Bloodrage Raptor2RR
Creature - Dinosaur (R) Enrage — Whenever Bloodrage Raptor is dealt damage, it gets +X/+0 until end of turn, where X is its power. "Trust me, you do not want to get on its bad side"
4/3
Ankylosaur Provoker4RG
Creature - Dinosaur (R) Enrage — Whenever Ankylosaur Provoker is dealt damage, you may have it deal that much damage divided between any number of target creatures you control. 2G: Regenerate Ankylosaur Provoker. Wherever it goes, trouble follows.
6/6
Avatar of the Bleeding Sun5RRR
Creature - Dinosaur Avatar (Mythic Rare)
Haste Enrage - Whenever Avatar of the Bleeding Sun is dealt damage, you may put that many -1/-1 counters divided between any number of target creatures your opponents control.
Whenever Avatar of the Bleeding Sun attacks and isn't blocked, put a -1/-1 counter on each creature with one or more -1/-1 counters on it.
Whenever Avatar of the Bleeding Sun becomes blocked, put a -1/-1 counter on each blocking creature. Creatures blocking Avatar of the Bleeding Sun gain first strike until end of turn. 1RRGG: Avatar of the Bleeding Sun fights target creature an opponent controls with one or more -1/-1 counters on it.
7/7
Sharptooth Nurturer2GG
Creature - Human Druid (R)
At the beginning of your upkeep, put a +1/+1 counter on each Dinosaur you control. Then if you control a Dinosaur with 4 or more power, draw a card. "To watch them grow is a wonder. To help them grow, an honor."
3/3
Blitz Predator4RR
Creature - Dinosaur Avatar (Rare)
Trample Enrage - Whenever Blitz Predator is dealt damage, if it isn't a token, create a token that's a copy of it. It gains haste. Exile it at the beginning of the next end step. A predator always becomes hungrier when he has more stomachs to fill.
4/4
Youngling Challenger2G
Creature - Dinosaur (U)
Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.) Enrage - Whenever Youngling is dealt damage, put a +1/+1 counter on it. There is a hierarchy one must climb to become an alpha.
3/3
Hopefully I get a judge that will get a kick out of this reference - I couldn't resist.
Stomponadon2RRGG
Creature - Dinosaur {R}
Trample Enrage - Whenever Stomponadon is dealt damage, it deals damage to another target creature equal to that creature's toughness minus 1. Its favorite foods are birds and bears.
7/6
Innovator of DinosaursRR
Creature - Human Artificer (R)
When Innovator of Dinosaurs enters the battlefield, you may exile the top three cards of your library. Until end of turn, you may cast any those cards if they are Dinosaurs or Equipment.
Whenever a Dinosaur creature enters the battlefield under your control, you may attach target Equipment card you control to it. That creature gains haste until end of turn. "I will make it perfect."
2/1
Tyrannosaur Wranglers3RR
Creature — Human Scout [U]
When Tyrannosaur Wranglers enters the battlefield, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If that creature is a Dinosaur, Tyrannosaur Wranglers gets +3/+0 and gains haste until end of turn.
1/3
Thornscale Crasher2RR
Creature - Dinosaur (R)
Haste, menace Enrage — Whenever Thornscale Crasher is dealt damage by a source, it deals 1 damage to that source's controller.
4/3
Razormouth Raptor3RR
Creature - Dinosaur {R} Enrage — Whenever Razormouth Raptor is dealt damage, create a token that’s a copy of it. There is always another one right around the corner.
2/2
Burning Sun HeraldRG
Creature — Human Shaman [U]
Whenever another creature enters the battlefield under your control, Burning Sun Herald deals 1 damage to that creature. t: Add RG to your mana pool. Spend this mana only to cast creature spells. "Only those who can withstand the Burning Sun's withering rays deserve admittance to the Sun's Empire."
1/1
Master HatcherXGG
Creature - Human Druid (R)
When Master Hatcher enters the battlefield, draw a card. Then, you may cast a Dinosaur card with converted mana cost X or less from your hand without paying its mana cost.
Whenever a Dinosaur creature enters the battlefield under your control, you may return Master Hatcher to its owner's hand. "Back to the office!"
1/1
Screeching Pterodon2WW
Creature - Dinosaur (R)
Creatures you control with one or more +1/+1 counters have flying. Enrage — Whenever Screeching Pterodon is dealt damage, you may put a +1/+1 counter on target creature. Don't disturb a sleeping Pterodon lest you want to be flung into the sky.
3/3
Bloodrage Raptor2RR
Creature - Dinosaur (R) Enrage — Whenever Bloodrage Raptor is dealt damage, it gets +X/+0 until end of turn, where X is its power. "Trust me, you do not want to get on its bad side"
4/3
Ankylosaur Provoker4RG
Creature - Dinosaur (R) Enrage — Whenever Ankylosaur Provoker is dealt damage, you may have it deal that much damage divided between any number of target creatures you control. 2G: Regenerate Ankylosaur Provoker. Wherever it goes, trouble follows.
6/6
Design - (1.5/3) Appeal: Timmy likes and mb Johnny. (1.5/3) Elegance: Looooot of text, also second ability is kind of weird in that you don't have to equip the equipment for the haste, but you also need an equipment for the haste. Just weird conditions.
Development - (3/3) Viability: Sure, red can do equipment matters. (2.5/3) Balance: First ability is very awkward with the double color cost, second ability is cool though.
Polish - (2/3) Quality: "you may cast any of those" "may attach target Equipment card". (2/2) *Main Challenge: (2/2) Subchallenges:
Total: 20.5/25
*An entry with 0 points here is subject to disqualification.
Design - (2/3) Appeal: All three demographics are lukewarm. (Does being another Kiki/Twin target count for anything?) (2/3) Elegance: Long text is long.
Development - (2/3) Viability: Pushing the complexity and swinginess of uncommons, though it could still be done. (3/3) Balance: Zealous Conscripts if it steals a dino, otherwise a Threaten on a 1/3 stick (still playable). I think the dino density isn't high enough where this'd be too problematic, would be a big groan tester though.
Creativity - (2.5/3) Uniqueness: Similar-ish to zealous conscripts, but doing its own thing. (3/3) Flavor: It's Goatnapper but with dinosaurs. Sold.
Total: 21.5/25
*An entry with 0 points here is subject to disqualification.
Design - (1/3) Appeal: A spike card through and through. (3/3) Elegance: Straightforward enough.
Development - (3/3) Viability: Sure. (3/3) Balance: Well this is aggressively costed, and this miiiight not be the best standard format to introduce efficient red aggro cards to. Then again it's kind of crowded out by miss Hazoret, I think this'll be fine.. probably.
Creativity - (2/3) Uniqueness: The ability has been done in parts before, and I'm reminded of Thunderbreak Regent. It feels like a typical aggressively costed aggro 4 drop, if that makes sense? (1/3) Flavor: Who needs flavor when you've got efficiency, am I right? Well it's a dinosaur, but nothing much beyond that.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Design - (1.5/3) Appeal: A Johnny card through and through, though Timmy might get a kick with Doubling Season (does it count when Timmy needs to use one of the all time Timmyest cards to like a card? hmmm) (3/3) Elegance: Crystal.
Development - (3/3) Viability: Uh yeah this makes sense in red, kind of Squee like. (3/3) Balance: Yeah this is appropriate for a fun rare. In limited it might be annoying as an infinite chump blocker, but that's prooobably fine for a 5 mana rare?
Creativity - (1.5/3) Uniqueness:EVERYONE, GET IN HERE It's Sprouting Phytohydra but comically better! (2.5/3) Flavor: A pack of raptors yep, though less swarmy and more... conga line. Huh.
Total: 21.5/25
*An entry with 0 points here is subject to disqualification.
Design - (2/3) Appeal: Timmy likes, Spike likes, Johnny doesn't care that much. (2.5/3) Elegance: Two clauses, both somewhat weird and long.
Development - (3/3) Viability: Fine. (3/3) Balance: In limited this is a fine multicolored draft plant, and the "2 mana, only creatures" effects have been fine in constructed.
Creativity - (2.5/3) Uniqueness: Had I judged two days ago I'd give full points, but Rile beat you to the (obvious) punch on the first ability. (2/3) Flavor: The zap ability with the flavor text is cool, but it's not really jelling with the name and the mana ability. It's there's two good flavor ideas here that didn't blend well.
Polish - (3/3) Quality: Yep. (2/2) *Main Challenge: Check. (1/2) Subchallenges: No mention of Dinos.
Total: 21/25
Design - (2/3) Appeal: I think everyone's pretty lukewarm? A high X doesn't actually give that blowout of an effect so Timmies not too interested, Johnny can exploit the recur, and this looks a bit durdly for Spike's taste. (1/3) Elegance: Holy bejesus is this complicated! And long!
Development - (3/3) Viability: Fine, though leaning on the side of mythic. (3/3) Balance: Yeah I think this is fine as "Elvish Visionary, bounce back if you play a Dino", the X thing is pretty superfluous.
Creativity - (3/3) Uniqueness: if nothing else. (2.5/3) Flavor: I don't think there's offices in the sun empire. Lair maybe, or a lab. Other than that it's great.
Polish - (2/3) Quality: You can't reference X cost on your EtB, you need counters or something to keep track (see: Quarantine Field). (2/2) *Main Challenge: Yep. (2/2) Subchallenges: Yep.
Total: 20.5/25
*An entry with 0 points here is subject to disqualification.
Design - (1.5/3) Appeal: I could see Johnny/Timmy +1/+1 counter decks liking this a lot (Ghave in particular), don't think Spike cares. (3/3) Elegance: Straightforward enough.
Development - (3/3) Viability: All fine, (2.5/3) Balance: A tad on the weak side for a limited rare. Getting the enrage and keeping it alive isn't trivial as a 3/3 body, and a 3/3 that gives a +1/+1 counter on death isn't exactly rare material.
Creativity - (2.5/3) Uniqueness: Similar to Abzan Falconer, though with a much different line on how to get the +1/+1 counter and much more self contained. (1.5/3) Flavor: Why doesn't it have flying by itself, it's a flying bird! Also the flavor text doesn't really gel with what the card is doing, when it's lifting someone up it's a positive thing for them (as opposed to dropping them or something).
Polish - (2/3) Quality: Check the Abzan Falconer templating: "Each creature you control with a +1/+1 counter on it has flying". Also the flavor text needs a comma somewhere, probably after Pterodon. (2/2) *Main Challenge: Yep. (2/2) Subchallenges: Yep.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Design - (2/3) Appeal: Timmy and Johnny both appreciate this (Timmy for potential huge swing, Johnny for figuring out how to get that huge swing). Spike is not interested. (3/3) Elegance: Straightforward enough, I don't think I'm quite taking off for X costs at rare?
Development - (3/3) Viability: Yep. (2/3) Balance: Self damage is a reasonably hard condition, and this doesn't have trample or high toughness or cost to give it an advantage over other doublers. Further the toughness isn't getting boosted, which makes the pings dangerous and makes chumpblocking more lucrative. At rare, I'd either boost the toughness and/or give it trample.
Creativity - (2/3) Uniqueness: There's been a few double powerers before, though this one has a sufficiently different condition to remain interesting. (1.5/3) Flavor: It's a dino! The flavor text is a pretty generic, it doesn't tell me much about the dino itself.
Polish - (2.5/3) Quality: Need a period at the end of that flavor text. (2/2) *Main Challenge: Yep. (2/2) Subchallenges: Yep.
Total: 21 20/25
*An entry with 0 points here is subject to disqualification.
Design - (1.5/3) Appeal: Timmy and Johnny might like the Enrage enabler, though I don't think either are too wild. (2/3) Elegance: Regenerate is complicated in of itself, and it's been straight out of use for a few sets now.
Development - (3/3) Viability: Sure. (2/3) Balance: The Enrage is a cool idea, but I'm not paying 6 mana just to enable other Enragers, and definitely not at rare. Honestly I'd let it divvy up damage among any number of creatures, or drop the cost and/or rarity if you wanna leave just the enabling.
Polish - (2.5/3) Quality: See Inferno Titan for multi-target damagers: "...that much damage divided as you choose among any number of target creatures you control." (2/2) *Main Challenge: Yep. (2/2) Subchallenges: Yep.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Cunning Raptor1G
Creature - Dinosaur (C) Enrage - Whenever this creature is dealt damage, put a +1/+1 counter on it. That which doesn't kill them, makes them stronger.
2/2
(2/3) Appeal: Timmy and Johnny can find some use for it more or less but Spike it the least interested. (2/3) Elegance: It's simple end elegant though it has one problem: it won't work like virtual 3/3 as someone can think from the first glance. Why? Because it will die from 2 damage without any pumps. 1 damage can trigger the enrage ability for sure.
Development - (1,5/3) Viability: This is definetely green but definetely not a common. See Uniqueness section below. (2/3) Balance: Compare it to existing cards though I think it's not a big deal because it still requires some building around or specific conditions. Upside can make it a big threat later but it's a pretty small ability from the start.
Creativity - (1/3) Uniqueness:Fungusaur exists, but... Come on, it's a dinosaur and its ability is enrage. (2/3) Flavor: A classic piece of flavor text is always fine though it's not creative at all. Mechanically everything is okay.
Polish - (2/3) Quality: Enrage ability template means you should use this creature's name, not just "this creature". (2/2) *Main Challenge: Yes. (2/2) Subchallenges: Yes and yes.
Pocta, the Instigator1RG
Legendary Creature - Human Shaman (R)
Haste 1R: Pocta, the Instigator deals 1 damage to target dinosaur you control. 2G, T: Target dinosaur you control fights target creature you don't control. "Inciting their anger is easy. Directing it is art."
3/2
(3/3) Appeal: Timmy likes to smash faces (trust me, I am a Timmy). Johnny can think about a lot of Enrage combos and something more interesting with untapping and so on. Spike sees pure value. (3/3) Elegance: There a three abilities but each one is simple and clear enough.
Development - (3/3) Viability: This is definetely red and green, and the rarity is correct. (1,5/3) Balance: This is definitely a nuclear limited bomb. Also for Dinosaur supporter this guy is probably too good itself - aggressive body and even the haste to change things immediately after this hits the board.
Creativity - (2/3) Uniqueness: Creature that makes creatures fight other creatures is not something unique, and harming your creature to get value too, but mix is okay. (2,5/3) Flavor: Plain and simple. I personally like the name which feels truly Mesoamerican but the flavor text itself is bland. Both abilities work well with Dinosaurs and they can be tied together sometimes.
Polish - (2,5/3) Quality: Dinosaur subtype should have been capitalized. (2/2) *Main Challenge: Yes. (2/2) Subchallenges: Yes and yes.
Dinosaur Cultist1R
Creature - Human Shaman (U)
Dinosaur spells you cast cost 1 less to cast. With the right willpower, even primal beasts can be tamed.
1/3
(2,5/3) Appeal: It works well with Dinosaurs of any rarity so Spike can see some value with a good pool of cards. Timmy and Johnny like it too but not SO interested. (3/3) Elegance: No problems here.
Development - (3/3) Viability: No problems here. (2,5/3) Balance: I guess it's balanced and just a bit more powerful than Dragonlord's Servant because a lot of Dinosaurs are commons and uncommons.
Creativity - (1/3) Uniqueness: For being a functional reprint of Dragonlord Servant except for creature type this design is just lazy. (2/3) Flavor: Flavor text looks bland but everything else is okay.
Polish - (3/3) Quality: This card is perfection in terms of quality (well, it wasn’t so hard I guess…) (2/2) *Main Challenge: Yes. (2/2) Subchallenges: Yes and yes.
Emperor's Pit-Keeper1RG
Creature - Human Warrior (R)
Whenever a Dinosaur enters the battlefield, you may have it fight another target creature you don't control.
Whenever a creature dealt damage by a Dinosaur creature you control died, put a +1/+1 counter on each Dinosaur creature you control.
3/3
(3/3) Appeal: All three types of players are interested. (2/3) Elegance: A bit complex and one fatal mistake (see Quality) makes it confusing.
Development - (2,5/3) Viability: Rarity is okay but it can be monogreen as well. Maybe it's green because this is a really good creature. (2/3) Balance: This is borderline broken and a limited bomb for sure.
Creativity - (2/3) Uniqueness: Similar to some existing cards but the mix of abilities is okay. (3/3) Flavor: I like the name cause it makes sense and I don’t think the flavor text is necessary here.
Polish - (0,5/3) Quality: Pretty sure it should be "Dinosaur you control." Also "dies", not "died", and you missed "this turn" - you don't want to mark all damage dealt by Dinosaurs forever, sure? (2/2) *Main Challenge: Yeah. (2/2) Subchallenges: Yes and yes.
Raptor Hatchling R
Creature -- Dinosaur [U]
Enrage -- Whenever Raptor Hatchling is dealt damage, create a 4/4 red Dinosaur creature with Haste. Exile that token at the beginning of the next end step. "Imagine if your mother was a giant raptor. Now tell me again whether you want to approach that hatchling."
1/2
(1,5/3) Appeal: Johnny can use it in a ton of weird combos - additional combat phases, Sundial of the Infinite, sacrificing, etc... Timmy and Spike are not so interested cause the easiest way to activate enrage ability is a combat. But the token created this way can’t be used in a first (and mostly only) combat step. (3/3) Elegance: It has one ability which is pretty well understandable.
Development - (3/3) Viability: Yes, it's red and uncommon rarity is okay. (2/3) Balance: It's hard to find a use for a token in combat but still possible.
Creativity - (2,5/3) Uniqueness: I won't compare cards from this challenge to existing Ixalan cards cause the spoiler season isn't ended yet, so yes, it's fine (a bit similar to Brindle Shoat but still different). (2,5/3) Flavor: I like it but I think this quote should have an author. It’s not Raptor Hatchling speaking about itself.
Polish - (1/3) Quality: Haste shouldn't be capitalized and Enrage should be italized. Also you missed the «token». (2/2) *Main Challenge: Sure. (2/2) Subchallenges: Yes, yes.
Tocatli Healer2G
Creature - Human Shaman (U)
Whenever a dinosaur you control is dealt noncombat damage, regenerate it.
2/2
(1,5/3) Appeal: Johnny can find a way to exploit it (he is a Johnny after all) but Spike and Timmy are not so impressed because noncombat damage only. (3/3) Elegance: Simple and understandable.
Development - (2/3) Viability: Definetely green and uncommon is fine. I guess it would be a junk rare. But here we have another problem - I asked in MCC Discussion thread about "old and dropped" (Regenerate, Fear, etc) mechanics and the answer was clear - the point should be reducted for using them for a cards that can go into Standard set (which Ixalan is). You'd better stuck to Indestructible instead. (1,5/3) Balance: I don't think it can seriously affect play.
Creativity - (3/3) Uniqueness: Definetely something new. (2/3) Flavor: Name is totally fine but the lack of flavor text on a card with only one short ability makes it worse.
Polish - (2,5/3) Quality: Dinosaur creature type should be capitalized. (2/2) *Main Challenge: Yes. (2/2) Subchallenges: Yes and yes.
Overall 19,5/25
Druid of Primal Might2RG
Creature - Human Druid [Rare]
When Druid of Primal Might enters the battlefield, create a 3/3 green Dinosaur creature token with trample. 1R, T: Target creature gets +3/+0 until end of turn. If it's a Dinosaur, target creature can't block it this turn.
2/2
(3/3) Appeal: All three types of players can easily find a way to use and/or abuse it. (2,5/3) Elegance: A bit complex but still understandable. The most confusing part is "can't block it" which is more rare for red than simple "can't block."
Development - (3/3) Viability: Pretty sure it feels more fitting in a color wheel than Huatli, Warrior Poet which is something. (2,5/3) Balance: It works pretty well with itself but maybe repeatable +3/+0 is a bit too much.
Creativity - (2,5/3) Uniqueness: Token creation and pumping ability are not something new but the mix is surprisingly fresh - something similar we can find on cards like Drunau Corpse Trawler, Korozda Guildmage and some planeswalkers. (2/3) Flavor: The name feels kinda plain but maybe it's just me.
Polish - (2,5/3) Quality: Maybe "if that creature is a Dinosaur..." would be better. (2/2) *Main Challenge: Of course. (2/2) Subchallenges: Both yes.
Biosaurus4GW
Creature — Dinosaur (U)
Trample
Reach Enrage — Whenever Biosaurus is dealt damage, you gain that much life.
4/6
(2/3) Appeal: For Timmy this guy is not big enough for such cost and value is a bit small for Spike. Johnny can find a way as usual. (3/3) Elegance: Pretty easy and understandable.
Development - (3/3) Viability: Can be rare as well but not so good one. Pretty good for an uncommon. All keywords are green but reverse lifelink with this wording is white though I think it can be monogreen but whatever. (2/3) Balance: Pretty sure it can affect Limited a bit but definitely not for constructed.
Creativity - (2,5/3) Uniqueness: All abilities (even the mix of trample and reach exists though not so often) can be found on existing cards but the mix of keywords and lifegain ability makes it better. (1,5/3) Flavor: The lack of flavor text and "bio-" feels more like scientific term than something from wild ixalan jungle.
Polish - (2,5/3) Quality: Trample and Reach should be spelled as "Reach, trample". (2/2) *Main Challenge: Yes. (2/2) Subchallenges: Yes-yes.
Sun Empire AmbusherXXGW
Creature — Human Warrior (M)
Flash
When you cast Sun Empire Ambusher, create X 3/3 green Dinosaur creature tokens with trample.
Dinosaur creatures you control have first strike. The only thing worse than an ambush is a dinosaur ambush.
1/1
(3/3) Appeal: Surprise dinosaur buttsecks on legs is nothing to dislike by any type of player. (2/3) Elegance: Wordy but each ability is simple and clear. "When you cast" adds an additional level of complexity and makes it a bit more similar to Eldrazi but also makes it more balanced - it can be countered but tokens will be created anyway but without first strike.
Development - (3/3) Viability: All about this card is green but first strike makes it white. (2,5/3) Balance: This is a powerhouse yet this is a mythic. Probably won't affect constructed play much.
Creativity - (2,5/3) Uniqueness:Gilt-Leaf Ambush and Ethereal Ambush are things, but not the same way your card goes. (3/3) Flavor: It immediately makes a scene in mind and it feels hard to disagree with this flavor text.
Polish - (3/3) Quality: Perfect. (2/2) *Main Challenge: Yep. (2/2) Subchallenges: Both ok.
Blitz Predator4RR
Creature - Dinosaur Avatar (Rare)
Trample Enrage - Whenever Blitz Predator is dealt damage, if it isn't a token, create a token that's a copy of it. It gains haste. Exile it at the beginning of the next end step. A predator always becomes hungrier when he has more stomachs to fill.
4/4
(2/3) Appeal: Johnny can use it in a ton of weird combos - additional combat phases, Sundial of the Infinite, sacrificing, etc... Timmy and Spike are not so interested cause the easiest way to activate enrage ability is a combat. But the token created this way can’t be used in a first (and mostly only) combat step. But toughness 4 makes it easier to abuse than Raptor Hatchling designed by Itank. (3/3) Elegance: It has one ability which is pretty well understandable.
Development - (3/3) Viability: Yes, it's red and rare is okay since if you can abuse it - ooh boy, you can. (2,25/3) Balance: It's hard to find a use for a token in combat but still possible. 4/4 trampler for 6CMC is not impressive but limited playable.
Creativity - (2,75/3) Uniqueness: Surprisingly, there are not any creatures with such ability (token creation by damage dealt to the creature exists but not copying, though the "isn't a token" restriction makes it closer to plain token creation). (2/3) Flavor: I don't quite get why this is avatar but the ability makes it more understandable.
Design -
(2/3) Appeal: "Nothing can stop the Dinos" in a cheap efficient package is very Timmy-Spike, but it's all a little straightforward for Johnny.
(2.5/3) Elegance: It has to be separated into two abilities but the ability suite makes it very clear that just about nothing can be done to your Dinosaurs.
Development -
(3/3) Viability: I'm not going to object to green-white for sure. Rare is fine, mythic would also be good for an effect of this scale. (Heh, scale.)
(2.5/3) Balance: That is a pushed set of tribal effects, let me tell you. However, it is on a pretty vulnerable card that has no offense on its own and has the inherent limitation of tribal. If a card makes Dinosaurs.dek better, then I can't object too badly.
Creativity -
(2.5/3) Uniqueness: Owes something to both Avacyn, Angel of Hope and Carnage Tyrant, oddly for a tiny and cheap creature, but is definitely a unique package.
(2.5/3) Flavor: The name is a little generic, but the flavor text spells out the motivations of the character depicted pretty well. All feels a little like a slice of Naya transported to Ixalan.
Polish -
(2/3) Quality: Spelling and grammar in the flavor text - "Humans call" and "merely."
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Both.
Total: 21/25
Design -
(1.5/3) Appeal: Effect isn't quite big enough for Timmy but he likes lifegain and aggressive beaters, sort of. This is what would seem to be a Johnny puzzle but the answer is obvious and the payoff isn't that great. Spike probably likes this for Limited though, even if it's not efficient enough for Constructed most of the time.
(2/3) Elegance: Technically an elegant effect, but also confusing in that it's an enrage effect that most of the time, with the most usual source of damage (i.e. combat), will be useless. Unless there's some corner case with extra combat phases or an opposing flying first striker, there's probably no good way to turn on that enrage effect except with Rile.
Development -
(2/3) Viability: Fine as uncommon but there is no reason at all for this card to be green. Small-to-mid-sized fliers, flying Dinosaurs on Ixalan, and lifelink are literally all white things.
(2.5/3) Balance: Frankly, if anything, this card is kind of bad. As mentioned before, it usually won't be anything more than a 3/2 flying for 1GW, which is pretty inefficient for that cost in Constructed these days.
Creativity -
(0.5/3) Uniqueness: The P/T/Cost combination is unique, I suppose, but even at maximum potential this is a card that's just a creature with two evergreen keywords, so not especially unique.
(2.5/3) Flavor: Nothing technically wrong here, but the idea behind it is odd - this is a bioluminescent, glow-in-the-dark animal that's both nocturnal and diurnal?
Polish -
(1/3) Quality: Mana cost should be 1GW. "Dinosaur." ~ as a placeholder in the text instead of name being written out. No period at the end of the flavor text. "Colours" is the British spelling but that is not the one that's used on real Magic cards.
(2/2) *Main Challenge: Fine.
(2/2) Subchallenges: Both.
Total: 15/25
Design -
(3/3) Appeal: Timmy likes a fat butt Dino that grows, Johnny likes all the moving parts and potential to chain triggers together, and Spike likes a fatty that packs its own removal, especially for Limited.
(3/3) Elegance: Not the least wordy card out there, but solidly elegant.
Development -
(3/3) Viability: Red and green are probably right; rare is also right but this could maybe be an uncommon in some other Limited environment that was more battlecruiser-y.
(3/3) Balance: This is a good solid rare that's more a Limited bomb than it is a Constructed star, but if there's some great Dinos-damage combo in an enrage-based deck I could see this going in some sort of Constructed build. Also, Commander fun under Gishath and others!
Creativity -
(2/3) Uniqueness: Starts from a Fungusaur base but ultimately has a lot more unique bells and whistles.
(2.5/3) Flavor: The name's a mouthful but all in all the flavor is good. The flavor text might be a bit on-the-nose with the explanation though.
Polish -
(2.5/3) Quality: The first clause of the flavor text would probably say "Despite scarred hides that give" because it otherwise reads as though all brachiosaurs have the same hide.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Hit both.
Total: 23/25
Design -
(1/3) Appeal: Timmy likes the size and the keywords but is sort of turned off by the tapping drawback. Johnny, meanwhile, could make something of it becoming tapped, potentially. But Spike, for however much he likes creatures with multiple keywords, doesn't find this one efficient enough.
(2/3) Elegance: Two evergreen keywords plus enrage growth would all be perfectly elegant except for the bizarre internal anti-synergy of vigilance and an ability that turns off what vigilance is good for - essentially if this creature is blocked it's not vigilant at all.
Development -
(3/3) Viability: Those are all green abilities and this has to be uncommon.
(3/3) Balance: Solidly balanced for Limited, not great in Constructed but so it goes.
Creativity -
(1.5/3) Uniqueness: Another straight Fungusaur variant - this one just having keywords an an odd drawback in addition to higher toughness.
(2.5/3) Flavor: Dinosaur... Hydra? And one that's pretty small to start? Compelling but strange. The flavor text does a good job of showing a creature that bridges the divide between earth and sky, appropriately for a reacher.
Polish -
(3/3) Quality: Nothing to pick on.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: Both.
Total: 20/25
Design -
(3/3) Appeal: Timmy sees a big beater that makes opposing creatures humble and that can boost friendly ones too. Johnny sees a whole lot of moving parts to abuse. Spike sees a possible star in Limited AND Constructed.
(2.5/3) Elegance: The first-strike-granting ability is perhaps a bit of a kludge, but it does make the card work a lot better (not that it's useless without it; damage marked on creatures will still kill them when they become 1/1, after all).
Development -
(3/3) Viability: Rare and white are both correct.
(3/3) Balance: This hits hard and oppresses opposing creatures, but it's expensive and it takes work to do so. It's a strong effect, but is best at home in Commander, the definite home of the splashy.
Creativity -
(3/3) Uniqueness: Not a completely unprecedented effect, but then again, nothing is. This doesn't work quite like any enrage Dino we've seen yet and I love it.
(2.5/3) Flavor: Name is a little "obvious" but I love the flavor text.
Design -
(2/3) Appeal: Timmy likes a big explosive thing. The self-damage-prevention clause actually makes this less appealing to Johnny. Spike loves the idea of being able to fire off board wipes during combat while also having your board-wiper be immune to your own damage board-wipes.
(2.5/3) Elegance: The damage prevention, as I said, is a semi-obvious way to block out combo potential, but it also stops the problem of two of them chaining together ludicrously, so that's good.
Development -
(2/3) Viability: This is mostly a red card, with white being necessary for damage prevention. However, this seems much more like a rare than an uncommon.
(3/3) Balance: Mass damage is definitely a potent triggered ability for enrage to fire off but this is all expensive enough and abuse-proof enough that it seems like a fair card.
Creativity -
(3/3) Uniqueness: Solidly unique package.
(3/3) Flavor: Good flavor all around.
Polish -
(2.5/3) Quality: That first ability would say "Prevent all damage that would be dealt to Thunderstomp Diplodocus by sources you control."
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Done.
Total: 22/25
Design -
(2/3) Appeal: Timmy appeal is obvious. Johnny can cheat it out, I suppose? Also counter shenanigans. Spike sees how expensive this card is to cast and really wishes it were easier to get a board wipe out of it.
(0.5/3) Elegance: Where to begin? Haste, followed by four triggered abilities, one and only one of which is an ability word, as well as by an activated ability that happens to have a partially off-color cost. This would be unprintable microtext on a real Magic card. Half a point because it’s all clearly about -1/-1 counters, but I honestly had to read this card text five times to catch what every ability actually did to evaluate it, and I’m both a 15-year Magic veteran and a speed reader.
Development -
(1/3) Viability: Nonblack colors can spit out -1/-1 counters in certain contexts. Ixalan, being a +1/+1 counter set, is nowhere near one of those contexts. If this were an Amonkhet challenge I’d probably give full viability points, but at this point the color pie positioning is just wrong. At least mythic is the only appropriate rarity?
(2.5/3) Balance: Taking half a point away just because this is so damn hard to evaluate. It’s not going to kill all of your opponents’ creatures without setup, but it could do that in addition to hitting for 7. But hey, it costs 5RRR.
Creativity -
(3/3) Uniqueness: There’s no way I can describe this card other than unique, to put a positive spin on things...
(1/3) Flavor: The Sun Empire’s deity is called the Threefold Sun. Three, being a key notion here. That’s Kinjalli the Wakening Sun, Tilonalli the Burning Sun, and Ixalli the Verdant Sun. None of these is the “Bleeding Sun” and in Ixalan lore that exists there is no such concept. I guess it’s cool to think about in some sort of alt-universe Ixalan that’s a -1/-1 counter dystopia, but that’s way too much extrapolation to give points for.
Polish -
(2/3) Quality: Not going to point out the wording errors, but suffice it to say there are a couple.
(2/2) *Main Challenge: Safely done.
(2/2) Subchallenges: Fulfilled.
Total: 16/25
Design -
(3/3) Appeal: Timmy likes to make his monsters grow, especially when there’s already a midrange body attached. Johnny wants to Strionic Resonator this. Spike likes the #value of a lord that also draws you cards.
(3/3) Elegance: Solidly elegant. I like.
Development -
(2.5/3) Viability: Green is good; this sort of toes the line between rare and mythic with the sheer mass draw potential though.
(2.5/3) Balance: This is a fairly expensive lord for a small tribe, but it’s Constructed-worthy and could definitely push Dinosaurs to be a strong tribe in the meta with even a little more support.
Creativity -
(2/3) Uniqueness: I’ve never seen a lord that works quite like this. Arcbound Overseer is vaguely similar...
(3/3) Flavor: Good name, good flavor text.
Polish -
(2.5/3) Quality: Missing a comma after the “Then.”
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: And done.
Total: 22.5/25
Design -
(2/3) Appeal: Timmy and Spike love it for obvious reasons but Johnny has no need for it.
(3/3) Elegance: Easily understandable.
Development -
(1.5/3) Viability: Super green, but given the complexity of provoke and efficiency of the stats, for both design and Limited purposes, this has to be rare, no exceptions. Also, provoke doesn’t really work in an Ixalan context.
(1.5/3) Balance: This would be a strong Constructed card and, in Limited, would be a day-ruiner - a 3/3 for 2G that essentially is repeatable removal and grows? A card that is either a threat OR removal is a high pick in Limited, but a card that does both with a great level of efficiency is format-warping.
Creativity -
(1.5/3) Uniqueness: This is another card with an outside keyword stapled to Fungusaur’s ability.
(2/3) Flavor: The name reads kind of awkwardly, especially with using a term lifted from the worst Star Wars movies. The overall flavor is also pretty generic.
Polish -
(2.5/3) Quality: Name is written incorrectly in the enrage ability.
(2/2) *Main Challenge: Passed.
(2/2) Subchallenges: Also passed.
Total: 18/25
Design -
(2/3) Appeal: Timmy is all over it, Johnny finds it at least almost fiddly enough (and like a previous card reviewed, liable to trigger other enrage abilities), and Spike doesn’t think he’s getting quite enough bang for his buck for a card that costs 2RRGG.
(2.5/3) Elegance: The enrage ability has to have slightly awkward wording but otherwise elegant.
Development -
(3/3) Viability: Big dumb beater with power > CMC? Yeah, that’s red, green, and rare.
(3/3) Balance: Yeah, it’s got relatively good stats, but the enrage ability is almost not even removal at all, so there’s nothing wrong with the balance here.
Creativity -
(2.5/3) Uniqueness: Not the most original idea, but using a clause that comes from, of all things, Blood Lust? Obscure!
(1/3) Flavor: This is kind of all over the place. The name is so silly it sounds like a playtest name, neither Birds nor Bears have been shown to exist on Ixalan (whatever this may be referencing aside), and why does a Dinosaur stomping on you only almost kill you?
Creature - Dinosaur (R)
Enrage — Whenever Bloodrage Raptor is dealt damage, it gets +X/+0 until end of turn, where X is its power.
"Trust me, you do not want to get on its bad side"
4/3
Creature - Dinosaur (R)
Enrage — Whenever Ankylosaur Provoker is dealt damage, you may have it deal that much damage divided between any number of target creatures you control.
2G: Regenerate Ankylosaur Provoker.
Wherever it goes, trouble follows.
6/6
CCL Winner- July '08, Aug '08 Sept '08, Oct '08
Survivor- CCS: Lost in Takenuma, CCS: Stranded In Tolaria
Creature - Dinosaur Avatar (Mythic Rare)
Haste
Enrage - Whenever Avatar of the Bleeding Sun is dealt damage, you may put that many -1/-1 counters divided between any number of target creatures your opponents control.
Whenever Avatar of the Bleeding Sun attacks and isn't blocked, put a -1/-1 counter on each creature with one or more -1/-1 counters on it.
Whenever Avatar of the Bleeding Sun becomes blocked, put a -1/-1 counter on each blocking creature. Creatures blocking Avatar of the Bleeding Sun gain first strike until end of turn.
1RRGG: Avatar of the Bleeding Sun fights target creature an opponent controls with one or more -1/-1 counters on it.
7/7
Creature - Human Druid (R)
At the beginning of your upkeep, put a +1/+1 counter on each Dinosaur you control. Then if you control a Dinosaur with 4 or more power, draw a card.
"To watch them grow is a wonder. To help them grow, an honor."
3/3
Creature - Dinosaur Avatar (Rare)
Trample
Enrage - Whenever Blitz Predator is dealt damage, if it isn't a token, create a token that's a copy of it. It gains haste. Exile it at the beginning of the next end step.
A predator always becomes hungrier when he has more stomachs to fill.
4/4
Creature - Dinosaur (U)
Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)
Enrage - Whenever Youngling is dealt damage, put a +1/+1 counter on it.
There is a hierarchy one must climb to become an alpha.
3/3
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Stomponadon 2RRGG
Creature - Dinosaur {R}
Trample
Enrage - Whenever Stomponadon is dealt damage, it deals damage to another target creature equal to that creature's toughness minus 1.
Its favorite foods are birds and bears.
7/6
Emille, Seven-Sting Dancer Shalin Nariya
Design -
(1.5/3) Appeal: Timmy likes and mb Johnny.
(1.5/3) Elegance: Looooot of text, also second ability is kind of weird in that you don't have to equip the equipment for the haste, but you also need an equipment for the haste. Just weird conditions.
Development -
(3/3) Viability: Sure, red can do equipment matters.
(2.5/3) Balance: First ability is very awkward with the double color cost, second ability is cool though.
Creativity -
(3/3) Uniqueness: with frikin laser beams.
(3/3) Flavor: Dude splicing weapons onto dinosaurs, awesome.
Polish -
(2/3) Quality: "you may cast any of those" "may attach target Equipment
card".(2/2) *Main Challenge:
(2/2) Subchallenges:
Total: 20.5/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: All three demographics are lukewarm. (Does being another Kiki/Twin target count for anything?)
(2/3) Elegance: Long text is long.
Development -
(2/3) Viability: Pushing the complexity and swinginess of uncommons, though it could still be done.
(3/3) Balance: Zealous Conscripts if it steals a dino, otherwise a Threaten on a 1/3 stick (still playable). I think the dino density isn't high enough where this'd be too problematic, would be a big groan tester though.
Creativity -
(2.5/3) Uniqueness: Similar-ish to zealous conscripts, but doing its own thing.
(3/3) Flavor: It's Goatnapper but with dinosaurs. Sold.
Polish -
(3/3) Quality: Check
(2/2) *Main Challenge: Check
(2/2) Subchallenges: and check.
Total: 21.5/25
*An entry with 0 points here is subject to disqualification.
Design -
(1/3) Appeal: A spike card through and through.
(3/3) Elegance: Straightforward enough.
Development -
(3/3) Viability: Sure.
(3/3) Balance: Well this is aggressively costed, and this miiiight not be the best standard format to introduce efficient red aggro cards to. Then again it's kind of crowded out by miss Hazoret, I think this'll be fine.. probably.
Creativity -
(2/3) Uniqueness: The ability has been done in parts before, and I'm reminded of Thunderbreak Regent. It feels like a typical aggressively costed aggro 4 drop, if that makes sense?
(1/3) Flavor: Who needs flavor when you've got efficiency, am I right? Well it's a dinosaur, but nothing much beyond that.
Polish -
(3/3) Quality: Looks good.
(2/2) *Main Challenge: Yep.
(2/2) Subchallenges: Yep.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Design -
(1.5/3) Appeal: A Johnny card through and through, though Timmy might get a kick with Doubling Season (does it count when Timmy needs to use one of the all time Timmyest cards to like a card? hmmm)
(3/3) Elegance: Crystal.
Development -
(3/3) Viability: Uh yeah this makes sense in red, kind of Squee like.
(3/3) Balance: Yeah this is appropriate for a fun rare. In limited it might be annoying as an infinite chump blocker, but that's prooobably fine for a 5 mana rare?
Creativity -
(1.5/3) Uniqueness:
EVERYONE, GET IN HEREIt's Sprouting Phytohydra but comically better!(2.5/3) Flavor: A pack of raptors yep, though less swarmy and more... conga line. Huh.
Polish -
(3/3) Quality: Check
(2/2) *Main Challenge: Check
(2/2) Subchallenges: And check.
Total: 21.5/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: Timmy likes, Spike likes, Johnny doesn't care that much.
(2.5/3) Elegance: Two clauses, both somewhat weird and long.
Development -
(3/3) Viability: Fine.
(3/3) Balance: In limited this is a fine multicolored draft plant, and the "2 mana, only creatures" effects have been fine in constructed.
Creativity -
(2.5/3) Uniqueness: Had I judged two days ago I'd give full points, but Rile beat you to the (obvious) punch on the first ability.
(2/3) Flavor: The zap ability with the flavor text is cool, but it's not really jelling with the name and the mana ability. It's there's two good flavor ideas here that didn't blend well.
Polish -
(3/3) Quality: Yep.
(2/2) *Main Challenge: Check.
(1/2) Subchallenges: No mention of Dinos.
Total: 21/25
Design -
(2/3) Appeal: I think everyone's pretty lukewarm? A high X doesn't actually give that blowout of an effect so Timmies not too interested, Johnny can exploit the recur, and this looks a bit durdly for Spike's taste.
(1/3) Elegance: Holy bejesus is this complicated! And long!
Development -
(3/3) Viability: Fine, though leaning on the side of mythic.
(3/3) Balance: Yeah I think this is fine as "Elvish Visionary, bounce back if you play a Dino", the X thing is pretty superfluous.
Creativity -
(3/3) Uniqueness: if nothing else.
(2.5/3) Flavor: I don't think there's offices in the sun empire. Lair maybe, or a lab. Other than that it's great.
Polish -
(2/3) Quality: You can't reference X cost on your EtB, you need counters or something to keep track (see: Quarantine Field).
(2/2) *Main Challenge: Yep.
(2/2) Subchallenges: Yep.
Total: 20.5/25
*An entry with 0 points here is subject to disqualification.
Design -
(1.5/3) Appeal: I could see Johnny/Timmy +1/+1 counter decks liking this a lot (Ghave in particular), don't think Spike cares.
(3/3) Elegance: Straightforward enough.
Development -
(3/3) Viability: All fine,
(2.5/3) Balance: A tad on the weak side for a limited rare. Getting the enrage and keeping it alive isn't trivial as a 3/3 body, and a 3/3 that gives a +1/+1 counter on death isn't exactly rare material.
Creativity -
(2.5/3) Uniqueness: Similar to Abzan Falconer, though with a much different line on how to get the +1/+1 counter and much more self contained.
(1.5/3) Flavor: Why doesn't it have flying by itself, it's a flying bird! Also the flavor text doesn't really gel with what the card is doing, when it's lifting someone up it's a positive thing for them (as opposed to dropping them or something).
Polish -
(2/3) Quality: Check the Abzan Falconer templating: "Each creature you control with a +1/+1 counter on it has flying". Also the flavor text needs a comma somewhere, probably after Pterodon.
(2/2) *Main Challenge: Yep.
(2/2) Subchallenges: Yep.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: Timmy and Johnny both appreciate this (Timmy for potential huge swing, Johnny for figuring out how to get that huge swing). Spike is not interested.
(3/3) Elegance: Straightforward enough, I don't think I'm quite taking off for X costs at rare?
Development -
(3/3) Viability: Yep.
(2/3) Balance: Self damage is a reasonably hard condition, and this doesn't have trample or high toughness or cost to give it an advantage over other doublers. Further the toughness isn't getting boosted, which makes the pings dangerous and makes chumpblocking more lucrative. At rare, I'd either boost the toughness and/or give it trample.
Creativity -
(2/3) Uniqueness: There's been a few double powerers before, though this one has a sufficiently different condition to remain interesting.
(1.5/3) Flavor: It's a dino! The flavor text is a pretty generic, it doesn't tell me much about the dino itself.
Polish -
(2.5/3) Quality: Need a period at the end of that flavor text.
(2/2) *Main Challenge: Yep.
(2/2) Subchallenges: Yep.
Total:
2120/25*An entry with 0 points here is subject to disqualification.
Design -
(1.5/3) Appeal: Timmy and Johnny might like the Enrage enabler, though I don't think either are too wild.
(2/3) Elegance: Regenerate is complicated in of itself, and it's been straight out of use for a few sets now.
Development -
(3/3) Viability: Sure.
(2/3) Balance: The Enrage is a cool idea, but I'm not paying 6 mana just to enable other Enragers, and definitely not at rare. Honestly I'd let it divvy up damage among any number of creatures, or drop the cost and/or rarity if you wanna leave just the enabling.
Creativity -
(3/3) Uniqueness: An interesting Enrage ability.
(2/3) Flavor: Sure.
Polish -
(2.5/3) Quality: See Inferno Titan for multi-target damagers: "...that much damage divided as you choose among any number of target creatures you control."
(2/2) *Main Challenge: Yep.
(2/2) Subchallenges: Yep.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Jimmy Groove: 20.5
The_Hittite: 21.5
Nsperlman: 20
Freyleyes: 21.5
AA: 21
Controll: 20.5
glurman: 20
RickyRister:
2120L0ng5h0t: 20
That was a damn competitive bracket, everyone had a solid card. Thanks for making my job tough!
(2/3) Appeal: Timmy and Johnny can find some use for it more or less but Spike it the least interested.
(2/3) Elegance: It's simple end elegant though it has one problem: it won't work like virtual 3/3 as someone can think from the first glance. Why? Because it will die from 2 damage without any pumps. 1 damage can trigger the enrage ability for sure.
Development -
(1,5/3) Viability: This is definetely green but definetely not a common. See Uniqueness section below.
(2/3) Balance: Compare it to existing cards though I think it's not a big deal because it still requires some building around or specific conditions. Upside can make it a big threat later but it's a pretty small ability from the start.
Creativity -
(1/3) Uniqueness: Fungusaur exists, but... Come on, it's a dinosaur and its ability is enrage.
(2/3) Flavor: A classic piece of flavor text is always fine though it's not creative at all. Mechanically everything is okay.
Polish -
(2/3) Quality: Enrage ability template means you should use this creature's name, not just "this creature".
(2/2) *Main Challenge: Yes.
(2/2) Subchallenges: Yes and yes.
Overall: 16,5/25
(3/3) Appeal: Timmy likes to smash faces (trust me, I am a Timmy). Johnny can think about a lot of Enrage combos and something more interesting with untapping and so on. Spike sees pure value.
(3/3) Elegance: There a three abilities but each one is simple and clear enough.
Development -
(3/3) Viability: This is definetely red and green, and the rarity is correct.
(1,5/3) Balance: This is definitely a nuclear limited bomb. Also for Dinosaur supporter this guy is probably too good itself - aggressive body and even the haste to change things immediately after this hits the board.
Creativity -
(2/3) Uniqueness: Creature that makes creatures fight other creatures is not something unique, and harming your creature to get value too, but mix is okay.
(2,5/3) Flavor: Plain and simple. I personally like the name which feels truly Mesoamerican but the flavor text itself is bland. Both abilities work well with Dinosaurs and they can be tied together sometimes.
Polish -
(2,5/3) Quality: Dinosaur subtype should have been capitalized.
(2/2) *Main Challenge: Yes.
(2/2) Subchallenges: Yes and yes.
Overall: 21,5/25
(2,5/3) Appeal: It works well with Dinosaurs of any rarity so Spike can see some value with a good pool of cards. Timmy and Johnny like it too but not SO interested.
(3/3) Elegance: No problems here.
Development -
(3/3) Viability: No problems here.
(2,5/3) Balance: I guess it's balanced and just a bit more powerful than Dragonlord's Servant because a lot of Dinosaurs are commons and uncommons.
Creativity -
(1/3) Uniqueness: For being a functional reprint of Dragonlord Servant except for creature type this design is just lazy.
(2/3) Flavor: Flavor text looks bland but everything else is okay.
Polish -
(3/3) Quality: This card is perfection in terms of quality (well, it wasn’t so hard I guess…)
(2/2) *Main Challenge: Yes.
(2/2) Subchallenges: Yes and yes.
Overall: 21/25
(3/3) Appeal: All three types of players are interested.
(2/3) Elegance: A bit complex and one fatal mistake (see Quality) makes it confusing.
Development -
(2,5/3) Viability: Rarity is okay but it can be monogreen as well. Maybe it's green because this is a really good creature.
(2/3) Balance: This is borderline broken and a limited bomb for sure.
Creativity -
(2/3) Uniqueness: Similar to some existing cards but the mix of abilities is okay.
(3/3) Flavor: I like the name cause it makes sense and I don’t think the flavor text is necessary here.
Polish -
(0,5/3) Quality: Pretty sure it should be "Dinosaur you control." Also "dies", not "died", and you missed "this turn" - you don't want to mark all damage dealt by Dinosaurs forever, sure?
(2/2) *Main Challenge: Yeah.
(2/2) Subchallenges: Yes and yes.
Overall: 19/25
(1,5/3) Appeal: Johnny can use it in a ton of weird combos - additional combat phases, Sundial of the Infinite, sacrificing, etc... Timmy and Spike are not so interested cause the easiest way to activate enrage ability is a combat. But the token created this way can’t be used in a first (and mostly only) combat step.
(3/3) Elegance: It has one ability which is pretty well understandable.
Development -
(3/3) Viability: Yes, it's red and uncommon rarity is okay.
(2/3) Balance: It's hard to find a use for a token in combat but still possible.
Creativity -
(2,5/3) Uniqueness: I won't compare cards from this challenge to existing Ixalan cards cause the spoiler season isn't ended yet, so yes, it's fine (a bit similar to Brindle Shoat but still different).
(2,5/3) Flavor: I like it but I think this quote should have an author. It’s not Raptor Hatchling speaking about itself.
Polish -
(1/3) Quality: Haste shouldn't be capitalized and Enrage should be italized. Also you missed the «token».
(2/2) *Main Challenge: Sure.
(2/2) Subchallenges: Yes, yes.
Overall: 19,5/25
(1,5/3) Appeal: Johnny can find a way to exploit it (he is a Johnny after all) but Spike and Timmy are not so impressed because noncombat damage only.
(3/3) Elegance: Simple and understandable.
Development -
(2/3) Viability: Definetely green and uncommon is fine. I guess it would be a junk rare. But here we have another problem - I asked in MCC Discussion thread about "old and dropped" (Regenerate, Fear, etc) mechanics and the answer was clear - the point should be reducted for using them for a cards that can go into Standard set (which Ixalan is). You'd better stuck to Indestructible instead.
(1,5/3) Balance: I don't think it can seriously affect play.
Creativity -
(3/3) Uniqueness: Definetely something new.
(2/3) Flavor: Name is totally fine but the lack of flavor text on a card with only one short ability makes it worse.
Polish -
(2,5/3) Quality: Dinosaur creature type should be capitalized.
(2/2) *Main Challenge: Yes.
(2/2) Subchallenges: Yes and yes.
Overall 19,5/25
(3/3) Appeal: All three types of players can easily find a way to use and/or abuse it.
(2,5/3) Elegance: A bit complex but still understandable. The most confusing part is "can't block it" which is more rare for red than simple "can't block."
Development -
(3/3) Viability: Pretty sure it feels more fitting in a color wheel than Huatli, Warrior Poet which is something.
(2,5/3) Balance: It works pretty well with itself but maybe repeatable +3/+0 is a bit too much.
Creativity -
(2,5/3) Uniqueness: Token creation and pumping ability are not something new but the mix is surprisingly fresh - something similar we can find on cards like Drunau Corpse Trawler, Korozda Guildmage and some planeswalkers.
(2/3) Flavor: The name feels kinda plain but maybe it's just me.
Polish -
(2,5/3) Quality: Maybe "if that creature is a Dinosaur..." would be better.
(2/2) *Main Challenge: Of course.
(2/2) Subchallenges: Both yes.
Overall 22/25
(2/3) Appeal: For Timmy this guy is not big enough for such cost and value is a bit small for Spike. Johnny can find a way as usual.
(3/3) Elegance: Pretty easy and understandable.
Development -
(3/3) Viability: Can be rare as well but not so good one. Pretty good for an uncommon. All keywords are green but reverse lifelink with this wording is white though I think it can be monogreen but whatever.
(2/3) Balance: Pretty sure it can affect Limited a bit but definitely not for constructed.
Creativity -
(2,5/3) Uniqueness: All abilities (even the mix of trample and reach exists though not so often) can be found on existing cards but the mix of keywords and lifegain ability makes it better.
(1,5/3) Flavor: The lack of flavor text and "bio-" feels more like scientific term than something from wild ixalan jungle.
Polish -
(2,5/3) Quality: Trample and Reach should be spelled as "Reach, trample".
(2/2) *Main Challenge: Yes.
(2/2) Subchallenges: Yes-yes.
Overall 20,25/25
(3/3) Appeal: Surprise dinosaur buttsecks on legs is nothing to dislike by any type of player.
(2/3) Elegance: Wordy but each ability is simple and clear. "When you cast" adds an additional level of complexity and makes it a bit more similar to Eldrazi but also makes it more balanced - it can be countered but tokens will be created anyway but without first strike.
Development -
(3/3) Viability: All about this card is green but first strike makes it white.
(2,5/3) Balance: This is a powerhouse yet this is a mythic. Probably won't affect constructed play much.
Creativity -
(2,5/3) Uniqueness: Gilt-Leaf Ambush and Ethereal Ambush are things, but not the same way your card goes.
(3/3) Flavor: It immediately makes a scene in mind and it feels hard to disagree with this flavor text.
Polish -
(3/3) Quality: Perfect.
(2/2) *Main Challenge: Yep.
(2/2) Subchallenges: Both ok.
Overall 23/25
(2/3) Appeal: Johnny can use it in a ton of weird combos - additional combat phases, Sundial of the Infinite, sacrificing, etc... Timmy and Spike are not so interested cause the easiest way to activate enrage ability is a combat. But the token created this way can’t be used in a first (and mostly only) combat step. But toughness 4 makes it easier to abuse than Raptor Hatchling designed by Itank.
(3/3) Elegance: It has one ability which is pretty well understandable.
Development -
(3/3) Viability: Yes, it's red and rare is okay since if you can abuse it - ooh boy, you can.
(2,25/3) Balance: It's hard to find a use for a token in combat but still possible. 4/4 trampler for 6CMC is not impressive but limited playable.
Creativity -
(2,75/3) Uniqueness: Surprisingly, there are not any creatures with such ability (token creation by damage dealt to the creature exists but not copying, though the "isn't a token" restriction makes it closer to plain token creation).
(2/3) Flavor: I don't quite get why this is avatar but the ability makes it more understandable.
Polish -
(3/3) Quality: Everyting is okay.
(2/2) *Main Challenge: Sure.
(2/2) Subchallenges: Yes, yes.
Overall: 22/25
Results
LnGrrrR 16,5
Vertain 21,5
BrainPo 21
iphanx 19
Itank 19,5
mirrodin71 19,5
Tesco(black)lotus 22
Legend 20,5
StonerOfKruphix 23
Subject16 22
Design -
(2/3) Appeal: "Nothing can stop the Dinos" in a cheap efficient package is very Timmy-Spike, but it's all a little straightforward for Johnny.
(2.5/3) Elegance: It has to be separated into two abilities but the ability suite makes it very clear that just about nothing can be done to your Dinosaurs.
Development -
(3/3) Viability: I'm not going to object to green-white for sure. Rare is fine, mythic would also be good for an effect of this scale. (Heh, scale.)
(2.5/3) Balance: That is a pushed set of tribal effects, let me tell you. However, it is on a pretty vulnerable card that has no offense on its own and has the inherent limitation of tribal. If a card makes Dinosaurs.dek better, then I can't object too badly.
Creativity -
(2.5/3) Uniqueness: Owes something to both Avacyn, Angel of Hope and Carnage Tyrant, oddly for a tiny and cheap creature, but is definitely a unique package.
(2.5/3) Flavor: The name is a little generic, but the flavor text spells out the motivations of the character depicted pretty well. All feels a little like a slice of Naya transported to Ixalan.
Polish -
(2/3) Quality: Spelling and grammar in the flavor text - "Humans call" and "merely."
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Both.
Total: 21/25
Design -
(1.5/3) Appeal: Effect isn't quite big enough for Timmy but he likes lifegain and aggressive beaters, sort of. This is what would seem to be a Johnny puzzle but the answer is obvious and the payoff isn't that great. Spike probably likes this for Limited though, even if it's not efficient enough for Constructed most of the time.
(2/3) Elegance: Technically an elegant effect, but also confusing in that it's an enrage effect that most of the time, with the most usual source of damage (i.e. combat), will be useless. Unless there's some corner case with extra combat phases or an opposing flying first striker, there's probably no good way to turn on that enrage effect except with Rile.
Development -
(2/3) Viability: Fine as uncommon but there is no reason at all for this card to be green. Small-to-mid-sized fliers, flying Dinosaurs on Ixalan, and lifelink are literally all white things.
(2.5/3) Balance: Frankly, if anything, this card is kind of bad. As mentioned before, it usually won't be anything more than a 3/2 flying for 1GW, which is pretty inefficient for that cost in Constructed these days.
Creativity -
(0.5/3) Uniqueness: The P/T/Cost combination is unique, I suppose, but even at maximum potential this is a card that's just a creature with two evergreen keywords, so not especially unique.
(2.5/3) Flavor: Nothing technically wrong here, but the idea behind it is odd - this is a bioluminescent, glow-in-the-dark animal that's both nocturnal and diurnal?
Polish -
(1/3) Quality: Mana cost should be 1GW. "Dinosaur." ~ as a placeholder in the text instead of name being written out. No period at the end of the flavor text. "Colours" is the British spelling but that is not the one that's used on real Magic cards.
(2/2) *Main Challenge: Fine.
(2/2) Subchallenges: Both.
Total: 15/25
Design -
(3/3) Appeal: Timmy likes a fat butt Dino that grows, Johnny likes all the moving parts and potential to chain triggers together, and Spike likes a fatty that packs its own removal, especially for Limited.
(3/3) Elegance: Not the least wordy card out there, but solidly elegant.
Development -
(3/3) Viability: Red and green are probably right; rare is also right but this could maybe be an uncommon in some other Limited environment that was more battlecruiser-y.
(3/3) Balance: This is a good solid rare that's more a Limited bomb than it is a Constructed star, but if there's some great Dinos-damage combo in an enrage-based deck I could see this going in some sort of Constructed build. Also, Commander fun under Gishath and others!
Creativity -
(2/3) Uniqueness: Starts from a Fungusaur base but ultimately has a lot more unique bells and whistles.
(2.5/3) Flavor: The name's a mouthful but all in all the flavor is good. The flavor text might be a bit on-the-nose with the explanation though.
Polish -
(2.5/3) Quality: The first clause of the flavor text would probably say "Despite scarred hides that give" because it otherwise reads as though all brachiosaurs have the same hide.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Hit both.
Total: 23/25
Design -
(1/3) Appeal: Timmy likes the size and the keywords but is sort of turned off by the tapping drawback. Johnny, meanwhile, could make something of it becoming tapped, potentially. But Spike, for however much he likes creatures with multiple keywords, doesn't find this one efficient enough.
(2/3) Elegance: Two evergreen keywords plus enrage growth would all be perfectly elegant except for the bizarre internal anti-synergy of vigilance and an ability that turns off what vigilance is good for - essentially if this creature is blocked it's not vigilant at all.
Development -
(3/3) Viability: Those are all green abilities and this has to be uncommon.
(3/3) Balance: Solidly balanced for Limited, not great in Constructed but so it goes.
Creativity -
(1.5/3) Uniqueness: Another straight Fungusaur variant - this one just having keywords an an odd drawback in addition to higher toughness.
(2.5/3) Flavor: Dinosaur... Hydra? And one that's pretty small to start? Compelling but strange. The flavor text does a good job of showing a creature that bridges the divide between earth and sky, appropriately for a reacher.
Polish -
(3/3) Quality: Nothing to pick on.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: Both.
Total: 20/25
Design -
(3/3) Appeal: Timmy sees a big beater that makes opposing creatures humble and that can boost friendly ones too. Johnny sees a whole lot of moving parts to abuse. Spike sees a possible star in Limited AND Constructed.
(2.5/3) Elegance: The first-strike-granting ability is perhaps a bit of a kludge, but it does make the card work a lot better (not that it's useless without it; damage marked on creatures will still kill them when they become 1/1, after all).
Development -
(3/3) Viability: Rare and white are both correct.
(3/3) Balance: This hits hard and oppresses opposing creatures, but it's expensive and it takes work to do so. It's a strong effect, but is best at home in Commander, the definite home of the splashy.
Creativity -
(3/3) Uniqueness: Not a completely unprecedented effect, but then again, nothing is. This doesn't work quite like any enrage Dino we've seen yet and I love it.
(2.5/3) Flavor: Name is a little "obvious" but I love the flavor text.
Polish -
(3/3) Quality: Solid.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: Done as well.
Total: 24/25
Design -
(2/3) Appeal: Timmy likes a big explosive thing. The self-damage-prevention clause actually makes this less appealing to Johnny. Spike loves the idea of being able to fire off board wipes during combat while also having your board-wiper be immune to your own damage board-wipes.
(2.5/3) Elegance: The damage prevention, as I said, is a semi-obvious way to block out combo potential, but it also stops the problem of two of them chaining together ludicrously, so that's good.
Development -
(2/3) Viability: This is mostly a red card, with white being necessary for damage prevention. However, this seems much more like a rare than an uncommon.
(3/3) Balance: Mass damage is definitely a potent triggered ability for enrage to fire off but this is all expensive enough and abuse-proof enough that it seems like a fair card.
Creativity -
(3/3) Uniqueness: Solidly unique package.
(3/3) Flavor: Good flavor all around.
Polish -
(2.5/3) Quality: That first ability would say "Prevent all damage that would be dealt to Thunderstomp Diplodocus by sources you control."
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Done.
Total: 22/25
Design -
(2/3) Appeal: Timmy appeal is obvious. Johnny can cheat it out, I suppose? Also counter shenanigans. Spike sees how expensive this card is to cast and really wishes it were easier to get a board wipe out of it.
(0.5/3) Elegance: Where to begin? Haste, followed by four triggered abilities, one and only one of which is an ability word, as well as by an activated ability that happens to have a partially off-color cost. This would be unprintable microtext on a real Magic card. Half a point because it’s all clearly about -1/-1 counters, but I honestly had to read this card text five times to catch what every ability actually did to evaluate it, and I’m both a 15-year Magic veteran and a speed reader.
Development -
(1/3) Viability: Nonblack colors can spit out -1/-1 counters in certain contexts. Ixalan, being a +1/+1 counter set, is nowhere near one of those contexts. If this were an Amonkhet challenge I’d probably give full viability points, but at this point the color pie positioning is just wrong. At least mythic is the only appropriate rarity?
(2.5/3) Balance: Taking half a point away just because this is so damn hard to evaluate. It’s not going to kill all of your opponents’ creatures without setup, but it could do that in addition to hitting for 7. But hey, it costs 5RRR.
Creativity -
(3/3) Uniqueness: There’s no way I can describe this card other than unique, to put a positive spin on things...
(1/3) Flavor: The Sun Empire’s deity is called the Threefold Sun. Three, being a key notion here. That’s Kinjalli the Wakening Sun, Tilonalli the Burning Sun, and Ixalli the Verdant Sun. None of these is the “Bleeding Sun” and in Ixalan lore that exists there is no such concept. I guess it’s cool to think about in some sort of alt-universe Ixalan that’s a -1/-1 counter dystopia, but that’s way too much extrapolation to give points for.
Polish -
(2/3) Quality: Not going to point out the wording errors, but suffice it to say there are a couple.
(2/2) *Main Challenge: Safely done.
(2/2) Subchallenges: Fulfilled.
Total: 16/25
Design -
(3/3) Appeal: Timmy likes to make his monsters grow, especially when there’s already a midrange body attached. Johnny wants to Strionic Resonator this. Spike likes the #value of a lord that also draws you cards.
(3/3) Elegance: Solidly elegant. I like.
Development -
(2.5/3) Viability: Green is good; this sort of toes the line between rare and mythic with the sheer mass draw potential though.
(2.5/3) Balance: This is a fairly expensive lord for a small tribe, but it’s Constructed-worthy and could definitely push Dinosaurs to be a strong tribe in the meta with even a little more support.
Creativity -
(2/3) Uniqueness: I’ve never seen a lord that works quite like this. Arcbound Overseer is vaguely similar...
(3/3) Flavor: Good name, good flavor text.
Polish -
(2.5/3) Quality: Missing a comma after the “Then.”
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: And done.
Total: 22.5/25
Design -
(2/3) Appeal: Timmy and Spike love it for obvious reasons but Johnny has no need for it.
(3/3) Elegance: Easily understandable.
Development -
(1.5/3) Viability: Super green, but given the complexity of provoke and efficiency of the stats, for both design and Limited purposes, this has to be rare, no exceptions. Also, provoke doesn’t really work in an Ixalan context.
(1.5/3) Balance: This would be a strong Constructed card and, in Limited, would be a day-ruiner - a 3/3 for 2G that essentially is repeatable removal and grows? A card that is either a threat OR removal is a high pick in Limited, but a card that does both with a great level of efficiency is format-warping.
Creativity -
(1.5/3) Uniqueness: This is another card with an outside keyword stapled to Fungusaur’s ability.
(2/3) Flavor: The name reads kind of awkwardly, especially with using a term lifted from the worst Star Wars movies. The overall flavor is also pretty generic.
Polish -
(2.5/3) Quality: Name is written incorrectly in the enrage ability.
(2/2) *Main Challenge: Passed.
(2/2) Subchallenges: Also passed.
Total: 18/25
Design -
(2/3) Appeal: Timmy is all over it, Johnny finds it at least almost fiddly enough (and like a previous card reviewed, liable to trigger other enrage abilities), and Spike doesn’t think he’s getting quite enough bang for his buck for a card that costs 2RRGG.
(2.5/3) Elegance: The enrage ability has to have slightly awkward wording but otherwise elegant.
Development -
(3/3) Viability: Big dumb beater with power > CMC? Yeah, that’s red, green, and rare.
(3/3) Balance: Yeah, it’s got relatively good stats, but the enrage ability is almost not even removal at all, so there’s nothing wrong with the balance here.
Creativity -
(2.5/3) Uniqueness: Not the most original idea, but using a clause that comes from, of all things, Blood Lust? Obscure!
(1/3) Flavor: This is kind of all over the place. The name is so silly it sounds like a playtest name, neither Birds nor Bears have been shown to exist on Ixalan (whatever this may be referencing aside), and why does a Dinosaur stomping on you only almost kill you?
Polish -
(3/3) Quality: Looks OK.
(2/2) *Main Challenge: Yep.
(2/2) Subchallenges: Both.
Total: 21/25
Groovelord 24
Sub_Silentio 23
IcariiFA 22.5
doomfish 22
netn10 21
RaikouRider 21
Forestsguy 20
Koopa 18
DaAwesomeCheeto 16
picnic_bomber 15
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝