Forestsguy- Enraged Primadox
This is pretty cool. Green self-bounce is one of the more interesting corners of the color pie. 5/5 trample for 3 is pretty big for a drawback that's secretly an advantage, but that advantage is also a drawback, and it's harder to trigger than Roaring Primadox. This would be at the core of some interesting infinity combos, but it's not going to be degenerate. I like it.
Sephon19- Vengeful Spirit
I guess this is rules viable? Meaning this always goes back to your hand so long as they discard. I'm not sure, though. The card is pretty powerful but it's not really overpowered. I want to like the card, but I don't like how awkward it is that it's supposed to die, then instantly be hit by a triggered effect from the graveyard. Honestly, I like the graveyard ability more than I like the enrage discard. I would like to see that form of recursion on something.
Subject16- Peaceful Gargantua
It's fine, but it's got a bit of a nonbo with combat damage. I lose defender just in time to have already blocked! This feels like it relies too much on enablers: part of enrage's appeal is that intentional enablers are great, but aren't the only way to trigger it.
Graffd02- Explosive Kavu
That's old school pain, Plague Spitter style. Two of these could get really explosive if they had more than two toughness. It's still a decent explosion. This is absolutely the enrage enabler with enrage to end all enrage enablers with enrage. Definite bonus points for that. Also, of the cards here, this one has the best game with Pestilence/Pyrohemia, which I always had in the back of my mind with this challenge.
JaceTheBodySculptor- Frostfeather Stasisaurus
If nothing else, the name "Stasisaurus" is just fun. That is one hell of a grief card. Exhaustion is better than it looks, and there's never been a repeatable one to my knowlege. You are just a Prodigal Sorcerer away from one sided Stasis. That's just too much grief for the world to handle. One trigger on this pays for the card. Two is nuts. If you can use it as a soft-lock, the game becomes very unfun.
It comes down to the primadox and the kavu. In the end, I'll let the flavor text carry the day.
Winner: Graffd02. HM to Forestsguy Next: Equipment with X as the casting cost.
Simic Sizing Suit (Uncommon) x
Artifact - Equipment
Simic Sizing Suit enters the battlefield with X plasma counters on it.
Equipped creature’s base power and toughness are each equal to the number of plasma counters on Simic Sizing Suit.
Equip 1
Fractal BladeXX
Artifact - Equipment (Rare)
When Fractal Blade enters the battlefield, create X tokens that are a copy of it.
Equipped creature gets +1/+0.
Equip 1 "Most weapons are designed to be used by anyone. Mine can be used by everyone!"
-Gubzo, Goblin Infinitizer
IIW: Emblems that aren't generated from planeswalkers.
Festerhornx
Artifact — Equipment (R)
Living weapon (When this Equipment enters the battlefield, create X 0/0 black Germ creature tokens, then attach this to one of them.)
Equipped creature and each creature you control that shares a creature type with it get +1/+1.
Equip 3
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Scrap Launcher X
Artifact - Equipment R
Scrap Launcher enters the battlefield with X scrap counters on it.
Whenever equipped creature attacks, flip a coin for each scrap counter on Scrap Launcher. Then choose target any target. Scrap Launcher deals damage to that target equal to the number of times the coin came up heads. Then remove a scrap counter from Scrap Launcher.
Equip 1
Constricting ChainsX
Artifcact- Equipment (U)
Constricting Chains enters the battlefield with X chain counters on it.
Ensnare 2(2: Attach to target creature you don't control. Ensnare only as a sorcery.)
Equipped creature gets -X/-0.
LEGEND
SIMIC SIZING SUIT
Love the idea of changing a creature's base power and toughness with an euipment... loving the possibilities... Also, cool that this is a secretly a 1-mana sorcery speed sac outlet (Wait the Simic don't sacrifice creatures tho do they? )...
SUBJECT16
FRACTAL BLADE
While I feel like making the cost XX instead of X goes against the inherent theme of the challenge, I like the card, may be a little underwhelming however, as it doesnt scale well: paying 2 + 2 to equip adds +2/0, not bad for 4 mana, but paying 6 + 4 only adds +4/0 total... not great for a ten mana investment... Bonus points for fun flavor text as well.
FLATLINE
FESTERHORN
While the living weapon cards have proved to be powerful, this one may be too powerful... so, an X mana spell that can go in ANY deck that gives me X 1/1 creatures? Seems too good. interesting, but too good.
SEPHON_19
SCRAP LAUNCHER
Seems fun, and is a new use for flipping coins that is currently not used. Very RNG dependent, but I think this would be a very fun limited and commander card...
MERGATROID_JONES
CONSTRICTING CHAINS
Very interesting, like the idea of attaching equipment to creatures you don't control. This seems pretty balanced. Well done.
Some great entries & very close, with really no entries that made me go, nah that's not what I was looking for...
Going to have to give the win to: Legend, for Simic Sizing Suit
Charge of Tomorrow RW
Enchantment - Aura M
Enchant creature
Enchanted creature gets +5/+5 and has indestructible.
At the beginning of your end step, sacrifice enchanted creature and put Moment of Truth on the top of your library.
Utopian Realm3GWU
Enchantment- Aura (M)
Enchant land
As long as enchanted land is untapped, all damage that would be dealt to you is reduced to 2.
When enchanted land becomes tapped, draw a card, then you may put a land card from your hand onto the battlefield.
Grim Captain's Hold3UB
Enchantment - Aura Curse (Mythic)
Enchant player
Whenever a nontoken creature enchanted player controls dies, that player creates a colorless Treasure artifact token with "T, Sacrifice this artifact: Add one mana of any color." Then that player loses 1 life for each artifact they control.
Whenever a player sacrifices a treasure, you may pay 2. If you do, create a tapped 2/2 black Pirate creature token with menace. Not every pile of gold can be called a fortune.
Chromatic Circle3W
Enchantment - Aura (M)
Enchant Player
At the beginning of each upkeep, choose a color. 1: The next time a source of that color would deal damage to enchanted player this turn, prevent that damage.
Sephon: strangely good mechanically though I don’t get the name flavor. I think there’s room for Flash here.
Mergatroid: a nice assembly of effects that add up to a really nice card. Spot on. I wish it gave the land indestructible but suspect that would be too much. My only criticism is that the life total thing is 2 instead of the conventional 1. If it isn’t 1, I’d rather it be 3 since there’s 3 colors, 3 in the mana cost, and 3 abilities.
Subject: maybe it’s just me but it seems rather busy. I had to read it several times to make sense of and the evaluate it.
Worldmaw Wurm4GGG
Creature - Wurm (Mythic)
Trample
When Worldmaw Wurm enters the battlefield, sacrifice any number of lands. Put a +1/+1 counter on Worldmaw Wurm for each land sacrificed this way.
When Worldmaw Wurm dies, search your library for a number of land cards equal to Worldmaw Wurm's power and put them onto the battlefield tapped. Then shuffle your library. It swallows entire continents, digesting them to form new realms.
5/5
Mesa Jumper4WRR
Creature - Giant (R)
Trample, Haste WWR, Sacrifice a plains: ~ gains flying until end of turn, destroy target land. Tomar loved the feel of the wind in his hair almost as much as he loved the crunch of the hills beneath his feet.
8/4
IIW: Support for a lacking tribe (Atogs, Homarids, ...)
Private Mod Note
():
Rollback Post to RevisionRollBack
Commander: UBG Tasigur, the lab enabler UR Planeswalker Control UBRW Breya's personal box of combos BRW Vampire beats, by Dre 1 Karn, where all lands are command towers UBR Inalla's Venser lock UBRGW Atog Atog contraption tribal WUB Xur's second chance UGW Derivi, bird tribal R Brother's Yamazaki BRG Prosh, the scourge of multiplayer GW Capt. Sisay's Deck Dumping Service UB All Your Spells do Belong to Me UG Tapioca Pearl BG Meren's grinder
Baloth Matriarch4GG
Creature-Beast (M)
When a creature with power 4 or greater enters the battlefield under your control, you gain 4 life.
If a spell or ability an opponent controls causes you to discard ~ or a creature with 4 or more power, put it onto the battlefield instead of putting it into your graveyard.
4/4
IIW: weirds (elementals comprised of two contradicting elements)
Reflective GolemX
Artifact Creature - Golem {R}
~ enters the battlefield with X +1/+1 counters on it.
If W was spent to play ~, ~ has first strike.
If U was spent to play ~, ~ has flying.
If B was spent to play ~, ~ has menace.
If R was spent to play ~, ~ has haste.
If G was spent to play ~, ~ has trample.
1/0 You get out what you put in. But bigger.
The World Encircler 8GU
Legendary Creature - Leviathan R
When The World Encircler enters the battlefield, draw cards equal to the number of lands you control.
The World Encircler has power and toughness equal to the number of lands you control plus the number of cards in your hand.
Whenever The World Encircler attacks, put X +1/+1 counters on it, where X is equal to the number of lands defending player controls plus the number of cards in that player's hand. "I have sailed past it for decades, and am yet to find an end. But I will find it. I must. It has to end... My thoughts race with the wind... I still have time, even if my mind doesn't. I still have time. I still have time..."
*/*
Tim, the Enchanter2RRR
Legendary Creature - Human Wizard Shaman
Flash, haste, defender, indestructible
Sacrifice X lands, T: Tim, the Enchanter deals X+1 damage to target creature & to its controller. If Tim is blocking the target, double all damage dealt by this ability.
0/3
Reltha, The Dream ChildGUR
Legendary Artifact Creature - God Wonder {MR} (As this Wonder enters and after your draw step, you may tap a creature to put a brick counter on this.)
As long as it has less than three brick counters on it, Reltha isn’t a creature.
Remove a brick counter from Reltha: Reveal cards from the top of your library until you reveal a creature card. For each other creature you control you may exile it. If you do, return it to the battlefield and it is a copy of the revealed creature until end of turn, except that it gains haste. Put Each card revealed form your library this way onto the bottom of your deck in a random order.
5/5
IIW: More Wonders (note that it is an artifact subtype, not a creature type, and has the built in ability (As this Wonder enters and after your draw step, you may tap a creature to put a brick counter on this.))
It looks like everybody's a bit of a Timmy. With this many entrants, I find it helpful to use a numeric rating. Timmy gets the biggest vote. Johnny wants to build a deck for the card. Spike is Spike. Vorthos is Vorthos. Melvin cares about card balance, plausibility, and random nitpickings.
Subject16- Worldmaw Wurm
I don't like how similar the name is to Worldspine Wurm. I do like the way this card works. Scapeshift on a giant body is a neat idea, and this rewards good play and good deckbuilding. 5/5 trample for 4GGG as a base is quite conservative, considering how far they push P/T with cards like Verdurous Gearhulk nowadays. It is also true that this gets stupidly huge in EDH, which is the format it was really made for. Timmy's rating 8/10. Johnny's rating 4/5. Spike's rating 3/5. Vorthos's rating 2/5. Melvin's rating 5/5. Total: 22.
Legend- Quicksilver Colossus
I don't like how similar the name is to Quicksilver Gargantuan. Ya know, this is kinda basic, and I like that. Champion an artifact makes all the sense in the world. Being a 9/9 unblockable is a helluva thing, but champion is quite a drawback, and 9/9 is exactly enough to not kill an untouched player in two hits. Progenitus and this guy acknowledge one another from a distance. Timmy's rating 8/10. Johnny's rating 3/5. Spike's rating 4/5. Vorthos's rating 2/5. Melvin's rating 4/5. Total: 21.
graffd02- Kudzu Branchstalker
I was hoping for a Kudzu reference, but oh well. Let's math out the balance. 6/6 trample hexproof is worth six mana, and at five mana, it's pushed. With one forest, this costs 7. With two, it costs 6. With three, it costs 5 (now the deal starts getting sweet). With four, it costs 4. So monogreen casts this on turn 4 with or without a mana dork. Yeah, that's good, but it's not broken. The balance seem just about right for a flashy mythic of today's standards. Timmy's rating 7/10. Johnny's rating 3/5. Spike's rating 4/5. Vorthos's rating 2/5. Melvin's rating 5/5. Total: 21.
Mr_Lord_Mr- Mesa Jumper
Well this is a fun card. Repeatable land destruction is nasty, but it's not like you're getting it cheap. This is symetrical and feels more like Army Ants that than Armageddon. The creature is powerful, but dies to removal. It feels very much like a rare, and very much like a classic Timmy card. The flavor is also rather amusing. I wish the land was destroyed at the end of the turn (when he comes down). Timmy's rating: 9/10. Johnny's rating 2/5. Spike's rating 2/5. Vorthos's Rating 5/5. Melvin's rating 5/5. Total: 23.
RileyMcAwesome- Baloth Matriarch
The "you'll regret your discard" text is one of the cooler random abilities in green. I'm guessing part of why it's such a rare ability is that it takes up a lot of text-box space. This should be a rare. Being a 4/4 seems right, but when you get it out, it's kind of a weak body for a six drop. The four life is a nice bonus, but unless you are getting more value out of it, this isn't worth playing. That makes it a meta dependent card. If something like Raven's Crime (cheap untargeted discard) is frequently played, it will be worth playing this at least in the sideboard. This cares about 4 power, so I'd keep the power at four, but up the toughness to seven or eight. Timmy's rating 6/10. Johnny's rating 2/5. Spike's rating 5/5 (Spike likes sideboard tech). Vorthos's rating 3/5. Melvin's rating 4/5. Total: 20.
mirrislegend- Reflective Golem
Everybody has had an idea like this at some point, but the memory issue is pretty hard to get around. I could see there being a color-matters set where there are some cards that have color indicators at the bottom, allowing you to mark the used colors and get around the memory issue, but you would have to do something drastic like that to make it viable. This is repeatedly strictly better than Endless One, and does get out of hand very quickly. Flying and haste are the most important abilities, and could make this really nasty in standard. Being able to attack with an X+1/X flying haste any time is pretty bonkers for a RU deck. So even if the memory issue were not a thing, I think the balance is off here. Timmy's rating 8/10. Johnny's rating 2/5. Spike's rating 5/5. Vorthos's rating 2/5. Melvin's rating 1/5. Total: 18.
Forestsguy- Great Nature
Everything is HUGE. That's some pretty great nature. This isn't overpowered considering that it just embiggens things, and dies to most removal. It's just ridiculous. But it's ridiculous in a very Timmy way. Sure, Elesh Norn's static ability is waaayyyy more devastating than this, but my guys are HUGE. This is classic Timmy. Timmy's rating 9/10. Johnny's rating 2/5. Spike's rating 2/5. Vorthos's rating 3/5. Melvin's rating 5/5. Total 21.
Sephon19- The World Encircler
Great name. Wacky card. It's great actually. I love it until the last ability. It draws boffo cards, and then is huge, so why do you need to clutter everything up with all those extra +1/+1 counters? You are already doing everything you want to do, that bit is just overkill, and this thing's size is hard enough to keep track of without all that. I would rather that ability were replaced with simple Spellbook text. I do love that you made a Jormungandr card, and this feels like a very appropriate way to do it. Timmy's rating 8/10. Johnny's rating 3/5. Spike's rating 3/5. Vorthos's rating 5/5. Melvin's rating 2/5. Total: 21.
VolrathTheRisen- Tim The Enchanter
This is a bit all over the place. The damage doubling is strange, and as a card that cares about mass land sacrifice, I kinda want green in the color identity. It's strange also that it's called an enchanter, but doesn't do any enchanting. I understand that the reference is to Prodigal Sorcerer, and to Monty Python, but the card is kind of a mish-mash. I do like that it plugs into another side of Timmyness besides big creatures: creatures with big effects. Just because it's a 0/3 doesn't make it not a Timmy card. If you attack into me, and I have 10 lands, you're instant toast. Timmy likes those kinds of things. Timmy's rating 7/10. Johnny's rating 3/5. Spike's rating 2/5. Vorthos's rating 2/5 (Vorthos wants to like the card, but it's all over the place). Melvin's rating 2/5. Total: 16.
Cardz5000- Reltha, the Dream Child
Timmy does love gods. The activated ability is super strange, and perhaps needlessly complicated. The flavor comes through, though: the Dream God makes it's visions a reality for only a brief time. The blink is the most awkward part: why not just have them become copies? I know you lose crucial ETBs that way, but it would be so much easier on the text box. Melvin doesn't like that, but Johnny does, since he's an EDH brewer. Melvin also doesn't like the shorthand you used for the reminder text. But Johnny really likes the idea of building a deck with no other nontoken creatures except for Emrakul. But wait, the blink means that you can't hit tokens, and Reltha isn't able to become a creature unless you have other creatures to make it so. That means you can't just peel for the only other creature in your deck. This is an interesting animal, and ultimately appeals to the other voices more than to Timmy. Timmy's rating 6/10. Johnny's rating 5/5. Spike's rating 4/5. Vorthos's rating 4/5. Melvin's rating 3/5. Total: 22.
Victory goes to Mr_Lord_Mr.
Next: Support for a lacking tribe (Atogs, Homarids, ...)
This is pretty cool. Green self-bounce is one of the more interesting corners of the color pie. 5/5 trample for 3 is pretty big for a drawback that's secretly an advantage, but that advantage is also a drawback, and it's harder to trigger than Roaring Primadox. This would be at the core of some interesting infinity combos, but it's not going to be degenerate. I like it.
Sephon19- Vengeful Spirit
I guess this is rules viable? Meaning this always goes back to your hand so long as they discard. I'm not sure, though. The card is pretty powerful but it's not really overpowered. I want to like the card, but I don't like how awkward it is that it's supposed to die, then instantly be hit by a triggered effect from the graveyard. Honestly, I like the graveyard ability more than I like the enrage discard. I would like to see that form of recursion on something.
Subject16- Peaceful Gargantua
It's fine, but it's got a bit of a nonbo with combat damage. I lose defender just in time to have already blocked! This feels like it relies too much on enablers: part of enrage's appeal is that intentional enablers are great, but aren't the only way to trigger it.
Graffd02- Explosive Kavu
That's old school pain, Plague Spitter style. Two of these could get really explosive if they had more than two toughness. It's still a decent explosion. This is absolutely the enrage enabler with enrage to end all enrage enablers with enrage. Definite bonus points for that. Also, of the cards here, this one has the best game with Pestilence/Pyrohemia, which I always had in the back of my mind with this challenge.
JaceTheBodySculptor- Frostfeather Stasisaurus
If nothing else, the name "Stasisaurus" is just fun. That is one hell of a grief card. Exhaustion is better than it looks, and there's never been a repeatable one to my knowlege. You are just a Prodigal Sorcerer away from one sided Stasis. That's just too much grief for the world to handle. One trigger on this pays for the card. Two is nuts. If you can use it as a soft-lock, the game becomes very unfun.
It comes down to the primadox and the kavu. In the end, I'll let the flavor text carry the day.
Winner: Graffd02. HM to Forestsguy
Next: Equipment with X as the casting cost.
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.
x
Artifact - Equipment
Simic Sizing Suit enters the battlefield with X plasma counters on it.
Equipped creature’s base power and toughness are each equal to the number of plasma counters on Simic Sizing Suit.
Equip 1
IIW: Mythic Aura
Artifact - Equipment (Rare)
When Fractal Blade enters the battlefield, create X tokens that are a copy of it.
Equipped creature gets +1/+0.
Equip 1
"Most weapons are designed to be used by anyone. Mine can be used by everyone!"
-Gubzo, Goblin Infinitizer
IIW: Emblems that aren't generated from planeswalkers.
Artifact — Equipment (R)
Living weapon (When this Equipment enters the battlefield, create X 0/0 black Germ creature tokens, then attach this to one of them.)
Equipped creature and each creature you control that shares a creature type with it get +1/+1.
Equip 3
IIW: A madness enabler with madness.
Artifact - Equipment R
Scrap Launcher enters the battlefield with X scrap counters on it.
Whenever equipped creature attacks, flip a coin for each scrap counter on Scrap Launcher. Then choose target any target. Scrap Launcher deals damage to that target equal to the number of times the coin came up heads. Then remove a scrap counter from Scrap Launcher.
Equip 1
Next: Hybrid commons
Artifcact- Equipment (U)
Constricting Chains enters the battlefield with X chain counters on it.
Ensnare 2 (2: Attach to target creature you don't control. Ensnare only as a sorcery.)
Equipped creature gets -X/-0.
IIW: Common lands.
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.
SIMIC SIZING SUIT
Love the idea of changing a creature's base power and toughness with an euipment... loving the possibilities... Also, cool that this is a secretly a 1-mana sorcery speed sac outlet (Wait the Simic don't sacrifice creatures tho do they? )...
SUBJECT16
FRACTAL BLADE
While I feel like making the cost XX instead of X goes against the inherent theme of the challenge, I like the card, may be a little underwhelming however, as it doesnt scale well: paying 2 + 2 to equip adds +2/0, not bad for 4 mana, but paying 6 + 4 only adds +4/0 total... not great for a ten mana investment... Bonus points for fun flavor text as well.
FLATLINE
FESTERHORN
While the living weapon cards have proved to be powerful, this one may be too powerful... so, an X mana spell that can go in ANY deck that gives me X 1/1 creatures? Seems too good. interesting, but too good.
SEPHON_19
SCRAP LAUNCHER
Seems fun, and is a new use for flipping coins that is currently not used. Very RNG dependent, but I think this would be a very fun limited and commander card...
MERGATROID_JONES
CONSTRICTING CHAINS
Very interesting, like the idea of attaching equipment to creatures you don't control. This seems pretty balanced. Well done.
Some great entries & very close, with really no entries that made me go, nah that's not what I was looking for...
Going to have to give the win to: Legend, for Simic Sizing Suit
That makes the next topic: Mythic Auras
Enchantment - Aura M
Enchant creature
Enchanted creature gets +5/+5 and has indestructible.
At the beginning of your end step, sacrifice enchanted creature and put Moment of Truth on the top of your library.
Next: hybrid commons
Enchantment- Aura (M)
Enchant land
As long as enchanted land is untapped, all damage that would be dealt to you is reduced to 2.
When enchanted land becomes tapped, draw a card, then you may put a land card from your hand onto the battlefield.
IIW: Timmy cards.
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.
Enchantment - Aura Curse (Mythic)
Enchant player
Whenever a nontoken creature enchanted player controls dies, that player creates a colorless Treasure artifact token with "T, Sacrifice this artifact: Add one mana of any color." Then that player loses 1 life for each artifact they control.
Whenever a player sacrifices a treasure, you may pay 2. If you do, create a tapped 2/2 black Pirate creature token with menace.
Not every pile of gold can be called a fortune.
IIW: Eggs
Enchantment - Aura (M)
Enchant Player
At the beginning of each upkeep, choose a color.
1: The next time a source of that color would deal damage to enchanted player this turn, prevent that damage.
Sephon: strangely good mechanically though I don’t get the name flavor. I think there’s room for Flash here.
Mergatroid: a nice assembly of effects that add up to a really nice card. Spot on. I wish it gave the land indestructible but suspect that would be too much. My only criticism is that the life total thing is 2 instead of the conventional 1. If it isn’t 1, I’d rather it be 3 since there’s 3 colors, 3 in the mana cost, and 3 abilities.
Subject: maybe it’s just me but it seems rather busy. I had to read it several times to make sense of and the evaluate it.
Graffd: an exquisite design but it’s solid rare.
WINNER: Mergatroid
NEXT CHALLENGE: Timmy Cards
Creature - Wurm (Mythic)
Trample
When Worldmaw Wurm enters the battlefield, sacrifice any number of lands. Put a +1/+1 counter on Worldmaw Wurm for each land sacrificed this way.
When Worldmaw Wurm dies, search your library for a number of land cards equal to Worldmaw Wurm's power and put them onto the battlefield tapped. Then shuffle your library.
It swallows entire continents, digesting them to form new realms.
5/5
IIW: Mill
7
Legendary Creature - Golem
9/9
Flash
Champion an artifact
Protection from noncreature
IIW: A top down design with the name of a live action movie for the card name.
Creature - Plant (M)
Kudzu Branchstalker cannot be countered.
Trample, Hexproof
Affinity for Forests
6/6
IIW: Aristocrats
Creature - Giant (R)
Trample, Haste
WWR, Sacrifice a plains: ~ gains flying until end of turn, destroy target land.
Tomar loved the feel of the wind in his hair almost as much as he loved the crunch of the hills beneath his feet.
8/4
IIW: Support for a lacking tribe (Atogs, Homarids, ...)
UBG Tasigur, the lab enabler UR Planeswalker Control
UBRW Breya's personal box of combos BRW Vampire beats, by Dre
1 Karn, where all lands are command towers UBR Inalla's Venser lock
UBRGW Atog Atog contraption tribal WUB Xur's second chance
UGW Derivi, bird tribal R Brother's Yamazaki
BRG Prosh, the scourge of multiplayer GW Capt. Sisay's Deck Dumping Service
UB All Your Spells do Belong to Me UG Tapioca Pearl
BG Meren's grinder
Creature-Beast (M)
When a creature with power 4 or greater enters the battlefield under your control, you gain 4 life.
If a spell or ability an opponent controls causes you to discard ~ or a creature with 4 or more power, put it onto the battlefield instead of putting it into your graveyard.
4/4
IIW: weirds (elementals comprised of two contradicting elements)
Modern
URGTemur ScapeshiftGRU
EDH
WGKarametra EnchantressGW
UBGSidisi, Brood Tyrant ReanimatorGBU
UBRKess DoomsdayRBU
WBGGhave TokensGBW
WUBZur RebelsBUW
WUBErtai CursesBUW
WRFiresong and Sunspeaker Spell SlingerRW
Artifact Creature - Golem {R}
~ enters the battlefield with X +1/+1 counters on it.
If W was spent to play ~, ~ has first strike.
If U was spent to play ~, ~ has flying.
If B was spent to play ~, ~ has menace.
If R was spent to play ~, ~ has haste.
If G was spent to play ~, ~ has trample.
1/0
You get out what you put in. But bigger.
IIW: Deadpool related or themed
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
Creature - Avatar (R)
Vigilance, reach
Other creatures you control get +4/+4 and have vigilance and reach.
9/9
IiW
3cmc planeswalkers with +2
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.
Legendary Creature - Leviathan R
When The World Encircler enters the battlefield, draw cards equal to the number of lands you control.
The World Encircler has power and toughness equal to the number of lands you control plus the number of cards in your hand.
Whenever The World Encircler attacks, put X +1/+1 counters on it, where X is equal to the number of lands defending player controls plus the number of cards in that player's hand.
"I have sailed past it for decades, and am yet to find an end. But I will find it. I must. It has to end... My thoughts race with the wind... I still have time, even if my mind doesn't. I still have time. I still have time..."
*/*
Next Hybrid Commons
Legendary Creature - Human Wizard Shaman
Flash, haste, defender, indestructible
Sacrifice X lands, T: Tim, the Enchanter deals X+1 damage to target creature & to its controller. If Tim is blocking the target, double all damage dealt by this ability.
0/3
IIW: Monty Python references
Legendary Artifact Creature - God Wonder {MR}
(As this Wonder enters and after your draw step, you may tap a creature to put a brick counter on this.)
As long as it has less than three brick counters on it, Reltha isn’t a creature.
Remove a brick counter from Reltha: Reveal cards from the top of your library until you reveal a creature card. For each other creature you control you may exile it. If you do, return it to the battlefield and it is a copy of the revealed creature until end of turn, except that it gains haste. Put Each card revealed form your library this way onto the bottom of your deck in a random order.
5/5
IIW: More Wonders (note that it is an artifact subtype, not a creature type, and has the built in ability (As this Wonder enters and after your draw step, you may tap a creature to put a brick counter on this.))
Subject16- Worldmaw Wurm
I don't like how similar the name is to Worldspine Wurm. I do like the way this card works. Scapeshift on a giant body is a neat idea, and this rewards good play and good deckbuilding. 5/5 trample for 4GGG as a base is quite conservative, considering how far they push P/T with cards like Verdurous Gearhulk nowadays. It is also true that this gets stupidly huge in EDH, which is the format it was really made for. Timmy's rating 8/10. Johnny's rating 4/5. Spike's rating 3/5. Vorthos's rating 2/5. Melvin's rating 5/5. Total: 22.
Legend- Quicksilver Colossus
I don't like how similar the name is to Quicksilver Gargantuan. Ya know, this is kinda basic, and I like that. Champion an artifact makes all the sense in the world. Being a 9/9 unblockable is a helluva thing, but champion is quite a drawback, and 9/9 is exactly enough to not kill an untouched player in two hits. Progenitus and this guy acknowledge one another from a distance. Timmy's rating 8/10. Johnny's rating 3/5. Spike's rating 4/5. Vorthos's rating 2/5. Melvin's rating 4/5. Total: 21.
graffd02- Kudzu Branchstalker
I was hoping for a Kudzu reference, but oh well. Let's math out the balance. 6/6 trample hexproof is worth six mana, and at five mana, it's pushed. With one forest, this costs 7. With two, it costs 6. With three, it costs 5 (now the deal starts getting sweet). With four, it costs 4. So monogreen casts this on turn 4 with or without a mana dork. Yeah, that's good, but it's not broken. The balance seem just about right for a flashy mythic of today's standards. Timmy's rating 7/10. Johnny's rating 3/5. Spike's rating 4/5. Vorthos's rating 2/5. Melvin's rating 5/5. Total: 21.
Mr_Lord_Mr- Mesa Jumper
Well this is a fun card. Repeatable land destruction is nasty, but it's not like you're getting it cheap. This is symetrical and feels more like Army Ants that than Armageddon. The creature is powerful, but dies to removal. It feels very much like a rare, and very much like a classic Timmy card. The flavor is also rather amusing. I wish the land was destroyed at the end of the turn (when he comes down). Timmy's rating: 9/10. Johnny's rating 2/5. Spike's rating 2/5. Vorthos's Rating 5/5. Melvin's rating 5/5. Total: 23.
RileyMcAwesome- Baloth Matriarch
The "you'll regret your discard" text is one of the cooler random abilities in green. I'm guessing part of why it's such a rare ability is that it takes up a lot of text-box space. This should be a rare. Being a 4/4 seems right, but when you get it out, it's kind of a weak body for a six drop. The four life is a nice bonus, but unless you are getting more value out of it, this isn't worth playing. That makes it a meta dependent card. If something like Raven's Crime (cheap untargeted discard) is frequently played, it will be worth playing this at least in the sideboard. This cares about 4 power, so I'd keep the power at four, but up the toughness to seven or eight. Timmy's rating 6/10. Johnny's rating 2/5. Spike's rating 5/5 (Spike likes sideboard tech). Vorthos's rating 3/5. Melvin's rating 4/5. Total: 20.
mirrislegend- Reflective Golem
Everybody has had an idea like this at some point, but the memory issue is pretty hard to get around. I could see there being a color-matters set where there are some cards that have color indicators at the bottom, allowing you to mark the used colors and get around the memory issue, but you would have to do something drastic like that to make it viable. This is repeatedly strictly better than Endless One, and does get out of hand very quickly. Flying and haste are the most important abilities, and could make this really nasty in standard. Being able to attack with an X+1/X flying haste any time is pretty bonkers for a RU deck. So even if the memory issue were not a thing, I think the balance is off here. Timmy's rating 8/10. Johnny's rating 2/5. Spike's rating 5/5. Vorthos's rating 2/5. Melvin's rating 1/5. Total: 18.
Forestsguy- Great Nature
Everything is HUGE. That's some pretty great nature. This isn't overpowered considering that it just embiggens things, and dies to most removal. It's just ridiculous. But it's ridiculous in a very Timmy way. Sure, Elesh Norn's static ability is waaayyyy more devastating than this, but my guys are HUGE. This is classic Timmy. Timmy's rating 9/10. Johnny's rating 2/5. Spike's rating 2/5. Vorthos's rating 3/5. Melvin's rating 5/5. Total 21.
Sephon19- The World Encircler
Great name. Wacky card. It's great actually. I love it until the last ability. It draws boffo cards, and then is huge, so why do you need to clutter everything up with all those extra +1/+1 counters? You are already doing everything you want to do, that bit is just overkill, and this thing's size is hard enough to keep track of without all that. I would rather that ability were replaced with simple Spellbook text. I do love that you made a Jormungandr card, and this feels like a very appropriate way to do it. Timmy's rating 8/10. Johnny's rating 3/5. Spike's rating 3/5. Vorthos's rating 5/5. Melvin's rating 2/5. Total: 21.
VolrathTheRisen- Tim The Enchanter
This is a bit all over the place. The damage doubling is strange, and as a card that cares about mass land sacrifice, I kinda want green in the color identity. It's strange also that it's called an enchanter, but doesn't do any enchanting. I understand that the reference is to Prodigal Sorcerer, and to Monty Python, but the card is kind of a mish-mash. I do like that it plugs into another side of Timmyness besides big creatures: creatures with big effects. Just because it's a 0/3 doesn't make it not a Timmy card. If you attack into me, and I have 10 lands, you're instant toast. Timmy likes those kinds of things. Timmy's rating 7/10. Johnny's rating 3/5. Spike's rating 2/5. Vorthos's rating 2/5 (Vorthos wants to like the card, but it's all over the place). Melvin's rating 2/5. Total: 16.
Cardz5000- Reltha, the Dream Child
Timmy does love gods. The activated ability is super strange, and perhaps needlessly complicated. The flavor comes through, though: the Dream God makes it's visions a reality for only a brief time. The blink is the most awkward part: why not just have them become copies? I know you lose crucial ETBs that way, but it would be so much easier on the text box. Melvin doesn't like that, but Johnny does, since he's an EDH brewer. Melvin also doesn't like the shorthand you used for the reminder text. But Johnny really likes the idea of building a deck with no other nontoken creatures except for Emrakul. But wait, the blink means that you can't hit tokens, and Reltha isn't able to become a creature unless you have other creatures to make it so. That means you can't just peel for the only other creature in your deck. This is an interesting animal, and ultimately appeals to the other voices more than to Timmy. Timmy's rating 6/10. Johnny's rating 5/5. Spike's rating 4/5. Vorthos's rating 4/5. Melvin's rating 3/5. Total: 22.
Victory goes to Mr_Lord_Mr.
Next: Support for a lacking tribe (Atogs, Homarids, ...)
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My 1570 card cube (no longer updated)
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Ever-Expanding "Just throw it in" cube.