Design (8/10) – This reflects the work put into the initial concept of the card.
Creativity – New mechanic grizzly!
Elegance – It's a pretty simple grizzly bear meant to show off a new mechanic at the common level. The mechanic itself is fairly simple but will cause some confusion with new players. The confusion would come in something like; "well my bear did combat damage first, so my other two creatures get counters and you take that additional two damage."
Potential – For a common showcasing off a new mechanic, this is pretty nice. Generally no one is going to be excited about this particular card but it will find a home in the pauper format.
Development (9/10) – This reflects the execution of the idea, fleshing it into a playable card.
Viability – Grizzly bears are actually pretty iconic in green and it is a common practice to put a new mechanic on one. I believe the mechanic fits into NWO, for the most part.
Balance – I think the cost on this is fine. This mechanic gets pretty sick when you tack on doublestrike and other goodies.
Creative Writing – Flavor text is good.
Polish – This reflects the finishing touches made to the card, polishing it to an end product that could see print.
Challenge (2/2) – Bloodshot, monon-green.
Quality (3/3) – Nothing that I see.
Design (9.5/10) – This reflects the work put into the initial concept of the card.
Creativity – Another new mechanic grizzly! Ooo I like this month already!
Elegance – Ah, good ol' Yavimaya. Forest Sovereign is a very nifty mechanic. It feels like the design idea behind Woodborn Behemoth. I'm curious if the +2/+2 is static or changeable?
Potential – This is very Timmy. This is also very kitchen table, I'm sure a more pushed creature with the mechanic would see constructed play though.
Development (9.5/10) – This reflects the execution of the idea, fleshing it into a playable card.
Viability – It's a grizzly bear showcasing a new mechanic, I love it. This type of mechanic is something I could see Wizards actually using in a pushed monocolored set.
Balance – Generally I would think that a 3 cost 4/4 would be pushing it, even for green, but we have Kalonian Tusker and the +2/+2 isn't a gaurantee. This still might be slightly pushing the power of a common though.
Creative Writing – I'm surprised we don't have a Yamimaya bear already. Love that flavor text, reminds me of Lanowar Elves.
Polish – This reflects the finishing touches made to the card, polishing it to an end product that could see print.
Challenge (2/2) – Forest sovereign, monogreen.
Quality (3/3) – Looks clean.
Design (7.5/10) – This reflects the work put into the initial concept of the card.
Creativity – Grizzly bea...Oh it's a slime, showcasing a redesign of the Morph mechanic. Still cool.
Elegance – Morph itself isn't too complicated of a mechanic. I do actually like the proposed redesign but part of the coolest part of morph is that all of the colorless blobs of creatures are 2/2. That blob could be ANY creature with morph. Once you start to add specific P/T to specific cards it allows opponents to metagame your blobs.
Potential – Everybody loves Morph. Lots of people love slimes. This card will find love somewhere but generally not in a constructed format.
Development (8.5/10) – This reflects the execution of the idea, fleshing it into a playable card.
Viability – Not seeing anything wrong here.
Balance – The only problem I really have here is with the morph cost. Generally from what I've seen you cast a creature for 3 to get them on the field and then morph for a cost that is lower than their actual CMC, spending more mana overall but getting the onto the battlefield quicker. Or, the morph cost is equal to or greater than the casting cost and the card has an effect that occurs upon flipping the card over. This follows neither and I'm confused as to why. So the card feels very underpowered even for a common.
Creative Writing – Like the name, flavor text is cute.
Polish – This reflects the finishing touches made to the card, polishing it to an end product that could see print.
Challenge (1/2) – A good tweak but not a new mechanic.
Quality (3/3) – Looks clean.
Design (8/10) – This reflects the work put into the initial concept of the card.
Creativity – A white "grizzly bear". Similar to a couple other mechanics we have ie. Kicker and Unleash.
Elegance – Easy concept. I like the name of the mechanic, especially in white. I'm unsure as to a flavor connect with discarding a card to empower the creature. Maybe you're "casting" that spell or sending them off with a spell for that extra oomph they need?
Potential – Soldier already means this card will see some play somwhere. The potential for a 1 cost 2/2 is awesome and Rakdos Cackler sees lots of play but giving up card advantage makes the decision much more interesting and will probably push some people away (I'm not one of them).
Development (8.5/10) – This reflects the execution of the idea, fleshing it into a playable card.
Viability – The creature is perfect in white. The way the mechanic functions though might actually prevent it from appearing in white. I just can't see white discarding cards to buff itself.
Balance – This looks good here.
Creative Writing – I would actually like something different than "new" to get the idea you are pushing across. Perfect flavor text but I'd like to see it attributed to someone.
Polish – This reflects the finishing touches made to the card, polishing it to an end product that could see print.
Challenge (2/2) – Empower, monowhite.
Quality (3/3) – Looks clean.
Unfortunately the requirements for the round were to make the common card in your cycle and your entry is an uncommon. Therefore you cannot advance. I will still be judging your card and I deeply apologize.
Design (10/10) – This reflects the work put into the initial concept of the card.
Creativity – Oh Lightning Bolt, my good friend, how fair you today? Oh what's this? A mechanic that directly interacts with the stack? Ooo fancy.
Elegance – The Permutate mechanic reads very nicely for something referencing the stack which is extremely important. I like the name interaction with the mechanic. It makes the it feel like the lightning itself is alive.
Potential – It's Lightning Bolt with upside. Spike loves this and I'm sure Johnny will find a fun way to play with the mechanic. Just about every Red deck ever will play this.
Development (8/10) – This reflects the execution of the idea, fleshing it into a playable card.
Viability – This is a mechanic that I feel fits Red. I'm pleased there. Honestly I would set this as rare. Permutate gives the card a lot of flexibility but will generally read as "cannot be countered" and if you want to keep it at R then I think it should be bumped up in rarity.
Balance – Overall the cost looks fine. I would really want to playtest this one to give it a real feel. A mechanic like this could end up being a lot more powerful than it looks on paper. If it is, I would put the Permutate cost up to 1R but just looking at it I believe it is fine.
Creative Writing – Not a lot of substance but it's cute. I get an Izzet vibe from this card.
Polish – This reflects the finishing touches made to the card, polishing it to an end product that could see print.
Challenge (2/2) – Challenges met.
Quality (3/3) – Looks clean to me.
Design (5.5/10) – This reflects the work put into the initial concept of the card.
Creativity – An artifact creature that phases based on a coin flip every turn.
Elegance – Simple and easy to read. I do like the connection mechanically to the flavor. Would have been fun to have a positive effect if you had won the flip.
Potential – It's hard to make a common card that will score high in potential simply by the restrictions of what making a common are. I think the guy needs some oomph, he's a 5cmc 5/4 with a downside. I don't see much hope for the poor guy.
Development (8.5/10) – This reflects the execution of the idea, fleshing it into a playable card.
Viability – There really isn't much here to go off of. Colorless cards get to do mostly what they want and we have plenty of beefy construct creatures to compare to. Artifacts phasing is odd though. It fits the flavor but might have been better if the card lost the ability to attack or block for the turn instead.
Balance – I think it's fine. Phyrexian Hulk was originally a 5/4 for 6 common and Tangle Hulk is one toughness less for 5CMC. It won't hurt anything to push that a tiny bit more.
Creative Writing – I do like the flavor here.
Polish – This reflects the finishing touches made to the card, polishing it to an end product that could see print.
Challenge (1/2) – Card is colorless, doesn't qualify for new mechanic.
Quality (3/3) – Looks clean to me.
Design 7.5/10) – This reflects the work put into the initial concept of the card.
Creativity – Untapping creatures on an EBT effect isn't necessarily common but it's been done enough.
Elegance – Simple and clean. While I see the flavor you were going for I believe it could have been put better. Something like a guard captain making sure the troops are being vigil in their watch and such.
Potential – Nice pauper card. Johnny likes to untap anything, everything really. I don't see much potential in constructed though.
Development (8/10) – This reflects the execution of the idea, fleshing it into a playable card.
Viability – Warrior is fine but the flavor suggests that his should be a knight or a soldier. Everything else is fine.
Balance – When you look at Midnight Guard and Village Bell-Ringer I think you could afford to drop this to 3CMC or afford it Vigilance, it would also fit with your flavor.
Creative Writing – The name doesn't make it feel like an individual creature. Flavor text works.
Polish – This reflects the finishing touches made to the card, polishing it to an end product that could see print.
Challenge (1/2) – Monocolored but no new mechanic.
Quality (3/3) – Looks clean.
Also, it just occurred to me, but you should probably copy or link your Round One entry so your judge doesn't have to hunt it down to see if you hit the challenges and/or stayed in line with your cycle.
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Do WotC even do vertical cycles anymore? I can't think of many that were in recent sets.
Also, do Vert Cycles strictly have to all have the same card type? Or is there some leeway in that regard?
2012 Core Set had Jace, Memory Adept (planeswalker), Jace's Archivist (creature), and Jace's Erasure (enchantment) as a vertical cycle. What's more is that the rarities of those cards were mythic, rare, and common, respectively. So, I guess these days they are defining vertical cycles a lot more loosely than they used to.
2012 Core Set had Jace, Memory Adept (planeswalker), Jace's Archivist (creature), and Jace's Erasure (enchantment) as a vertical cycle. What's more is that the rarities of those cards were mythic, rare, and common, respectively. So, I guess these days they are defining vertical cycles a lot more loosely than they used to.
Those cycles are heavily based on the flavor of the associated 'walker, so looseness in interpretation works for them. We're focusing on a more mechanical interpretation this month.
On the next challenge, does the 2 more mana have to be colorless?
Yes. I forget that a majority of you guys aren't familiar with my personal tendencies. If I wrap something in mana tags, I mean exactly that. Otherwise, I would have said "exactly 2 CMC more".
I'm a proud member of the Online Campaign for Real English. If you believe in capital letters, correct spelling, and good sentence structure, then copy this into your signature.
I'm a proud member of the Online Campaign for Real English. If you believe in capital letters, correct spelling, and good sentence structure, then copy this into your signature.
I'm a proud member of the Online Campaign for Real English. If you believe in capital letters, correct spelling, and good sentence structure, then copy this into your signature.
I'm a proud member of the Online Campaign for Real English. If you believe in capital letters, correct spelling, and good sentence structure, then copy this into your signature.
Also, I'm a horrible lazy liar. I'm probably not gonna linkify the brackets. Out of laziness.
Fair enough DQing me, I think it shows that my entry was rushed anyway, had a lot of stuff going on and just didn't have the time I wanted. I'm not sure my mechanic lent itself well to a vertical cycle as each creature would have to be layered onto the one below and just increase complexity and make things clunky.
EDIT: Also the "unlucky" part was referring to the doctor's patients, I had to squash down the message I wanted to convey to fit into a rhyming form
Fair enough DQing me, I think it shows that my entry was rushed anyway, had a lot of stuff going on and just didn't have the time I wanted. I'm not sure my mechanic lent itself well to a vertical cycle as each creature would have to be layered onto the one below and just increase complexity and make things clunky.
EDIT: Also the "unlucky" part was referring to the doctor's patients, I had to squash down the message I wanted to convey to fit into a rhyming form
Yeah, it was a cool idea (I really like Adapt as a five color mechanic), but it definitely felt rushed. In my experience, vertical cycles lend themselves a lot more to non ability word/keyword mechanics, but the MCC is a great place to test out ideas and I think you hit upon something that could definitely be fun on a handful of cards. Keep it in your file.
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Judgements are up. Pretty impressed with myself actually. I got these done a whole 23 hours before the deadline! Usually I'm rushing at the last minute.
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re: Better than Fact or Fiction. This costs more and isn't an instant, which I felt warranted being able to "get" all 5 cards.
And honestly from a design point I can totally see that. It's just card advantage is so damn powerful in this game. Almost every card is measured in the "card advantage" value. I generally tend to try and be more cautious when I design and judge cards because of how delicate the development process can be. That was my reasoning behind that anyway.
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Challenge 1: Utilizes a new mechanic.
Challenge 2: Is monocolored or colorless.
Antny223
Creativity – New mechanic grizzly!
Elegance – It's a pretty simple grizzly bear meant to show off a new mechanic at the common level. The mechanic itself is fairly simple but will cause some confusion with new players. The confusion would come in something like; "well my bear did combat damage first, so my other two creatures get counters and you take that additional two damage."
Potential – For a common showcasing off a new mechanic, this is pretty nice. Generally no one is going to be excited about this particular card but it will find a home in the pauper format.
Development (9/10) – This reflects the execution of the idea, fleshing it into a playable card.
Viability – Grizzly bears are actually pretty iconic in green and it is a common practice to put a new mechanic on one. I believe the mechanic fits into NWO, for the most part.
Balance – I think the cost on this is fine. This mechanic gets pretty sick when you tack on doublestrike and other goodies.
Creative Writing – Flavor text is good.
Polish – This reflects the finishing touches made to the card, polishing it to an end product that could see print.
Challenge (2/2) – Bloodshot, monon-green.
Quality (3/3) – Nothing that I see.
Total: 22/25
Clockwork Gamer
Creativity – Another new mechanic grizzly! Ooo I like this month already!
Elegance – Ah, good ol' Yavimaya. Forest Sovereign is a very nifty mechanic. It feels like the design idea behind Woodborn Behemoth. I'm curious if the +2/+2 is static or changeable?
Potential – This is very Timmy. This is also very kitchen table, I'm sure a more pushed creature with the mechanic would see constructed play though.
Development (9.5/10) – This reflects the execution of the idea, fleshing it into a playable card.
Viability – It's a grizzly bear showcasing a new mechanic, I love it. This type of mechanic is something I could see Wizards actually using in a pushed monocolored set.
Balance – Generally I would think that a 3 cost 4/4 would be pushing it, even for green, but we have Kalonian Tusker and the +2/+2 isn't a gaurantee. This still might be slightly pushing the power of a common though.
Creative Writing – I'm surprised we don't have a Yamimaya bear already. Love that flavor text, reminds me of Lanowar Elves.
Polish – This reflects the finishing touches made to the card, polishing it to an end product that could see print.
Challenge (2/2) – Forest sovereign, monogreen.
Quality (3/3) – Looks clean.
Total: 24/25
Fuusengum
Creativity – Grizzly bea...Oh it's a slime, showcasing a redesign of the Morph mechanic. Still cool.
Elegance – Morph itself isn't too complicated of a mechanic. I do actually like the proposed redesign but part of the coolest part of morph is that all of the colorless blobs of creatures are 2/2. That blob could be ANY creature with morph. Once you start to add specific P/T to specific cards it allows opponents to metagame your blobs.
Potential – Everybody loves Morph. Lots of people love slimes. This card will find love somewhere but generally not in a constructed format.
Development (8.5/10) – This reflects the execution of the idea, fleshing it into a playable card.
Viability – Not seeing anything wrong here.
Balance – The only problem I really have here is with the morph cost. Generally from what I've seen you cast a creature for 3 to get them on the field and then morph for a cost that is lower than their actual CMC, spending more mana overall but getting the onto the battlefield quicker. Or, the morph cost is equal to or greater than the casting cost and the card has an effect that occurs upon flipping the card over. This follows neither and I'm confused as to why. So the card feels very underpowered even for a common.
Creative Writing – Like the name, flavor text is cute.
Polish – This reflects the finishing touches made to the card, polishing it to an end product that could see print.
Challenge (1/2) – A good tweak but not a new mechanic.
Quality (3/3) – Looks clean.
Total: 20/25
Koopa
Creativity – A white "grizzly bear". Similar to a couple other mechanics we have ie. Kicker and Unleash.
Elegance – Easy concept. I like the name of the mechanic, especially in white. I'm unsure as to a flavor connect with discarding a card to empower the creature. Maybe you're "casting" that spell or sending them off with a spell for that extra oomph they need?
Potential – Soldier already means this card will see some play somwhere. The potential for a 1 cost 2/2 is awesome and Rakdos Cackler sees lots of play but giving up card advantage makes the decision much more interesting and will probably push some people away (I'm not one of them).
Development (8.5/10) – This reflects the execution of the idea, fleshing it into a playable card.
Viability – The creature is perfect in white. The way the mechanic functions though might actually prevent it from appearing in white. I just can't see white discarding cards to buff itself.
Balance – This looks good here.
Creative Writing – I would actually like something different than "new" to get the idea you are pushing across. Perfect flavor text but I'd like to see it attributed to someone.
Polish – This reflects the finishing touches made to the card, polishing it to an end product that could see print.
Challenge (2/2) – Empower, monowhite.
Quality (3/3) – Looks clean.
Total: 21.5/25
Pseudofate
Design (10/10) – This reflects the work put into the initial concept of the card.
Creativity – Oh Lightning Bolt, my good friend, how fair you today? Oh what's this? A mechanic that directly interacts with the stack? Ooo fancy.
Elegance – The Permutate mechanic reads very nicely for something referencing the stack which is extremely important. I like the name interaction with the mechanic. It makes the it feel like the lightning itself is alive.
Potential – It's Lightning Bolt with upside. Spike loves this and I'm sure Johnny will find a fun way to play with the mechanic. Just about every Red deck ever will play this.
Development (8/10) – This reflects the execution of the idea, fleshing it into a playable card.
Viability – This is a mechanic that I feel fits Red. I'm pleased there. Honestly I would set this as rare. Permutate gives the card a lot of flexibility but will generally read as "cannot be countered" and if you want to keep it at R then I think it should be bumped up in rarity.
Balance – Overall the cost looks fine. I would really want to playtest this one to give it a real feel. A mechanic like this could end up being a lot more powerful than it looks on paper. If it is, I would put the Permutate cost up to 1R but just looking at it I believe it is fine.
Creative Writing – Not a lot of substance but it's cute. I get an Izzet vibe from this card.
Polish – This reflects the finishing touches made to the card, polishing it to an end product that could see print.
Challenge (2/2) – Challenges met.
Quality (3/3) – Looks clean to me.
Total: 23/25
silph
Creativity – An artifact creature that phases based on a coin flip every turn.
Elegance – Simple and easy to read. I do like the connection mechanically to the flavor. Would have been fun to have a positive effect if you had won the flip.
Potential – It's hard to make a common card that will score high in potential simply by the restrictions of what making a common are. I think the guy needs some oomph, he's a 5cmc 5/4 with a downside. I don't see much hope for the poor guy.
Development (8.5/10) – This reflects the execution of the idea, fleshing it into a playable card.
Viability – There really isn't much here to go off of. Colorless cards get to do mostly what they want and we have plenty of beefy construct creatures to compare to. Artifacts phasing is odd though. It fits the flavor but might have been better if the card lost the ability to attack or block for the turn instead.
Balance – I think it's fine. Phyrexian Hulk was originally a 5/4 for 6 common and Tangle Hulk is one toughness less for 5CMC. It won't hurt anything to push that a tiny bit more.
Creative Writing – I do like the flavor here.
Polish – This reflects the finishing touches made to the card, polishing it to an end product that could see print.
Challenge (1/2) – Card is colorless, doesn't qualify for new mechanic.
Quality (3/3) – Looks clean to me.
Total: 18/25
willows
Creativity – Untapping creatures on an EBT effect isn't necessarily common but it's been done enough.
Elegance – Simple and clean. While I see the flavor you were going for I believe it could have been put better. Something like a guard captain making sure the troops are being vigil in their watch and such.
Potential – Nice pauper card. Johnny likes to untap anything, everything really. I don't see much potential in constructed though.
Development (8/10) – This reflects the execution of the idea, fleshing it into a playable card.
Viability – Warrior is fine but the flavor suggests that his should be a knight or a soldier. Everything else is fine.
Balance – When you look at Midnight Guard and Village Bell-Ringer I think you could afford to drop this to 3CMC or afford it Vigilance, it would also fit with your flavor.
Creative Writing – The name doesn't make it feel like an individual creature. Flavor text works.
Polish – This reflects the finishing touches made to the card, polishing it to an end product that could see print.
Challenge (1/2) – Monocolored but no new mechanic.
Quality (3/3) – Looks clean.
Total: 19.5/25
Clockwork Gamer 24
Antny223 22
Koopa 21.5
Fuusengum 20
willows 19.5
silph 18
pseudofate 23 disqualified
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My Flawless Score MCC Card | My Other One | # Three!
2012 Core Set had Jace, Memory Adept (planeswalker), Jace's Archivist (creature), and Jace's Erasure (enchantment) as a vertical cycle. What's more is that the rarities of those cards were mythic, rare, and common, respectively. So, I guess these days they are defining vertical cycles a lot more loosely than they used to.
Memento Mori, if the nineth lion ate the sun.
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
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EDIT: Also, whoa. 1000 posts.
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Also, I'm a horrible lazy liar. I'm probably not gonna linkify the brackets. Out of laziness.
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I'm done. As always, I don't want complaints.
Fair enough DQing me, I think it shows that my entry was rushed anyway, had a lot of stuff going on and just didn't have the time I wanted. I'm not sure my mechanic lent itself well to a vertical cycle as each creature would have to be layered onto the one below and just increase complexity and make things clunky.
EDIT: Also the "unlucky" part was referring to the doctor's patients, I had to squash down the message I wanted to convey to fit into a rhyming form
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Also, There is no way I could concentrate on judging with this going on. I commend your willpower.
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And honestly from a design point I can totally see that. It's just card advantage is so damn powerful in this game. Almost every card is measured in the "card advantage" value. I generally tend to try and be more cautious when I design and judge cards because of how delicate the development process can be. That was my reasoning behind that anyway.
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@Koopa: You really let that get down to the wire.
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Also, judge deadline for round three is tonight.
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I'd like to be off judging September unless really needed.