The thing is, you still have those things to do awesome things with. These aren't intended to be "oh, look, awesome effect for pulling something off" - they're intentionally a narrow cycle, because (surprisingly) narrow cycles get printed. It's meant to be "let's give you a four- or five-mana creature for two mana plus meeting a condition that takes a little bit of work". (As a result, they're more useful in multiplayer games, mostly because they don't leave you as open to "kill one player, run out of stuff to keep going".)
As far as the red one goes, though, I wasn't quite happy with how it worked, and so now it works better with copy effects (and I dropped it to four instead of six because I'll leave six and seven for the black and white ones, where there's better effects to check against those numbers).
It's good that Commander (and some less popular formats) expand the design space of fun cards. Only critique is, this feels a bit obvious (in its intent, I like cards that take a bit to think "Wait, this would be great in...").
I am intending to start simple, and move to more extravagant effects as the month progresses.
COMPANION CUB.
Cute. It should read "target player", not target teammate since I'm not sure Teammate exists as a term in the rules! Otherwise it seems completely reasonable.
I've made my opinion on these quite clear already. Admittedly this is one of the nicer ones, it's a more realistic trigger condition (best friend: Primeval Titan) and the condition itself isn't one that seems as automatic win as playing 6 (now 4) sorceries.
EVASIVE MANEUVER
Thank god for spellcheck I always misspell maneuver. Anyway, this seems like a completely reasonable common to print. It's not a very strong card since you can never actually get a card for it (unless they play a combat trick first and this sort of counters it) but that's fine.
UKILETH, SHADOWGORGER
First up, can't it just get +1/+1 counters?
Second, I understand the decision you're trying to build into it here but I'm not sure if it's that much of a decision. So you want to keep building up until you alpha strike them. Sure fair enough but when you've got 2-4 critters to alpha strike you already have a really huge creature who could easily win the game by itself. I feel that ability should be cheaper, possibly even free, or maybe the card needs some redesign somewhere.
GRAVESPOUT
Yea this looks kinda fun. Fits in nicely with the Golgari attrition theme and seems reasonable early game and later game. 1/1's aren't much but seeing as they are Salvage targets it doesn't feel like it's too bad. I like this one, nice.
GOBLIN UNDERLING
I feel when people introduce a new mechanic in their submission it should be the focus on the discussion much more then the card itself. So what do I think about Meld? Kind of narrow, it seems like it's mostly for quick aggressive strategies because all it can really do is make something cost less or make it cost something else (like a 1R that melds for G or something, or a Black one that requires you to pay life/discard cards, a blue one that bounces itself) and the end result of each of these is playing more creatures for less.
Sure it looks great on this card, but how can you make say 10 cards with this ability that don't all play out really similarly? I am skeptical that you can, but always open to being surprised.
SHADOWS OF ZELO
No no no no no no no! I hate this card. Why would we want this in the game, and how is it even Red!? And why is someone called gideon Jura designing RED cards?!
MECHANISATION STATION
That is a cool ability that reads kind of nastily. I can see a lot of people really drawn to this card, it turns trash into 5/5's! It only costs 3 mana! Value! Seems fun.
SEASIDE BENEFACTOR
Why should Dramatic Rescue be repeatable? The whole point of tempo is to trade card advantage for a temporary gain in board and this does the opposite of that. Not to mention as a keyword you've have to make a whole bunch of cards that do this. Sorry, I don't like where this is headed.
VIZKOPA CARTOGRAPHERS
Again, haven't played with extort yet, but I'm not sure slapping Drain Life to each spell is a good idea. Extort is about incremental advantage over time after achieving a locked up board state and this just turns all your spells into haymakers. Bleh
ENSLAVED MANA DIGGER
Two issues I have here. First, it really doesn't need negative power (what is negative power really?) I think creatures with 0 power are already plenty weak as it is. Second this produces mana like Green does, not like red does. I don't like this one very much.
SWELLING MAELSTROM.
I feel this would lead to games being artificially drawn out because as soon as it's been down long enough both players cannot actually kill each other until one player decks. Sure one would assume the losing player would just scoop but people are pricks and I thoroughly dislike how much inertia this takes from the game.
WINDTALKER
First ability, yea ok, Second ability, Whoa we have a card! This is the sort of thing that's impossible to evaluate without playing with it so I really cannot say. That feels like it could easily be a super strong effect but you do gotta pay for it. Intriguing.
SPECTRAL MANIFEST
Keeping track of all the various power/toughnesses of the exiled cards seems like it would be a pain. Otherwise seems like a neat card, possibly too strong.
KAMI OF MEMORIES
Interesting. Hard to evaluate but it's definitely an interesting twist on the Maro sort of effect, though not really since if it gets removed whilst you've got cards exiled they are not coming back, which could easily shy people away from playing it.
SYPHON STAMINA
We've already cleared up that teammate is actually a term in Magic so I guess all I can say is Bad in duel, good in multiplayer, which is probably what I'm going to have to say for most of his cards this month.
GLORY KNIGHT
Aggressive bouncing is a White ability? Double strike and efficiently costed critters are but bouncing doesn't seem like one. Otherwise it's an aggressively costed card, a bomb in limited and potentially strong enough in constructed if the format is right for it. Seems reasonable, if a bit uninteresting.
MGECHODS FALSE WALL
I feel this is unnecessarily cluttered. Why can't it just be "sac a blue creature (why does it have to be blue?!) ~ can attack as if it doesn't have defender"? Why is it hybrid white/black, white doesn't do sac outlets. Evaluating this in a vacuum, I don't like this card.
HOLEDIGGER
Repetitive land destruction isn't something wizards likes to do anymore, especially on an uncommon. Huge no no.
DELAYED GRATIFICATION
It's cute. Might even be good? Sadly I don't think this is a good build around me sort of card, it's hard to think of cards to synergise with this it just does what it does, which kind of sucks but it is cute.
MOX INSECT
Far too much work required just to get an extra mana. The 'free' mana cost seems irrelevant as it's actually pointless to ever cast this on turn 1 which isn't the case with most free spells which is kind of the point of making them free (well ok instead of myr enforcer of course!). Overlapping and overshadowed by Mox Opal, one that was very strong but doesn't require you to play specific cards to get it working like an anthem effect or some such and could be run out turn 1 even if it was useless (though this was actually kind of a bad idea).
I also feel like newer players are going to be confused that they cannot play an indestructible 0/0. But it's indestructible!
FAERIE PUPPETEER
Interesting. I don't see why animate artifact should become a combat trick but oh well Faeries are ****s I guess it works.
Loxodon Wayfayer is the closest to your Puzzlebox - a vanilla 1/5 that only costs 3.
Sporecap Spider is probably a better 3-drop comparison, since the blue Puzzlebox isn't vanilla (once it's a creature, it's got a more expensive version of Horseshoe Crab's ability to untap itself).
Or you could, you know, compare it to Horseshoe Crab and call the +0/+2 worth one extra mana.
While I agree with what others are saying MDenham, i do like the essence of what your trying to accomplish. I think the designs as a whole have great flavor, but I think u may be overestimating their usefulness and the players willingness to even include the cards in their deck. If you are going to make a player jump through hoops, either have it attached to a mildly playable card in its own right (these do nothing by themselves), make the hoops easier to jump through (these feel like they need a player to combo off to activate them which is at odds with their low impact) or reduce the difficulty of the hoops (removing the activation costs, reducing the amount of times to activate etc). I'd like to emphasive that this is meant to be constructive / helpful and I hope you dont feel like I'm picking on you.
Mustelian Puzzlebox1
Artifact (U)
Whenever the third land this turn enters the battlefield under your control, you may pay G. If you do, Mustelian Puzzlebox becomes a 3/3 green Wolverine Construct artifact creature.
Whenever Mustelian Puzzlebox becomes blocked by a creature, it gets +2/+2 until end of turn.
Well, this ones have current discussion ongoing, and I have read that discussion. I'll have to coincide on putting these cards' power lever dial all the way down to 'unplayable in any deck', even as this one is the closest with cards like Scapeshift or Boundless Realms (still too narrow a combo). I'd say this one's restriction would merit around a 6/6. For the others, it would be like a 7/7 with two abilities, and even then they would be the perfect definition of a 'win more' card: if I'm doing that stuff, I don't need a 7/7, I'd rather replace it with a combo piece, disruption, or a card that straight out wins the game (or in the case of the card that triggers on draw, if it were somehow sided against a deck that makes me draw, I'd rather have disruption, as my opponent making me draw means he has gone off for the win. I don't think there is a current deck that makes you draw through many turns, and even then, such a deck would have immunity from many creatures).
I get that you are trying to make a cycle with numbers, but they push you too far, and some things are just not meant to be.
Evasive ManeuverU
Instant (C)
Choose one - Prevent all combat damage dealt to and dealt by target creature; or target creature is unblockable this turn.
Nice job describing opposite effects for an evasive maneuver. Good cost and rarity.
At the beginning of your upkeep pay 1 life and exile the top card of your library.
Ukileth has +1/+1 for each card exiled by it.
:3mana:, Sacrifice Ukileth: Until end of turn, you may play cards exiled by Ukileth. Creature cards cast this way cost less and gain Haste and Deathtouch until end of turn.
2/2
Have you stepped on a fat spider and have it become (what my memory tells me were) 100 little ones? This is the flavor.
This card's intent is a 'growth' card that makes the opponent increasingly worried. Around mid-game it can 2 for 1 by playing an exiled removal in response to his one. On the late game, you are right iaguz that a 9/9 on ninth turn is probably better than using its ability, but here is the thing: because of the life loss you may want to sacrifice it; and a 9/9 non-trampler can be stopped by pacifisms, regenerators, dethtouchers, 1/1 tokens, etc. With around 7 lands, your 9/9 becomes: an extra land; 3 or 4 creatures with haste and deathtouch; maybe a Terror in the mix as well.
GravesproutG [C]
Sorcery
Put a 1/1 green Saproling creature token onto the battlefield.
Whenever a nontoken creature you control dies, you may pay B. If you do, return Gravesprout from your graveyard to your hand. "Death craves life even more than life despises death."
—Shavu, Golgori Rot Farmer
Cool effect, voted for this. But I initially thought it was when a card left the graveyard, did you change it, or I imagined it? Oh well, I liked that more, but this is good as well.
Meld with Goblins - R (You may play this spell for its Meld cost if you have played a Goblin spell this turn.)
Haste 2/1
I think these costs are fair, and the ability is great, but this card is a bit too swingy. Don't really like decks that can have ultra-fast starts sometimes and be below mediocre the rest of the time, I'd flatten the curve (hopefully retaining player's excitement at the god-draws).
Shadows of Zelo1RR
Enchantment
Creatures are considered not to have text boxes.
A Humility variant. I've forgotten what happens with Opalescence. This one makes sense in red, and seems a lot fairer. I like, but I think 'have no abilities' would have been enough / better? Make it 'Other creatures' so the world doesn't explode if it's animated?
Mechanization Station
Artifact (R)
:symtap:, Sacrifice a nonartifact creature and a noncreature artifact: Put a 5/5 colorless Golem artifact creature token onto the battlefield.
noncreature + nonartifact = artifact creature! Very cool card. They sound more like Horrors (Cybermen / Borg) than Golems to me though, they don't have meaty interiors.
Seaside Benefactor -- 2(W/U)
Creature -- Human Cleric (C)
Rescue 1(W/U)(You may cast this creature for its Rescue cost as though it had flash. When it enters the battlefield, return it and another creature you control to their owners' hands.)
When Seaside Benefactor enters the battlefield, you gain 2 life.
2/2
Great ability, voted for this. Seems quite strong, within fair. Nice job.
Vizkopa Cartographers3WB Creature - Human Cleric (R)
Lands you control have extort and are swamps in addition to their other types. "You see homes and factories, districts and infrastructure. I see coin and blood, both belonging to the Obzedat." 3/5
To be brutally honest, I'm getting tired of the extort variants and this one takes it up to 11. It literally gives you more extort that you could ever use. (yea, yea, barring extra mana producers). I don't like. Good flavor though... except I wonder making factories swampy will affect production (j/k, I get it's 'spiritually swamp').
Enslaved Mana Digger0
Creature - Kobold
Enslaved Mana Digger is red.
When Enslaved Mana Digger enters the battlefield, target opponent gains control of it until the beginning of next turn's end step. T: Add R to your mana pool. Enslaved Mana Digger deals 1 damage to you.
-1/1
A blast from the past (even in wording, nowadays we use (red) Creature - Kobold, instead of "This is red"). Fair for a 'mox' I guess, but extremely good against some decks, quite bad against others. I'd love giving 3 of them first turn to a creature deck.
Swelling Maelstrom :3mana::symu::symu:
Enchantment (R)
At the beginning of your upkeep, put a suction counter on Swelling Maelstrom. Then tap each creature with power less than or equal to the number of suction counters on Swelling Maelstrom, they don't untap during their controller's next untap steps. "On day one the sea merely appeared restless to our eyes, by day four nothing could escape its grasp..." - Salt-stained journal
Permanent Day of Judgement is too oppressive, even if it takes some time. Don't make a card that so heavily punishes forever your common happy decks that make creatures each turn, with no backup plan. It's the core of our game.
Windtalker2UU
Creature - Human Wizard (R) 1: Target creature you control gains flying until end of turn. 1: Target instant or sorcery spell you control gains cipher.
2/2
At those costs, I think it's probably fair. I'm actually more worried about Flying whenever for any creature than the Cypher part. That one just makes me wanna be build decks for the rest of the week.
Artifact (R) 1U,t: Shuffle your library, then exile the top card. Put an X/X blue Illusion creature token onto the battlefield, where X is that card's converted mana cost. When that creature dies, return the exiled card to your hand.
Nice card with cool effect*, but huge strike against it: repeatable shufflers are just not printed these days. But I guess good players would realize that 99% of the time, shuffling is not required. Mmm, I'd have to hire 30 run of mill players for one-way-mirror experiments.
* I love giving instants arms and legs.
Kami of Memories1UR
Creature - Elemental Spirit (R)
Haste, first strike
Exile a card from your hand: Kami of Memories gets +1/+1 until end of turn.
At the beginning of your upkeep, return to your hand all cards exiled with Kami of Memories.
1/1
Risky! Fun! I'd love to play this card, but I wouldn't: it's never good to let your opponent 2-1 you (or 5-1 you!). How about 'At the beginning of your upkeep, or when this leaves the battlefield'? But then it'd have to cost more.
Syphon Stamina3BB
Sorcery (R)
Syphon Stamina deals 3 damage to each opponent. You and each of your teammates gain 3 life.
And the multiplayer madness continues! I never play multiplayer, but as I said, I'm very appreciative to its influence and space in the game, even if I like to keep cards 'subtle' about it. (So, I bought commander decks, loved them, only hated them 'Joint Forces' stuff).
About Syphon Stamina... it's just another Syphon variant, one totally in the space of Syphon Life... it doesn't get me excited :/. A new word usually would do it ('teammate'), except for that subtlety stuff I said.
Glory Knight3WW Creature - Human Knight [R]
Whenever ~ enters the battlefield or attacks, choose one- Return target tapped creature to its owner's hand; or target creature gains double strike until end of turn.
4/4
Returning tapped creatures is less white that actually destroying them. I don't like that part (is it also Knightly Glorious?) but otherwise, a good card.
Mgechöd's False Wall
Creature - Illusion Wall (U)
Defender
Mgechöd's False Wall can attack as though it had defender as long as it isn't a Wall.
Sacrifice a blue creature: Choose a creature type. All creatures become that type until end of turn.
3/3
I get it uses blue as a pivot between w/b, but a 3/3 wall is too good in Black, I think. I'd allow it in white and red, maybe even 2/3 in green.
Anyway, the interaction takes us back to our Wall past, and that part is great design. Better wording: "This has Defender as long as it is a Wall". Oh, actually it has a typo: "can attack as though it had defender"... so it can't? ;P
Holedigger2RR
Creature - Ogre (U)
Battalion — Whenever Holedigger and at least two other creatures attack, each player sacrifices a land.
3/3 No one explained him where to dig the holes.
No, too cheap for land destruction, repeatable is also a no-no. I've said it before: Stone Rain may even be fair for its cost, but it just doesn't belong in Magic, took us a while to figure it out, but it's final.
Delayed Gratification2UU Enchantment (R)
Skip your draw step.
At the beginning of your end step, draw two cards.
Delayed? You immediately get 2! But from then on it's good. The cost is a bit pushed in my opinion, 2UU should give you 3 cards, this gives you 4 in two turns, but from then on it's too much of a gain.
Mox Insect
Artifact Creature - Insect (R)
Mox Insect is indestructible.
:symtap:: Add one mana of any color to your mana pool.
0/0
Another Mox the same day as kobold. I actually think this is great design, but current standard cards just don't support it. (You know it dies without +0/+1, right?). Mm, Hold the Gates, Angel of Jubilation, I think that's it. Well, in modern and further it starts to get real interesting and fun... a.. a... gem!
Faerie Puppeteer1U
Creature - Faerie Artificer {U}
Flash, flying
When Faerie Puppeteer enters the battlefield, you may have target noncreature artifact become an artifact creature with power and toughness each equal to its converted mana cost for as long as Faerie Puppeteer is on the battlefield.
0/1
Cool flavor and fair. Maybe too narrow, I think it could be a 1/1 to stand on its own.
Edit:
1 - After reading Altaurus' comment I also like to point out that my extra discussion on MDenham's card is an effort to constructively add to the ongoing discussion, not beat a dead horse nor doing extra picking... I handn't read Altaurus comments when posting.
2 - I've also now read your reviews iaguz. Our differing opinions were more interesting actually, but our mutual 'no-no' to Holedigger was the most amusing part.
I try not to get too worked up over people not liking my cards, especially when I'm just making cards to get a stupid idea out of my head so that I can go back to designing good cards.
It's when I design cards that are actually good and get no votes that I start wondering about the people who vote on the DCC.
Have you stepped on a fat spider and have it become (what my memory tells me were) 100 little ones?
The (previously unknown) fact that this is a distinct possibility in what I believed to be a sane world, fills me with infinite dread and I'm not even afraid of spiders. I'll be cowering in my corner for a while.
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
You're welcome Maokun :), but you'll want to edit your post or it'll appear in the voting, since the whole post is quoted to save time.
I'm pretty happy with that look, the closer to a real card, the better it reads in my opinion.
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
Mwonvuli Acid-Spitter2BB [U]
Creature - Snake Horror
First strike, wither 1G: Mwonvulti Acid-Spitter gets +1/+1 until end of turn. Activate this ability only once per turn.
2/1
Annoying blocker, but I guess fairly costed. I think wither and infect sets just leave players tired of 'you never win combat' as wherever you connect, you lose something. Well, I guess if you have the first striker witherer, you ARE winning combat. But the game comes to a grind as you try to win attacking with a 3/2 for 4 mana + 2 mana sized installments, than has 0 evasion. Shrugs. I don't like it.
When Rotting Drooler enters the battlefield, discard a card.
Postmortem :5mana::symg: (:5mana::symg:: Return this from your graveyard to the battlefield tapped and transformed).
"Zombifications can have weird results."
3/2
(3/4)
Flowering Mummy Creature - Zombie Plant
(U)
When Flowering Mummy enters the battlefield, draw 2 cards.
As Flowering Mummy dies, exile it.
"I love when that happens."
3/4
I made Postmortem while speculating on Dark Ascension, and just now remembered it while playing with the layouts. I'm glad it did super well, but now I wonder if it was the prettiness, the ability, or the card overall (hopefully it was the last 2, but yeah, I like the look).
Reptilian Puzzlebox1
Artifact (U)
Whenever the fourth sorcery spell you control resolves this turn, you may pay R. If you do, Reptilian Puzzlebox becomes a 3/2 red Lizard Construct artifact creature with double strike.
My position stands: if you cast 4 sorceries in a turn, you'd rather this be another red sorcery that adds mana, disruption so your combo works (like Thoughtseize), your win condition (Pyromancer Ascension maybe), or even Goblin Electromancer. Maybe playable in a weird limited format with tons of cheap sorceries, and even then I'd say not enough reward for the hoops you must jump.
Ring of Binding3
Artifact - Equipment
When you equip Ring of Binding, choose target creature.
When equipped creature dies, the chosen creature's controller sacrifices it.
Equip 3
It only seems playable on a deck that abuses it, and that's why I don't have fond memories of Grave Pact. I guess if it were an uncommon it could be interesting in limited, where removal shines.
Add one mana of any color to your mana pool for each mana in your mana pool.
So, 4 to 4 filtered, 5 to 6, 6 to 8, 7 to 10, 8 to 12. Seems fair, it would probably be played in combo decks, could be fun in 5 color strategies in limited.
Splintered SoulW
Creature - Spirit (U)
Whenever Splintered Soul attacks, for each opponent, put a token that's a copy of Splintered Soul into play tapped and attacking that opponent. Exile those tokens at end of turn. 1/1
So it attacks a player for 2, and others for 1. This is subtler actually, because it has an effect in 1v1. And here I'm gonna go against everything I said before and say that I'd like it more if it was a 2/1 that got copied attacking each opponent it wasn't attacking. Oh, fickle heart.
Wait! subtletize that using Planeswalkers! "Whenever this attacks, for each thing it could attack and isn't, put a copy of it tapped and attacking that thing". Mmm, may need rewording.
Lawmage Nullifier 1:symwu::symwu:
[U]Creature - Vedalkin Knight[/U] (U)
Hexproof
When ~ enters the battlefield, detain target creature then remove all +1/+1 counters from it. "Illegal use of enchanting; carrying a book imp without a license; expired guild id; and I'm positive vine-boils are not allowed outside of Zamek."
2/3
Super relevant in Ravnica limited, I'd vote for a Yes! in Dragon's Maze.
Final Pact -- BBBB
Enchantment (M)
Hexproof
You don't lose the game for having 0 or less life.
Whenever you gain life, put that many 1/1 black Imp creature tokens with flying onto the battlefield.
Whenever you lose life, sacrifice that many permanents.
When Final Pact leaves the battlefield, you lose the game.
So, a Lich variant that puts Imps instead of drawing cards. Mmm, I don't know, I'd rather have the cards, and actually that seems fairer and more fun. But I guess this also could be fun.
Adaptive Stomper2GG
[U]Creature - Beast[/U] [U]
Trample
If ~ was cast from your hand, it enters the battlefield with two +1/+1 counters.
Suspend 1--1G
3/2
5/4 trampler for 4 seems a lot better than a 5/5, and I'd say the suspend is also better than scavenge (it's really strong. Its actually a 3/2 for 1G that dodges counterspells and removal for a turn). But we know Goliath didn't see play, so maybe this is what it takes to get us playing with those 4 mana non-hexproof fatties. But definitely NOT at uncommon, it'd warp limited.
Escalating Paranoia :4mana::symb::symb::symb:
Enchantment - Aura (Rare)
Enchant player
Whenever a card enters or leaves enchanted player's hand, he or she loses 1 life.
Whenever a card enters or leaves enchanted player's graveyard, he or she loses 1 life.
Voted for this, as it tops my super important 'innovation' parameter for today. Cost is also fair, because of graveyard sweepers, so this is actually a combo piece I think. But a good card in limited strategies.
Spare Vessel2
Artifact (R)
Whenever a creature you control dies, you may exile it. If you do, Spare Vessel becomes a copy of that creature except that it is still an artifact.
I see it's only one-shot (no "and it gains this ability"), so I think it's fair. Almost got my vote, this is a good, fun card that protects your fatty against Wrath effects and removal.
Skeleton Summoning1B
Sorcery (R)
As an additional cost to cast Skeleton Summoning, exile target creature card from a graveyard.
Put a black Skeleton creature token onto the battlefield who's power and toughness are equal to the exiled creature's power and toughness.
First turn Phyrexian Dreadnought. But seriously, this gets better the less 'good abillity' and more 'nasty drawbacks' creatures are. It could be fun in certain limited formats (in RtR its bad with all guilds, in Gatecrash, it's bad with Simic, Boros, Dimir... but awesome with Gruul!). On flavor, it's great. I like it.
Skyborder TraineeGU
Creature - Duskfolk Druid (U)
Aura spells with enchant land you cast cost less to cast.
2/2
I don't like this card's wording. It doesn't count 'Enchant forest' and stuff, so it seems too tailor made for Ravinca lands. What I really don't like is that 'Enchant land' is not even an ability or a keyword... it's just text... composed of a keyword and a type. How about "Auras you cast targeting lands cost..". The name made me think it had flying, but it didn't, mmm, so I guess he's just really high.
Tiny Heart Gombab1GG
Legendary Creature - Giant Warrior (R)
When Tiny Heart Gombab enters the battlefield, put a 0/1 green Faerie Rogue creature token with flying onto the battlefield, paired with Tiny Heart Gombab.
When Tiny Heart Gombab, or the creature paired with it leaves the battlefield, sacrifice the other pair member. He truly has a tiny Heart; she can fly in and out a hole in his hat.
5/5
Voted for this. Seems fairly costed, properly raritied, and fun.
Stampede Invoker1G
Creature - Elf Shaman {U}
0/1
Whenever a creature enters the battlefield under your control, you may untap Stampede Invoker. t: Add G to your mana pool.
This seems fair, and the concept is fun, good design. It'd be nuts in some old elf decks, but for standard, it makes me recall too many failed 'fair' :1mana::symg: mana dorks: if you are hitting a curve, the extra won't do much. I'd much, much rather have a Gyre Sage in limited, but I guess it's a playable uncommon on limited ramp.
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
As far as the red one goes, though, I wasn't quite happy with how it worked, and so now it works better with copy effects (and I dropped it to four instead of six because I'll leave six and seven for the black and white ones, where there's better effects to check against those numbers).
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
I am intending to start simple, and move to more extravagant effects as the month progresses.
My inspiration for the month's theme.
Thanks both for your reviews. A 1/5 is four or five mana?
Hey, you stole my bit!
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Loxodon Wayfayer is the closest to your Puzzlebox - a vanilla 1/5 that only costs 3.
Carry on then sir.
I've made my opinion on these quite clear already. Admittedly this is one of the nicer ones, it's a more realistic trigger condition (best friend: Primeval Titan) and the condition itself isn't one that seems as automatic win as playing 6 (now 4) sorceries.
EVASIVE MANEUVER
Thank god for spellcheck I always misspell maneuver. Anyway, this seems like a completely reasonable common to print. It's not a very strong card since you can never actually get a card for it (unless they play a combat trick first and this sort of counters it) but that's fine.
UKILETH, SHADOWGORGER
First up, can't it just get +1/+1 counters?
Second, I understand the decision you're trying to build into it here but I'm not sure if it's that much of a decision. So you want to keep building up until you alpha strike them. Sure fair enough but when you've got 2-4 critters to alpha strike you already have a really huge creature who could easily win the game by itself. I feel that ability should be cheaper, possibly even free, or maybe the card needs some redesign somewhere.
GRAVESPOUT
Yea this looks kinda fun. Fits in nicely with the Golgari attrition theme and seems reasonable early game and later game. 1/1's aren't much but seeing as they are Salvage targets it doesn't feel like it's too bad. I like this one, nice.
GOBLIN UNDERLING
I feel when people introduce a new mechanic in their submission it should be the focus on the discussion much more then the card itself. So what do I think about Meld? Kind of narrow, it seems like it's mostly for quick aggressive strategies because all it can really do is make something cost less or make it cost something else (like a 1R that melds for G or something, or a Black one that requires you to pay life/discard cards, a blue one that bounces itself) and the end result of each of these is playing more creatures for less.
Sure it looks great on this card, but how can you make say 10 cards with this ability that don't all play out really similarly? I am skeptical that you can, but always open to being surprised.
SHADOWS OF ZELO
No no no no no no no! I hate this card. Why would we want this in the game, and how is it even Red!? And why is someone called gideon Jura designing RED cards?!
MECHANISATION STATION
That is a cool ability that reads kind of nastily. I can see a lot of people really drawn to this card, it turns trash into 5/5's! It only costs 3 mana! Value! Seems fun.
SEASIDE BENEFACTOR
Why should Dramatic Rescue be repeatable? The whole point of tempo is to trade card advantage for a temporary gain in board and this does the opposite of that. Not to mention as a keyword you've have to make a whole bunch of cards that do this. Sorry, I don't like where this is headed.
VIZKOPA CARTOGRAPHERS
Again, haven't played with extort yet, but I'm not sure slapping Drain Life to each spell is a good idea. Extort is about incremental advantage over time after achieving a locked up board state and this just turns all your spells into haymakers. Bleh
ENSLAVED MANA DIGGER
Two issues I have here. First, it really doesn't need negative power (what is negative power really?) I think creatures with 0 power are already plenty weak as it is. Second this produces mana like Green does, not like red does. I don't like this one very much.
SWELLING MAELSTROM.
I feel this would lead to games being artificially drawn out because as soon as it's been down long enough both players cannot actually kill each other until one player decks. Sure one would assume the losing player would just scoop but people are pricks and I thoroughly dislike how much inertia this takes from the game.
WINDTALKER
First ability, yea ok, Second ability, Whoa we have a card! This is the sort of thing that's impossible to evaluate without playing with it so I really cannot say. That feels like it could easily be a super strong effect but you do gotta pay for it. Intriguing.
SPECTRAL MANIFEST
Keeping track of all the various power/toughnesses of the exiled cards seems like it would be a pain. Otherwise seems like a neat card, possibly too strong.
KAMI OF MEMORIES
Interesting. Hard to evaluate but it's definitely an interesting twist on the Maro sort of effect, though not really since if it gets removed whilst you've got cards exiled they are not coming back, which could easily shy people away from playing it.
SYPHON STAMINA
We've already cleared up that teammate is actually a term in Magic so I guess all I can say is Bad in duel, good in multiplayer, which is probably what I'm going to have to say for most of his cards this month.
GLORY KNIGHT
Aggressive bouncing is a White ability? Double strike and efficiently costed critters are but bouncing doesn't seem like one. Otherwise it's an aggressively costed card, a bomb in limited and potentially strong enough in constructed if the format is right for it. Seems reasonable, if a bit uninteresting.
MGECHODS FALSE WALL
I feel this is unnecessarily cluttered. Why can't it just be "sac a blue creature (why does it have to be blue?!) ~ can attack as if it doesn't have defender"? Why is it hybrid white/black, white doesn't do sac outlets. Evaluating this in a vacuum, I don't like this card.
HOLEDIGGER
Repetitive land destruction isn't something wizards likes to do anymore, especially on an uncommon. Huge no no.
DELAYED GRATIFICATION
It's cute. Might even be good? Sadly I don't think this is a good build around me sort of card, it's hard to think of cards to synergise with this it just does what it does, which kind of sucks but it is cute.
MOX INSECT
Far too much work required just to get an extra mana. The 'free' mana cost seems irrelevant as it's actually pointless to ever cast this on turn 1 which isn't the case with most free spells which is kind of the point of making them free (well ok instead of myr enforcer of course!). Overlapping and overshadowed by Mox Opal, one that was very strong but doesn't require you to play specific cards to get it working like an anthem effect or some such and could be run out turn 1 even if it was useless (though this was actually kind of a bad idea).
I also feel like newer players are going to be confused that they cannot play an indestructible 0/0. But it's indestructible!
FAERIE PUPPETEER
Interesting. I don't see why animate artifact should become a combat trick but oh well Faeries are ****s I guess it works.
Or you could, you know, compare it to Horseshoe Crab and call the +0/+2 worth one extra mana.
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(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
Well, this ones have current discussion ongoing, and I have read that discussion. I'll have to coincide on putting these cards' power lever dial all the way down to 'unplayable in any deck', even as this one is the closest with cards like Scapeshift or Boundless Realms (still too narrow a combo). I'd say this one's restriction would merit around a 6/6. For the others, it would be like a 7/7 with two abilities, and even then they would be the perfect definition of a 'win more' card: if I'm doing that stuff, I don't need a 7/7, I'd rather replace it with a combo piece, disruption, or a card that straight out wins the game (or in the case of the card that triggers on draw, if it were somehow sided against a deck that makes me draw, I'd rather have disruption, as my opponent making me draw means he has gone off for the win. I don't think there is a current deck that makes you draw through many turns, and even then, such a deck would have immunity from many creatures).
I get that you are trying to make a cycle with numbers, but they push you too far, and some things are just not meant to be.
Nice job describing opposite effects for an evasive maneuver. Good cost and rarity.
Have you stepped on a fat spider and have it become (what my memory tells me were) 100 little ones? This is the flavor.
This card's intent is a 'growth' card that makes the opponent increasingly worried. Around mid-game it can 2 for 1 by playing an exiled removal in response to his one. On the late game, you are right iaguz that a 9/9 on ninth turn is probably better than using its ability, but here is the thing: because of the life loss you may want to sacrifice it; and a 9/9 non-trampler can be stopped by pacifisms, regenerators, dethtouchers, 1/1 tokens, etc. With around 7 lands, your 9/9 becomes: an extra land; 3 or 4 creatures with haste and deathtouch; maybe a Terror in the mix as well.
Cool effect, voted for this. But I initially thought it was when a card left the graveyard, did you change it, or I imagined it? Oh well, I liked that more, but this is good as well.
I think these costs are fair, and the ability is great, but this card is a bit too swingy. Don't really like decks that can have ultra-fast starts sometimes and be below mediocre the rest of the time, I'd flatten the curve (hopefully retaining player's excitement at the god-draws).
A Humility variant. I've forgotten what happens with Opalescence. This one makes sense in red, and seems a lot fairer. I like, but I think 'have no abilities' would have been enough / better? Make it 'Other creatures' so the world doesn't explode if it's animated?
noncreature + nonartifact = artifact creature! Very cool card. They sound more like Horrors (Cybermen / Borg) than Golems to me though, they don't have meaty interiors.
Great ability, voted for this. Seems quite strong, within fair. Nice job.
To be brutally honest, I'm getting tired of the extort variants and this one takes it up to 11. It literally gives you more extort that you could ever use. (yea, yea, barring extra mana producers). I don't like. Good flavor though... except I wonder making factories swampy will affect production (j/k, I get it's 'spiritually swamp').
A blast from the past (even in wording, nowadays we use (red) Creature - Kobold, instead of "This is red"). Fair for a 'mox' I guess, but extremely good against some decks, quite bad against others. I'd love giving 3 of them first turn to a creature deck.
Permanent Day of Judgement is too oppressive, even if it takes some time. Don't make a card that so heavily punishes forever your common happy decks that make creatures each turn, with no backup plan. It's the core of our game.
At those costs, I think it's probably fair. I'm actually more worried about Flying whenever for any creature than the Cypher part. That one just makes me wanna be build decks for the rest of the week.
Nice card with cool effect*, but huge strike against it: repeatable shufflers are just not printed these days. But I guess good players would realize that 99% of the time, shuffling is not required. Mmm, I'd have to hire 30 run of mill players for one-way-mirror experiments.
* I love giving instants arms and legs.
Risky! Fun! I'd love to play this card, but I wouldn't: it's never good to let your opponent 2-1 you (or 5-1 you!). How about 'At the beginning of your upkeep, or when this leaves the battlefield'? But then it'd have to cost more.
And the multiplayer madness continues! I never play multiplayer, but as I said, I'm very appreciative to its influence and space in the game, even if I like to keep cards 'subtle' about it. (So, I bought commander decks, loved them, only hated them 'Joint Forces' stuff).
About Syphon Stamina... it's just another Syphon variant, one totally in the space of Syphon Life... it doesn't get me excited :/. A new word usually would do it ('teammate'), except for that subtlety stuff I said.
Returning tapped creatures is less white that actually destroying them. I don't like that part (is it also Knightly Glorious?) but otherwise, a good card.
I get it uses blue as a pivot between w/b, but a 3/3 wall is too good in Black, I think. I'd allow it in white and red, maybe even 2/3 in green.
Anyway, the interaction takes us back to our Wall past, and that part is great design. Better wording: "This has Defender as long as it is a Wall". Oh, actually it has a typo: "can attack as though it had defender"... so it can't? ;P
No, too cheap for land destruction, repeatable is also a no-no. I've said it before: Stone Rain may even be fair for its cost, but it just doesn't belong in Magic, took us a while to figure it out, but it's final.
Delayed? You immediately get 2! But from then on it's good. The cost is a bit pushed in my opinion, 2UU should give you 3 cards, this gives you 4 in two turns, but from then on it's too much of a gain.
Another Mox the same day as kobold. I actually think this is great design, but current standard cards just don't support it. (You know it dies without +0/+1, right?). Mm, Hold the Gates, Angel of Jubilation, I think that's it. Well, in modern and further it starts to get real interesting and fun... a.. a... gem!
Cool flavor and fair. Maybe too narrow, I think it could be a 1/1 to stand on its own.
Edit:
1 - After reading Altaurus' comment I also like to point out that my extra discussion on MDenham's card is an effort to constructively add to the ongoing discussion, not beat a dead horse nor doing extra picking... I handn't read Altaurus comments when posting.
2 - I've also now read your reviews iaguz. Our differing opinions were more interesting actually, but our mutual 'no-no' to Holedigger was the most amusing part.
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Also, today's puzzlebox actually has an interesting effect, and is the best by far.
It's when I design cards that are actually good and get no votes that I start wondering about the people who vote on the DCC.
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The (previously unknown) fact that this is a distinct possibility in what I believed to be a sane world, fills me with infinite dread and I'm not even afraid of spiders. I'll be cowering in my corner for a while.
I'm pretty happy with that look, the closer to a real card, the better it reads in my opinion.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
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I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Annoying blocker, but I guess fairly costed. I think wither and infect sets just leave players tired of 'you never win combat' as wherever you connect, you lose something. Well, I guess if you have the first striker witherer, you ARE winning combat. But the game comes to a grind as you try to win attacking with a 3/2 for 4 mana + 2 mana sized installments, than has 0 evasion. Shrugs. I don't like it.
I made Postmortem while speculating on Dark Ascension, and just now remembered it while playing with the layouts. I'm glad it did super well, but now I wonder if it was the prettiness, the ability, or the card overall (hopefully it was the last 2, but yeah, I like the look).
My position stands: if you cast 4 sorceries in a turn, you'd rather this be another red sorcery that adds mana, disruption so your combo works (like Thoughtseize), your win condition (Pyromancer Ascension maybe), or even Goblin Electromancer. Maybe playable in a weird limited format with tons of cheap sorceries, and even then I'd say not enough reward for the hoops you must jump.
It only seems playable on a deck that abuses it, and that's why I don't have fond memories of Grave Pact. I guess if it were an uncommon it could be interesting in limited, where removal shines.
So, 4 to 4 filtered, 5 to 6, 6 to 8, 7 to 10, 8 to 12. Seems fair, it would probably be played in combo decks, could be fun in 5 color strategies in limited.
So it attacks a player for 2, and others for 1. This is subtler actually, because it has an effect in 1v1. And here I'm gonna go against everything I said before and say that I'd like it more if it was a 2/1 that got copied attacking each opponent it wasn't attacking. Oh, fickle heart.
Wait! subtletize that using Planeswalkers! "Whenever this attacks, for each thing it could attack and isn't, put a copy of it tapped and attacking that thing". Mmm, may need rewording.
Weird Safe Passage variant. Only relevant in multiplayer I guess. I'd just go with Safe Passage.
Super relevant in Ravnica limited, I'd vote for a Yes! in Dragon's Maze.
So, a Lich variant that puts Imps instead of drawing cards. Mmm, I don't know, I'd rather have the cards, and actually that seems fairer and more fun. But I guess this also could be fun.
5/4 trampler for 4 seems a lot better than a 5/5, and I'd say the suspend is also better than scavenge (it's really strong. Its actually a 3/2 for 1G that dodges counterspells and removal for a turn). But we know Goliath didn't see play, so maybe this is what it takes to get us playing with those 4 mana non-hexproof fatties. But definitely NOT at uncommon, it'd warp limited.
Voted for this, as it tops my super important 'innovation' parameter for today. Cost is also fair, because of graveyard sweepers, so this is actually a combo piece I think. But a good card in limited strategies.
I see it's only one-shot (no "and it gains this ability"), so I think it's fair. Almost got my vote, this is a good, fun card that protects your fatty against Wrath effects and removal.
First turn Phyrexian Dreadnought. But seriously, this gets better the less 'good abillity' and more 'nasty drawbacks' creatures are. It could be fun in certain limited formats (in RtR its bad with all guilds, in Gatecrash, it's bad with Simic, Boros, Dimir... but awesome with Gruul!). On flavor, it's great. I like it.
I don't like this card's wording. It doesn't count 'Enchant forest' and stuff, so it seems too tailor made for Ravinca lands. What I really don't like is that 'Enchant land' is not even an ability or a keyword... it's just text... composed of a keyword and a type. How about "Auras you cast targeting lands cost..". The name made me think it had flying, but it didn't, mmm, so I guess he's just really high.
Voted for this. Seems fairly costed, properly raritied, and fun.
This seems fair, and the concept is fun, good design. It'd be nuts in some old elf decks, but for standard, it makes me recall too many failed 'fair' :1mana::symg: mana dorks: if you are hitting a curve, the extra won't do much. I'd much, much rather have a Gyre Sage in limited, but I guess it's a playable uncommon on limited ramp.
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(Probably NSFW) So you may have heard I'm trying to write a TV series...
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(Probably NSFW) So you may have heard I'm trying to write a TV series...
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