whenever Rubblerun Golem is dealt combat damage, it deals 4 damage to you.
4/4
IIW: New guild mechanic for a guild of Guilds of Ravnica
Mecha-Organic Incubator2GU
Artifact {R}
Graft (Whenever a creature enters the battlefield, you may move a +1/+1 counter from this permanent onto it.)
Fabricate 4 (When this permanent enters the battlefield, you may put four +1/+1 counters on it. If you don’t, create 4 1/1 colorless Servo artifact creature tokens.)
Each servo you control with a +1/+1 counter on it gets +1/+1 and is green and blue.
(Note: that this would include a slight rules adjustment to graft, just to state that graft without a number is the same as graft 0 (this just looks a lot cleaner))
This is a pretty interesting idea, I think it's well balanced and costed. But I think it doesn't achieve enough for delving into the complicated territory of creatures becoming planeswalkers. I am happy to see the reduced rarity, this one is pushed all the way to uncommon! and I like the reduced abilities as a part of that non-legendary package. But I'm not convinced that it represents a planeswalker spark rather than general red pyromantic abilities. For introducing an idea of non-legendary planeswalkers I think we'd need a larger flavor-resonant payoff.
I imagine this type of enchantment being in a set that would probably warrant at least two cycles of them (one at rare, and one at uncommon) so as far as the payoff, I would never intend this card alone to take the bunt of the entire concept of a normal creature igniting. As far as the planeswalker abilities vs. normal creature abilities, I would argue most planeswalker cards don't have abilities that are intrinsic to planeswalking, so I'm not sure what you are looking for there... (Chandra is a pyromancer and a planeswalker, and almost all her abilities are about pyromancy and not planeswalking)
Practicing!
This is still a flamingo game, just wanna sharpen my MCC skills.
Cards5000! - Mecha tokener
Design -
(2/3) Appeal: Johnny can twiddle with this, Spike likes that it is an anthem that can provide its own bodies. Timmy sees too much work, even if it can make a 5/5 servo.
(2/3) Elegance: This is inelegant. A rare with so much reminder text. Other than that each ability is technically short, but their melvinity and unsimple sequencing may pose problem.
Development -
(2/3) Viability: Servos are artifacts and can be blue (But they prefer flying thopters), and +1/+1 and +1/+1 counters can be greens thing. What really deducts points from this is how much of this card would suit well for a white card., given that it is tgeir inbetween color this gets a pass. Also graft is UG.
(3/3) Balance: for a servo specific anthem, and only working on servos with +1/+1 counters, the potential to pump up to four servos eith +2/+2 P/T seems balanced.
Creativity -
(3/3) Uniqueness: Unique enough.
(1.5/3) Flavor: the flavor is okay and stretched, bio mechanics are a scifi good hit.
Polish -
(3/3) Quality: All good
(1.5/2) *Main Challenge: it is not a +4/+4 nor a 4/4 creature. It can technically give something 4 counters though.
(1/2) Subchallenges: not both
Total: 19/25
Megatroid Jones - Pump Angel Butt
Design -
(2/3) Appeal: Timmy gets to turn anything into a monster, Johnny is got a clonable anthem that would circlepump each other. Spike says dies to removal and does not like attack and does not like the mana cost.
(3/3) Elegance: Perfect
Development -
(3/3) Viability: On color, on Rare.
(2/3) Balance: A really really powerful anthem that dies to removal. Collective Blessing costs 6 two colors and only pumps +3/+3. That said it dies and 1WWWW is really hard to cast on turn 5 unless you are mono white.
Creativity -
(2/3) Uniqueness: The biggest anthem on a stick would grant uniqueness points to this.
(1/3) Flavor: Flavor is meh. Needs to be carried with art.
Polish -
(1.5/3) Quality: Clean
(2/2) *Main Challenge: +4/+4
(1/2) Subchallenges: not both
Total: 19/25
Totally Haywire - Totally a Facesmasher
Design -
(1.5/3) Appeal: Spike likes a 4/4 trample, and timmy likes it even more. Spike hates getting dealt 8 or 12 damage from two or three 1/1 tokens though.
(2.5/3) Elegance: Elegant. 4 lines though.
Development -
(3/3) Viability: On color, on Rare
(2/3) Balance: Must attack seems less of a drawback because it has indestructible, and blocking with it would have beaten the purpose of blocking (as you take damage anyway). Making it have some sort of redundancy
Creativity -
(1/3) Uniqueness: Facesmasher with a unique set of skill matches. None of the skills are new though.
(3/3) Flavor: Facesmashers dont need flavor, art usually carries them.
Polish -
(1.5/3) Quality: "Whenever Facesmasher attacks)" and "until the end the of turn".
(2/2) *Main Challenge: 4/4
(1/2) Subchallenges: not both
Total: 17.5/25
To be continued
Entries still open
Design -
(1.5/3) Appeal:
(2.5/3) Elegance:
Development -
(3/3) Viability: On color, on Rare
(2/3) Balance:
Creativity -
(1/3) Uniqueness:
(3/3) Flavor:
Polish -
(1.5/3) Quality:
(2/2) *Main Challenge:
(1/2) Subchallenges: not both
Total: 17.5/25
Jace the Bodysculptor - Cloudspite Smasher
Design -
(2/3) Appeal: Spike likes, Timmy likes.
(2.5/3) Elegance: I have misread this, i thought both conditions were the same, but they are not. I imagi e this could also confuse some players, or mke them make wrong plays if they were not careful to read it.
Development -
(3/3) Viability: On color. Most hate X and Y color spells are uncommon.
(2/3) Balance: 4/4 hastey for 4 is cool. 4/4 hasty tor two comes up only agains azorius, and the chances that those WU have both colors on the battelfield before your turn two or three is slim, thus you never really get to cast 4/4 for 2 on curve.
This causes the discount as more of a proteftion against WU' counterspells than it is about a severely OP facesmasher.
Creativity -
(2/3) Uniqueness: potential 4/4 hasty for 2 CMC has not been done before. Red hating WU's guts is deciduous.
(2/3) Flavor: Good but forgettable. Facesmashers need not much flavor, specially uncommons. It makes you say "I get it, I aint impressed but I get it"
Polish -
(3/3) Quality: Neat
(2/2) *Main Challenge: 4/4
(1/2) Subchallenges: not both
Total: 19.5/25
KarmaHoudini - 4/4 instawinner
Design -
(1/3) Appeal: Johnny likes this, spike hates the mana cost, timmy likes it but also dislikes it because his other fatties require more than four lands, and may not be white.
(3/3) Elegance: Easy to grok.
Development -
(1/3) Viability: On color, on Rare (I assumed this is MR)
(1/3) Balance: somewhat weak, without some set up , thia card does not have setup built in and white supprot would not set this up nicely
Creativity -
(3/3) Uniqueness: Barren Victory or whatever its name was. Still a unique take on it.
(3/3) Flavor: I believe with an art and a flavor text this would be great. As it is it has enough theme points on its own.
Polish -
(3/3) Quality: im not sure but i think " and exactly four cards in hand" would be better as your other conditions all have ands.
(2/2) *Main Challenge: 4/4
(1/2) Subchallenges: not both
Total: 19/25
Cheetos Bellowing Brotodon
Design -
(2/3) Appeal: Appeals to all, but johnny not so much.
(3/3) Elegance: Elegant.
Development -
(2.5/3) Viability: On color, on Uncommon but the power level seems to lean towards rare.
(2/3) Balance: Certainly one of the stronger ones out there. This can transfer it P/T to sometging else and "attack" from safety.
Creativity -
(2/3) Uniqueness: nothing new here, certainly a new mix of stats and cards even if the effect is new it does not seem ground breaking.
(2/3) Flavor: I get it, its not impressive but I get it.
Polish -
(3/3) Quality: Nothing I can detect
(2/2) *Main Challenge: 4/4
(1/2) Subchallenges: both
Total: 19.5/25
Trabant - Dragon Pumper
Design -
(3/3) Appeal: Spike sees potential, Timmy sees Pure awesome, johnny at least sees a mana sink.
(3/3) Elegance: Understandable
Development -
(3/3) Viability: On color, on Rare,
(1/3) Balance: well balanced mana sink mechanic, well positioned on RDW's curve. Concept is great. But 5/5 flyer that roasts anything, is quite powerful. If it was 0/1 that pumped into a 4/5 that would make it more in line with thw likes of its fellow dragons.
Creativity -
(3/3) Uniqueness: The biggest best pay off of fire breathing yet. Firebreathing does not usually grant toughness but this does.
(3/3) Flavor: win here.
Polish -
(2.5/3) Quality: MCC puts flavor before P/T, and i am not sure but I think there is suppose to need a comma afte whenever attacks. I am not sure on that yet.
(2/2) *Main Challenge: +4/+4
(1/2) Subchallenges: not both
Total: 21.5/25
Thank you gor bearing with me
That said this is still Club Flamingo and not the MCC.
[Insert Theoden meme here] You have no power here MCC [/meme]
I will still judge by the heart!
I like power transfer Brotodon, i too like Usagin the little Inferno breather, I like Angel Clonable Anthem. I like most of these things, which is understandable as I made the IIW and that IIW was 4/4 or +4/+4. hard to not be a facesmasher when those limits are there.
I am going to give this to Megatroid Jones!
(GG: Forestsguy taps tongive Megatroid Jones with +4/+4. That creature gaina an IIw!)
Fomori Watch Captain - My problem with this card is that I don't expect it to be fun to play /against. It's probably too weak for constructed. In limited I expect it to stall the ground and get in for 3 every turn. If there's supposed to be a fun minigame in double blocking it and hoping it doesn't gain backswing, that's lost on its 7 toughness, which is quite a lot in most limited formats, so in most cases I see this as a near-must remove threat and nothing else. I think reducing the toughness to 6 goes a long way in making it more interactive, which would make it more powerful in situations where you have plenty of instant removal to blow out double blocks.
Conclave's Charge - I don't think a card like this should be printed unless it's provided an accommodating context. Reading it made me appreciate the Watch Captain above a little more, because that card does attempt to set up a game of risk assessment. This card just feels random. There's not much play to it beyond making sure both vigilance and trample are things your token deck is interested in. It feels like adding RNG to the game for no reason.
Pyrochemister - Here is a good case of a game of risk and reward. Using it on your own creatures risks killing them, and using it on enemy creatures risks buffing them. It also plays well with Chance Encounter and Krark's Thumb. The card is interesting and powerful enough to exist without the tap ability. The stats were designed mindful of the fact that the expected number of flips to get one success is 2, so you can often use its ability on itself to give it haste without killing it. Good power level, good cost, good stats, fun use of randomness. If anything is wrong, it's that it may lead to too many coin flips, like Two-Face's Justice. Maybe the ability could be adjusted to be an X ability and have the creatures get +X/+0 or dealt X damage so you don't have to spam so much, but that changes the math (for example, you would have a 50% chance to kill a 6/6 if you used an X ability, while you'd have to win 6 flips to kill it as it reads, quite unlikely).
Goblin Gambler - This is Pyrochemister's lil bro. Nice simple design, fun minigame, like Tavern Swindler only more suspenseful. If it exists in a set without synergy, I think it ought to be costed RR and be a 2/2 otherwise it will be quite weak, and I'd love a card like this to see limited play. The one weird thing about this card is that it's red but it's better on defense than offense since you can block and tap until you lose, but to attack you have to stop before you lose.
Rakdos Impugner - This card comes across as too volatile/powerful to see print at two mana. I was a fan of Spawnwrithe and I know the power of exponential growth. The coin flipping may lower the average speed of that growth, but there will still be games where you win the first 3 flips and those will not be fun games, and the games when you lose the first 3 flips will also feel bad for one player.
Winner is Mergatroid_Jones with Pyrochemister. The repeatable ability reduces the natural high variance of flipping coins, while attaching a downside to the result of the flip keeps the randomness meaningful and suspenseful.
Next: Board wipes (anything from Tranquility to Sunder to Apocalypse).
Legendary Sorcery {M}
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Separate all non-land permanents into two piles. Exile all permanents in the pile of an opponent’s choice.
Looking over the destruction he had wrought, Dralrume’s mouth twisted into a wicked sneer.
Alternatively:
Aggan, Calamity Incarnate 3WBR
Legendary Creature - Human Warrior {R}
First strike
Aggan isn’t affected by spells or abilities that effect all creatures or permanents, or each creature or permanent.
5WBR, Exile Aggan from your hand: Destroy all creatures. They can’t be regenerated. At the beginning of your next upkeep, you may cast Aggan from exile for its mana cost.
IIW: Show us Battlebond 2's Allied-colored Partners
Crushing stomps 3GG
Sorcery
Choose target creature you control. It deals damage equal to its power, divided as you choose, to each of up to X target creatures, where X is its power. Each of those creatures deals damage equal to its power to that creature.
This design is just kind of the baseline, based on Polukranos, world eater's monstrous ability (I literally copied his ability's final sentence.) The mana cost could be adjusted for some keywords (add white for lifelink, increase for a boost to power/toughness or just trample or vigilance), but I feel that this is an acceptable baseline.
I came up with an idea for a different version that's possibly more of a type of boardwipe that hits everything, but you can also build around to prevent its downsides:
Flattening charge 3GG
Sorcery
The creature you control with the greatest power deals damage equal to its power to each creature.
Green's creature removal is always based on its own creatures, and that's the theme behind my designs here. Either it's divided to fight, or its just one huge smash on everything. Plus, it opens it up to options like lifelink, or deathtouch, or high toughnesses preventing deaths on your side while still killing things on the other side.
IIW: Changing Un4's premise now: your multiversal threat of choice (eldrazi, phyrexians, bolas, etc) comes to Bablovia (Unstable's plane). Design cards of the villain's forces either attacking or converting the denizens of the plane.
Instant
Destroy all equipment. For each equipment destroyed this way, create two colorless Treasure artifact tokens with "Tap, Sacrifice this artifact: Add one mana of any color."
IIW: Replace a card from Dominaria limited that you found to be too weak or too strong. The new card should be the same color and rarity and should correct the original (for example, do not replace a card that is too strong with another very strong card unless you aim to support a disjoint archetype), but otherwise, anything goes.
Devastating Plague
2BB
Enchantment - Aura [Mythic]
Enchantment creature
The enchanted creature has “at the beginning of your upkeep, sacrifice this creature. If you do, create two tokens that are copies of Devastating Plague and attach them to two different creatures not enchanted by a permanent named Devastating Plague.”
Edit: Better IIW - Mono colour matters
Instant (R)
Each player sacrifices a creature for each creature they control in excess of the number you control. Repeat this process for artifacts, enchantments, and lands.
IIW: Non-legendary planeswalkers
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Ender of Time 8UU
Creature- Spirit Giant
When Ender of Time enters the battlefield, if you cast it from your hand, each player shuffles their hand, graveyard, and each other permanent they own into their library, then draws 7 cards. End the turn.(Exile all spells and abilities from the stack, empty all mana pools, and the active player discards cards down to their maximum hand size)
When Ender of Time becomes the target of a spell or ability, end the turn.
8/8
When the world is lost, he awakens. He resets what is broken, and purges what is wrong. Then he slumbers once more. -Chronicle of Days
IIW- A new mechanic for one of the guilds of Guilds of Ravnica (Golgari, Selesnya, Boros, Izzet, Dimir)
Chetoos- Crushing Stomps/ Flattening Charge- These aren't really that far off the wall. Green has been edging it's way closer to this sort of thing ever since Prey Upon was first printed. Monstrous Onslaught is the closest we've got. Both of these cards seem relatively close to printable. They aren't the most exciting designs, but it is something green is starved for. Flattening Charge is a real live wrath on a Wasteland Viper, and that's kinda nice.
JaceTheBodySculptor- Liquidate- Design-wise, there's nothing wrong with this, but in practice, it's a narrow hate card, and those are always dubious. The biggest problem with this is that even if equipment is really a problem in the meta, you're still probably better off playing something like Shattering Spree, as it's cheaper, and will always have more targets. Like most ultra-narrow cards, this needed something like cycling.
KarmaHoudini- Devastating Plague- This does spread pretty fast. There are a few minor issues that might confuse a less seasoned player, but it's an interesting take on Necrotic Plague (which is actually a take on Kudzu). I feel like this should be a little harder to cast than Necrotic Plague, but five is too much to cost, so I would charge 1BBB for it. I do think that we custom card makers overuse the Myr Propagator ability, but I like it better here than on most cards.
AspiringInsomniac- Equi-Hex of Bones- Another balanced Balance. I feel like the mana cost is well constructed here, and I like the simplicity of the text-box. This might not be the most innovative card, but it's constructed pretty well, and there's not much to criticize. Instant speed can lead to some pretty horrifying blowouts, but the mana cost mitigates that.
TotallyHaywire- Ender of Time- I don't like the last line, and I feel like it detracts from an otherwise cool card. Timetwister on a big creature has a lot more potential than Time Vault on one. Taking infinite turns seems like an anticlimactic victory when you've cast a ten mana creature, even if ending their turns forever is great flavor. I would prefer this as an eight mana 6/6 without the Time Stop. It'd be pretty hard to recover from, but they get a hand full of cards to try.
Winner: AspiringInsomniac for Equi-Hex of Bones. Sweet, simple, terrifying. Honorable Mention to KarmaHoudini for Devastating Plague (what fun), and Chetoos for Flattening Charge (which may one day see print).
Next: Non-legendary planeswalkers
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Fblthp, Homunculus Explorer 1UU
Legendary Planeswalker - Fblthp
+1 - up to two target creatures each get -1/-0. Scry 1
-3 - Create a blue Homunculus planeswalker token with 3 starting loyalty and "+1 - up to two target creatures each get -1/-0. Scry 1".
-8 - You get an emblem with "Planeswalkers you control can't be attacked".
3
I felt like I needed to make relatively small first and third abilities to fit in the second one into the normal planeswalker frame, but I think this is an interesting angle to go down. Fblthp is our favorite little planeswalking homunculus buddy, so his card represents him having adventures with other homunculi who are also planeswalkers, or maybe he just brings them along. He's a tourist, so he gets in people's way and helps you find things, and his guests do the same thing, and if you can manage to get him up enough, he can guard the rest of his buddies and himself, helping to keep your opponents stopped dead in their tracks.
Additionally, I think the last ability is maybe overcosted in terms of loyalty, so I could see moving it down to like -6, but I could also see it staying the same because of how powerful it is. Either way, I think the cost is somewhere in there, and the number is just kind of a placeholder.
IIW: Changing Un4's premise now: your multiversal threat of choice (eldrazi, phyrexians, bolas, etc) comes to Bablovia (Unstable's plane). Design cards of the villain's forces either attacking or converting the denizens of the plane.
Nicol Bolas, Dragon Ascendant 5UBR
Planeswalker- Nicol Bolas
+2: Create a 5/5 black, red and blue Dragon creature token with flying.
0: Untap all Dragons you control. Until your next turn, creatures your opponents control must attack if able.
-10: Exile all dragons you control. For each Dragon exiled this way, create a black, red and blue Dragonwalker Planeswalker token with 5 starting loyalty and "+1: Put a loyalty counter on target legendary planeswalker, -2: Create a 5/5 black, red and blue Dragon creature token with flying, and -8: You may activate target legendary planeswalker's loyalty abilities X extra times this turn, where X is the number of planeswalkers you control."
5
IIW: New guild mechanic from Guilds of Ravnica (Guilds in this set are Golgari, Boros, Izzet, Selesnya and Dimir)
Enchantment - Aura {U}
Enchant creature or planeswalker.
When Renegade Spark enters the battlefield put a loyalty counter on enchanted permanent and it becomes a planeswalker and has:
/+1\ This planeswalker deals 1 damage to up to one target player.
\-1/ This planeswalker deals 2 damage divided as you choose among one or two targets.
Note that an enchanted creature would stop being a creature.
IIW: Show us Battlebond 2's Allied-colored Partners
Planeswalker - Shapeshifter (R)
+2] Far Traveller becomes a 2/2 creature of any color(s) and any creature type(s).
-3] Search your sideboard for up to two cards, and shuffle them into your library.
[4]
IiW
4/4
Planeswalker- Komara (R)
+1: Until your next turn, spells cost each player 1 less to cast.
-1: Put a loyalty counter on target planeswalker.
-5: Search your library for a card called Komara Yee, Mad Wanderer, and put it onto the battlefield. Shuffle your library.
{{2}}
Komara Yee, Mad Wanderer 2UUU
Legendary Planeswalker- Komara (M)
+1: Until your next turn, spells cost each player 1 more to cast.
-2: Search your library for a card called Reflection of Yee, and put that card onto the battlefield. Shuffle your library.
-3: Create a Blue Komara Planeswalker token with one loyalty counter, and "-1: Each player may put a permanent card from their hand onto the battlefield tapped." The token can't activate loyalty abilities this turn.
{{4}}
Komara Yee is constantly searching for a home-plane that no longer exists, shattered into a thousand different reflections, all searching through an infinite cosmos for something that isn't there.
IIW: Something that's better in multiples (such as Timberpack Wolf or Enduring Scalelord).
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Seems like some people find the idea of a non-legendary planeswalker abhorrent. I suggested the IIW, thinking of possible planar scourges like eldrazi or phyrexians planeswalking without specific or 'legendary' personalities and hoping to get outside of the box a bit.
I appreciate the commentary on the idea behind Fblthp being a planeswalking tourist with friends. I'm not sure I completely understand the reasoning behind his [+1] ability, though I like the scrying bit. The idea of having near duplicate planeswalkers who are not legendary is nice and I like the parallel structure - but I can't help but think that in the spirit of the challenge the homunculi planeswalkers should just be non-legendary planeswalkers that can be cast as a separate cards not generated as tokens. I think the ultimate is a bit overcosted as you mentioned - but also underwhelming in that it can have very little impact on a game.
Here's another entry going down the route of token Planeswalkers. I get this planeswalker telling a story of Nicol Bolas ascending, but I'm confused by the flavor of having all dragons become UBR planeswalkers that summon more dragons. I think the costing, first two abilities and starting loyalty all seem pretty reasonable, but the ultimate seems messy and inelegant - which is the most relevant to the specific challenge.
These cards... look simple at first, but the number of planeswalkers that will be entering play if things go as planned can get crazy. I'm assuming that you meant to refer to the first card when you mention 'Reflection of Yee' as rather 'Reflection of Komara'. I love this Reflection and how simple and clean it is - it seems well costed and more directly answers my challenge of a non-legendary planeswalker, albeit one that's really a kind of facet of a legendary planeswalker. I also really like the cost of the legendary planeswalker and the first two abilities. The third ability however is pushing it for me, it's almost like a 'suspend 1' ability for anything in your hand, albeit with the fragility of a planeswalker token at one loyalty. This still just feels too powerful to me, and I'm not sure that we need additional planeswalker tokens on top of the two cards you've presented.
I like that this card is not distinguished in just rarity and missing the legendary supertype, but also is made distinct from all other legendary planeswalkers in only having two abilities - I'm not sure if there are rules issues that come up with having this tribal subtype, but I'm okay with it. You leaned hard (maybe a little too hard) into the vague notion of a non-legendary planeswalker, by also making this a shapeshifter with any color identity. The [-3] ability is interesting and most indicative of the flavor of a far traveller. I think the [+2] should read 'until end of turn', but then it might make this a little too hard to kill off your turn - so may need to be tuned. Overall, I think you've presented an interesting and clean design, but I worry that it's not particularly exciting as a rare and in general it's a 2/2 with some deck manipulation that barely impacts the game. Of the group of designs though, this most directly answers my challenge.
This is a pretty interesting idea, I think it's well balanced and costed. But I think it doesn't achieve enough for delving into the complicated territory of creatures becoming planeswalkers. I am happy to see the reduced rarity, this one is pushed all the way to uncommon! and I like the reduced abilities as a part of that non-legendary package. But I'm not convinced that it represents a planeswalker spark rather than general red pyromantic abilities. For introducing an idea of non-legendary planeswalkers I think we'd need a larger flavor-resonant payoff.
Winner: Forestsguy: elegant, interesting and answered my challenge. Honorable Mention: Mergatroid-Jones: I loved these cards, but I felt like a large part of the entry was in the legendary planeswalker which was not my challenge.
Next challenge: 4/4
4/4 creature OR "+4/+4" or both
Bellowing Brontodon GGG
Creature - Dinosaur (U)
GG, T: Target creature you control gets +4/+4 until end of turn. Activate this ability only any time you could cast a sorcery.
"Their mating call isn't to help them find each other, but to help you find safety." - Captain Brinely Rage.
4/4
This design may be a little more complicated than a normal Uncommon in a set, especially as a GGG creature, but leatherback baloth and woolly thoctar both prove that the cost can be done at uncommon, and I think the ability is fine. Tapping one creature to make a stronger creature isn't too complex, but if you want this to be bumped up to rare, I'd understand, we could tack something else on here, like trample on the base creature.
The +1 is Fblthp, or his friends, getting in the way of the normal plane's denizens, and finding the shops or something. He's a tourist, and they disrupt normal traffic of a city when they arrive somewhere that's not totally prepared for them. And I didn't make the tokens separate cards because I feel that WotC would never actually print a non-legendary planeswalker, so this was my best take on something that could see print, similar to Jace's ult from Ixalan. And the reasoning to keep the Ult as is is to make it less brutal in a superfriends deck. If you play this alongside Karn, Teferi, Jace, seems really unfair eventually.
IIW: Changing Un4's premise now: your multiversal threat of choice (eldrazi, phyrexians, bolas, etc) comes to Bablovia (Unstable's plane). Design cards of the villain's forces either attacking or converting the denizens of the plane.
WWWW
Legendary Creature - Human Lord
At the beginning of your upkeep, if there are exactly 4 cards in your library, exactly 4 cards in your hand, and if you control exactly 4 creatures and exactly 4 lands, you win the game.
4/4
IIW: mono-colour matters
Creature - Giant (U)
~ has haste as long as an opponent controls a white permanent or a blue permanent.
~ costs 2 less to cast if an opponent controls a white permanent and a blue permanent.
4/4
IIW: A Zombie with another creature type that hasn't been paired with Zombie before
Creature- Elemental {R}
Trample
Rubblerun Golem attacks each turn if able.
When Rubblerun Golem attacks, it gains indestructible until the end of the turn.
Whenever Rubblerun Golem is dealt combat damage, it deals 4 damage to you.
4/4
IIW: New guild mechanic for a guild of Guilds of Ravnica
Creature- Angel (R)
Flying
Other creatures you control get +4/+4.
0/4
IIW: Bring back an instant/ sorcery keyword.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Artifact {R}
Graft (Whenever a creature enters the battlefield, you may move a +1/+1 counter from this permanent onto it.)
Fabricate 4 (When this permanent enters the battlefield, you may put four +1/+1 counters on it. If you don’t, create 4 1/1 colorless Servo artifact creature tokens.)
Each servo you control with a +1/+1 counter on it gets +1/+1 and is green and blue.
(Note: that this would include a slight rules adjustment to graft, just to state that graft without a number is the same as graft 0 (this just looks a lot cleaner))
IIW: Battlebond 2's Allied-colored Partners
I imagine this type of enchantment being in a set that would probably warrant at least two cycles of them (one at rare, and one at uncommon) so as far as the payoff, I would never intend this card alone to take the bunt of the entire concept of a normal creature igniting. As far as the planeswalker abilities vs. normal creature abilities, I would argue most planeswalker cards don't have abilities that are intrinsic to planeswalking, so I'm not sure what you are looking for there... (Chandra is a pyromancer and a planeswalker, and almost all her abilities are about pyromancy and not planeswalking)
This is still a flamingo game, just wanna sharpen my MCC skills.
Cards5000! - Mecha tokener
Design -
(2/3) Appeal: Johnny can twiddle with this, Spike likes that it is an anthem that can provide its own bodies. Timmy sees too much work, even if it can make a 5/5 servo.
(2/3) Elegance: This is inelegant. A rare with so much reminder text. Other than that each ability is technically short, but their melvinity and unsimple sequencing may pose problem.
Development -
(2/3) Viability: Servos are artifacts and can be blue (But they prefer flying thopters), and +1/+1 and +1/+1 counters can be greens thing. What really deducts points from this is how much of this card would suit well for a white card., given that it is tgeir inbetween color this gets a pass. Also graft is UG.
(3/3) Balance: for a servo specific anthem, and only working on servos with +1/+1 counters, the potential to pump up to four servos eith +2/+2 P/T seems balanced.
Creativity -
(3/3) Uniqueness: Unique enough.
(1.5/3) Flavor: the flavor is okay and stretched, bio mechanics are a scifi good hit.
Polish -
(3/3) Quality: All good
(1.5/2) *Main Challenge: it is not a +4/+4 nor a 4/4 creature. It can technically give something 4 counters though.
(1/2) Subchallenges: not both
Total: 19/25
Megatroid Jones - Pump Angel Butt
Design -
(2/3) Appeal: Timmy gets to turn anything into a monster, Johnny is got a clonable anthem that would circlepump each other. Spike says dies to removal and does not like attack and does not like the mana cost.
(3/3) Elegance: Perfect
Development -
(3/3) Viability: On color, on Rare.
(2/3) Balance: A really really powerful anthem that dies to removal. Collective Blessing costs 6 two colors and only pumps +3/+3. That said it dies and 1WWWW is really hard to cast on turn 5 unless you are mono white.
Creativity -
(2/3) Uniqueness: The biggest anthem on a stick would grant uniqueness points to this.
(1/3) Flavor: Flavor is meh. Needs to be carried with art.
Polish -
(1.5/3) Quality: Clean
(2/2) *Main Challenge: +4/+4
(1/2) Subchallenges: not both
Total: 19/25
Totally Haywire - Totally a Facesmasher
Design -
(1.5/3) Appeal: Spike likes a 4/4 trample, and timmy likes it even more. Spike hates getting dealt 8 or 12 damage from two or three 1/1 tokens though.
(2.5/3) Elegance: Elegant. 4 lines though.
Development -
(3/3) Viability: On color, on Rare
(2/3) Balance: Must attack seems less of a drawback because it has indestructible, and blocking with it would have beaten the purpose of blocking (as you take damage anyway). Making it have some sort of redundancy
Creativity -
(1/3) Uniqueness: Facesmasher with a unique set of skill matches. None of the skills are new though.
(3/3) Flavor: Facesmashers dont need flavor, art usually carries them.
Polish -
(1.5/3) Quality: "Whenever Facesmasher attacks)" and "until
theendtheof turn".(2/2) *Main Challenge: 4/4
(1/2) Subchallenges: not both
Total: 17.5/25
To be continued
Entries still open
Design -
(1.5/3) Appeal:
(2.5/3) Elegance:
Development -
(3/3) Viability: On color, on Rare
(2/3) Balance:
Creativity -
(1/3) Uniqueness:
(3/3) Flavor:
Polish -
(1.5/3) Quality:
(2/2) *Main Challenge:
(1/2) Subchallenges: not both
Total: 17.5/25
Jace the Bodysculptor - Cloudspite Smasher
Design -
(2/3) Appeal: Spike likes, Timmy likes.
(2.5/3) Elegance: I have misread this, i thought both conditions were the same, but they are not. I imagi e this could also confuse some players, or mke them make wrong plays if they were not careful to read it.
Development -
(3/3) Viability: On color. Most hate X and Y color spells are uncommon.
(2/3) Balance: 4/4 hastey for 4 is cool. 4/4 hasty tor two comes up only agains azorius, and the chances that those WU have both colors on the battelfield before your turn two or three is slim, thus you never really get to cast 4/4 for 2 on curve.
This causes the discount as more of a proteftion against WU' counterspells than it is about a severely OP facesmasher.
Creativity -
(2/3) Uniqueness: potential 4/4 hasty for 2 CMC has not been done before. Red hating WU's guts is deciduous.
(2/3) Flavor: Good but forgettable. Facesmashers need not much flavor, specially uncommons. It makes you say "I get it, I aint impressed but I get it"
Polish -
(3/3) Quality: Neat
(2/2) *Main Challenge: 4/4
(1/2) Subchallenges: not both
Total: 19.5/25
KarmaHoudini - 4/4 instawinner
Design -
(1/3) Appeal: Johnny likes this, spike hates the mana cost, timmy likes it but also dislikes it because his other fatties require more than four lands, and may not be white.
(3/3) Elegance: Easy to grok.
Development -
(1/3) Viability: On color, on Rare (I assumed this is MR)
(1/3) Balance: somewhat weak, without some set up , thia card does not have setup built in and white supprot would not set this up nicely
Creativity -
(3/3) Uniqueness: Barren Victory or whatever its name was. Still a unique take on it.
(3/3) Flavor: I believe with an art and a flavor text this would be great. As it is it has enough theme points on its own.
Polish -
(3/3) Quality: im not sure but i think " and exactly four cards in hand" would be better as your other conditions all have ands.
(2/2) *Main Challenge: 4/4
(1/2) Subchallenges: not both
Total: 19/25
Cheetos Bellowing Brotodon
Design -
(2/3) Appeal: Appeals to all, but johnny not so much.
(3/3) Elegance: Elegant.
Development -
(2.5/3) Viability: On color, on Uncommon but the power level seems to lean towards rare.
(2/3) Balance: Certainly one of the stronger ones out there. This can transfer it P/T to sometging else and "attack" from safety.
Creativity -
(2/3) Uniqueness: nothing new here, certainly a new mix of stats and cards even if the effect is new it does not seem ground breaking.
(2/3) Flavor: I get it, its not impressive but I get it.
Polish -
(3/3) Quality: Nothing I can detect
(2/2) *Main Challenge: 4/4
(1/2) Subchallenges: both
Total: 19.5/25
Trabant - Dragon Pumper
Design -
(3/3) Appeal: Spike sees potential, Timmy sees Pure awesome, johnny at least sees a mana sink.
(3/3) Elegance: Understandable
Development -
(3/3) Viability: On color, on Rare,
(1/3) Balance: well balanced mana sink mechanic, well positioned on RDW's curve. Concept is great. But 5/5 flyer that roasts anything, is quite powerful. If it was 0/1 that pumped into a 4/5 that would make it more in line with thw likes of its fellow dragons.
Creativity -
(3/3) Uniqueness: The biggest best pay off of fire breathing yet. Firebreathing does not usually grant toughness but this does.
(3/3) Flavor: win here.
Polish -
(2.5/3) Quality: MCC puts flavor before P/T, and i am not sure but I think there is suppose to need a comma afte whenever attacks. I am not sure on that yet.
(2/2) *Main Challenge: +4/+4
(1/2) Subchallenges: not both
Total: 21.5/25
Thank you gor bearing with me
That said this is still Club Flamingo and not the MCC.
[Insert Theoden meme here] You have no power here MCC [/meme]
I will still judge by the heart!
I like power transfer Brotodon, i too like Usagin the little Inferno breather, I like Angel Clonable Anthem. I like most of these things, which is understandable as I made the IIW and that IIW was 4/4 or +4/+4. hard to not be a facesmasher when those limits are there.
I am going to give this to Megatroid Jones!
(GG: Forestsguy taps tongive Megatroid Jones with +4/+4. That creature gaina an IIw!)
Next
Bring back an instant / sorcery keyword.