Halloween near me is particularly a season for pranks. This month, that's gonna be the focus of the challenges: Practical jokes, beneficent and malicious.
Maybe even better than a prank is a counterprank - turning someone's own practical joke against them and getting revenge laughs on them!
Main Challenge: Design a card that targets, or that has an ability that targets, one or more spells or abilities on the stack.
Subchallenge 1: Your card does not copy, counter, or change the targets of any spells or abilities. Subchallenge 2: Your card is not an instant, nor does it have flash.
Please message me about any questions you might have about the challenges. Other than that, have fun, and good luck!
None yet.
Design Deadline: All submissions are to be final and submitted by November 1st 11:59 PM EST
Judging Deadline: All Judgements are to be final and completed by November 4th 11:59 PM EST
Design - (X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? (X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development - (X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity? (X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity - (X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”? (X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish - (X/3) Quality: Points deducted for incorrect spelling, grammar, and templating. (X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge? (X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
A reminder to everyone: In the MCC, putting rarity on cards is mandatory! If you don't put a rarity on your card, expect huge deductions in both Viability AND Quality.
Also, you should format your text cards accordingly to the forum rules (see the "this formatting looks best" spoiler in the linked OP). Again, expect deductions in Quality otherwise.
Solemn Adjudicator3WU
Creature — Sphinx (R)
Flying, vigilance t, Exile a spell you control: Exile target spell. Each member of the High Council takes an oath swearing to do their part to ensure the scales of justice remain balanced.
4/4
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Timewinder’s Pocketwatch1
Artifact (R) U: Return target spell you control to its owner’s hand. W: Remove target attacking or blocking creature you control from combat and untap it. G: Return target land you control to its owner’s hand, then you may put a land card from your hand onto the battlefield. Activate this ability only once each turn. “Everyone makes mistakes. Of course, nobody has to know.”
—Perseph, time mage
Vador, Warden of Astorec3UW
Legendary Creature - Warrior Spirit (M)
Vigilance
Whenever an opponent casts a spell, put a +1/+1 counter on Vador, Warden of Astorec. T: Target spell has no abilities until end of turn. (As it resolves, it does nothing.) “These "planeswalkers" have interfered with our world far too long. Astorec will remain pure!”
4/4
Design - (3/3) Appeal: Timmy likes flying fat that can stop his own big stuff from being countered, Johnny likes the somewhat unusual ability and combo insurance, Spike likes a threat that can do countering. (3/3) Elegance: Solidly elegant.
Development - (2.5/3) Viability: White-blue is correct; I'd sort of be tempted to make this mythic instead of rare for Limited purposes. (2.5/3) Balance: Strong as **** in Limited and definitely also a control powerhouse in Constructed. Plus a probable Commander annoyance.
Creativity - (1/3) Uniqueness:Serra Angel body, and exiling spells has been done plenty of times before, although never as this exact ability. (2.5/3) Flavor: Name's good and there's flavor text, but it's all sort of boilerplate.
Polish - (3/3) Quality: Good. (2/2) *Main Challenge: Done. (1.5/2) Subchallenges: I can't give you full points for the "no countering" subchallenge because exiling is functionally, well, that.
Total: 21/25
Design - (2/3) Appeal: Timmy probably sort of ignores it, Johnny's appeal is obvious with all the possible interactions and triggers to abuse, Spike likes the sheer amount of utility and insurance against combat tricks, countering, and all the rest. (2/3) Elegance: A lot of words, and one ability is once-per-turn while the others are not, but the card concept is grokkable.
Development - (3/3) Viability: Looks good. (3/3) Balance: There might be ways to abuse this, but I can't think of ones that wouldn't be done better or easier with other existing cards.
Creativity - (2.5/3) Uniqueness: Similar effects have been on other cards, of course, but not all at once or combined in this way. (3/3) Flavor: Unique flavor that I adore. Perseph seems like a fun character.
Polish - (3/3) Quality: Solid. (2/2) *Main Challenge: Good. (2/2) Subchallenges: No flash, and the spell targeting is meant more as a "whoops" than a true counter so I'll give full points for it.
Total: 22.5/25
Design - (3/3) Appeal: Timmy loves growing, vigilant fat, Johnny likes a unique ability and combo insurance, and Spike likes a threat that takes out threats. This is generally very similar to Flatline's card in this sense. (2.5/3) Elegance: Mostly good, although the activated ability would cause rules questions and is hence slightly inelegant in a meta-sense.
Development - (3/3) Viability: Mythic is kind of a necessity and white and blue are proper. (1.5/3) Balance: Holy jeez, this card would be great in Limited, probably good to great in Constructed, and a scourge in Commander. I know that's just one format, but wow I would never want to play against a deck commanded by this - for one mana over Ishai, Ojutai Dragonspeaker and losing flying and partner, this gets a base +3/+3, vigilance, and a stupidly strong activated ability that shuts off all instants, sorceries, and ETB abilities at the very least for the cost of just T.
Creativity - (1.5/3) Uniqueness: One ability is, again, comparable to Ishai; the other is comparable to Ertai, Wizard Adept although making the spells lose all abilities instead of countering has obviously different implications and is quite unique. (2.5/3) Flavor: I do get a sense of what Astorec is, but it feels like a ripoff of Ulgrotha.
Polish - (1.5/3) Quality: Order of the cost should be 3WU. Typeline should be "Spirit Warrior", at least normally, and I can't think of a reason why to put the class first in this case. The quote marks around "planeswalkers" in the flavor text are nested in other quotes and hence should be 'single quotes'. (2/2) *Main Challenge: Good. (1.5/2) Subchallenges: As with Flatline's card, the spell-targeting ability acts so much like a counter that it runs against the spirit of the subchallenge so I have to give only half points for it.
Solemn Adjudicator3WU
Creature — Sphinx (R)
Flying, vigilance t, Exile a spell you control: Exile target spell. Each member of the High Council takes an oath swearing to do their part to ensure the scales of justice remain balanced.
4/4
Design (3/3) Appeal - Timmy likes the body but doesn't care much about the activated ability, which is exactly what Johnny loves instead. Spike likes the mana-efficient body too and feels kind of neutral towards the activated ability, he'll just use it without any problem should he ever need it. There is something for everyone and someone who loves the card. However you see this section of the rubric, it is certainly satisfied. (2/3) Elegance - The use of the activated ability feels a bit counterintuitive: you have to cast a spell of yours in the first place to be able to pay the cost and exile your opponent's spell. Some players, especially less experienced ones, will definitely need time to get used to that. At least it's the good kind of complexity: the strategic one. There is no comprehension complexity here: What the card does is perfectly clear.
Development (3/3) Viability - Both colors are represented mechanically and rarity is the least it can be. I could easily see this as a mythic too because of how complex, special and splashy the activated ability is, but I think regular rare is also fine and plausible. I appreciate how the activated ability feels both blue, because the effect is effectively countering a spell, and white at the same time, because the ability plays into the equalization aspect of white: I give up one of my spell to make you give up one of yours. (2.5/3) Balance - In limited, Air Elemental is a good card. Serra Angel is almost a bomb. This is even better, so it gets rid of the "almost" and it's just a straight-up limited bomb. I can see this in constructed too, at Standard level, in decks where you can afford to cast a spell, which essentially needs to be an instant, without it resolving just to Mindbreak Trap another spell. At least the card is in the right colors for that plan. It reminds me of Delver of Secrets in a way: it needs a lot of instants in your deck to work properly. Except for the activated ability being counterintuitive, which I've already mentioned and is a problem in casual environments, I see no other problems there or in multiplayer.
Creativity (2/3) Uniqueness - I've already mentioned the cards this is reminiscent of: Serra Angel and Air Elemental because of the body, Mindbreak Trap and now I'm adding Summary Dismissal because of the activated ability. The cost of that ability is very original though. (3/3) Flavor - Name and flavor text are both fine and fit the card just fine. I admit I've been thinking probably more than I should have about that "High Council"... what is it? And most of all, where does that imply this card is from? At first I thought about the city of Paliano on Fiora, but then I checked and I got confused, that's the "High City" of Paliano, not the "High Council". Then I went to check the wiki and I discovered the High Council of Mors Ridge, which I honestly knew nothing about until now. I do know some story from before I started playing (original Ravnica in 2005), but here we go too far back for me to know anything about it. I discovered that was on the plane of Dominaria a loooot of time ago, even before the Brothers' War (which I do know something about, not everything but at least the basic outline). You might have made a reference to that time, and if that's the case I both apologize because I don't get it due to my ignorance of very old Magic story, and am amazed at that reference at the same time. But maybe that's not the case, so then I thought about the Azorius on Ravnica, but then I remembered that the Orzhov are ruled by a (Ghost) Council, not the Azorius. There are no other clues on the card suggesting where it might be set, so I'm honestly still left wondering. That's just a minor curiosity of mine though, and does not impact the fact that the flavor of the card works just fine. I also appreciate the mention of "balance", which goes very nicely with my final remark in Viability, and tells me that aspect of the ability was totally intentional.
Polish (3/3) Quality - All good. (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
Total: 22.5/25
Timewinder’s Pocketwatch1
Artifact (R) U: Return target spell you control to its owner’s hand. W: Remove target attacking or blocking creature you control from combat and untap it. G: Return target land you control to its owner’s hand, then you may put a land card from your hand onto the battlefield. Activate this ability only once each turn. “Everyone makes mistakes. Of course, nobody has to know.”
—Perseph, time mage
Design (2/3) Appeal - I don't think Timmy is interested in this card. Lots of things for Johnny to do. Spike mostly likes the abilities, but this doesn't look to me like a card he'd go crazy about. (2/3) Elegance - The text is a bit long, but still easy enough for you to understand it right away the first time you read it. The first ability is also a bit counterintuitive, and I can see some players, especially less experienced ones, going like "why would I ever want to do that?"
Development (3/3) Viability - Each ability works perfectly in its respective color. I really can't see this at any rarity less than rare, but I also have a hard time seeing this as a mythic, so I guess regular rare is the right choice. (2/3) Balance - There are a lot of different safety valves here, and I like that. Hitting only things you control is one (Maze of Ith levels of power could be reached if the white ability could hit your opponents' creatures, and the other abilities would be clearly overpowered too for their costs). Limiting the green ability to one use per turn is another (abusing it with landfall would be too easy otherwise). The main use for the blue ability would be in response to your opponent's counterspell to return the spell that's about to be countered to your hand so that you can cast it again later. Your opponent can see this coming though, as this need to already be on the battlefield for you to be able to use it. Overall, this looks like a nice "toolbox" kind of card, and cards that have many possible different uses are usually promising in terms of general playability. The color requirements are a bit hard in limited though. In constructed, I can honestly see this only at casual levels, not competitive formats. Of course, I might be wrong about that, but that's my first impression without playtest. I see no problems in multiplayer.
Creativity (2/3) Uniqueness - We've seen similar cards before, ones that are essentially a list of many activated abilities. The different focus of each ability (the blue one cares about spells, the white one about creatures, the green one about lands) does give this card a nice mechanical structure though. As a full Melvin, I do appreciate details like this a lot. (3/3) Flavor - The word "Pocketwatch" does not strike me as something I would see on a Magic card, maybe because that's a bit too advanced for the usual level of technology we see in Magic worlds. But then Kaladesh does exist, and I do love that plane, so there may definitely be a place for this somewhere. I really like the flavor text a lot.
Polish (2/3) Quality - After a thorough Gatherer search, I can safely say that in cases like this the abilities are always listed in color pie order The examples I found are the following: Vaevictis Asmadi, Keldon Mantle, Cromat (notice how the enemy color pairs are listed in proper WUBRG order), Wandering Mage, Savage Knuckleblade (Tarkir color order for wedges, which, by the way, is the new default as proved by Edgar Markov, Licia, Sanguine Tribune and Mathas, Fiend Seeker as recently as Commander 2017, and notice none of those three characters are from Tarkir so it's not just a "Tarkir vs other planes" thing), Phelddagrif (notice the difference between the printed mana cost and order of abilities vs the actual Oracle text), Questing Phelddagrif (-0.5). While still working perfectly as is functionally, I am convinced the white ability would be worded like Spires of Orazca: "Untap target attacking or blocking creature you control and remove it from combat." (-0.5) (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
Total: 20/25
Vador, Warden of Astorec3UW
Legendary Creature - Warrior Spirit (M)
Vigilance
Whenever an opponent casts a spell, put a +1/+1 counter on Vador, Warden of Astorec. T: Target spell has no abilities until end of turn. (As it resolves, it does nothing.) “These "planeswalkers" have interfered with our world far too long. Astorec will remain pure!”
4/4
Design (3/3) Appeal - Timmy likes the growing body. Johnny and Spike both really like the activated ability for different reasons: tricks for Johnny, power for Spike. (2.5/3) Elegance - Not the shortest card in the world, but still clear enough. It makes complete intuitive sense, even though I'm not sure the activated ability works in the rules at all (more on that right away).
Development (1/3) Viability - No problems with the color pie and the activated ability definitely makes this card feel mythic, which gives you the one point here. There is a rules problem with it though: it only works properly if the targeted spell is an instant or sorcery. I reread all of Section 112 ("Abilities") in the CR, because at first I thought the ability didn't work at all. I discovered that the popular belief that only three kinds of abilities exist (triggered, activated, static) is wrong, there are actually four! Those three are the kinds of abilities that permanents can have, but there is a fourth type of ability that's called "spell ability" (see rule 112.3a), that is essentially one produced by any text on instants and sorceries. So, if the spell that's losing all abilities is an instant or sorcery, no problem: it loses all spell abilities, triggered, activated, and static abilities. Nothing is left, so the spell will still resolve but do nothing, then go to the graveyard. Now, what happens when the spell that's losing all abilities is not an instant or sorcery, but a permanent spell? That's not an instant or sorcery, so it has no spell abilities. It might have triggered, activated, or static abilities, and it loses those. But remember: text is not abilities, rather it generates abilities, just like abilities aren't effects but they generate effects. That permanent spell has lost its abilities but not its text. So, what will happen when it tries to do what permanent spells do: enter the battlefield? Notice that entering the battlefield is NOT an ability of the spell (if it were, it would be lost and the spell would still resolve but go to the graveyard, like instants and sorceries, which I think is the effect you were trying to do) but it's the last step of the resolution of a permanent spell, so it's NOT erased by the effect of this card. So, finally, what does that permanent spell do? Where does it go? Such case is actually not defined in the CR, probably because it never happened in real Magic. After all, there must be a reason why only permanents have ever lost abilities in real Magic so far, and not spells. This card doesn't work as is, or better, it doesn't always work, and that's what would make it a perfect silver-bordered card: it does something that makes perfect sense intuitively but doesn't work in the rules because of, let's call them such, technicalities. (1.5/3) Balance - This looks very playable in most formats: in limited it's just a bomb, while in constructed the fact that the activated ability is repeatable (and for free!) once every turn cycle (not necessarily during your own turn) is very relevant, and I admit it worries me. It does feel a bit oppressive though from the opponent's point of view. I think this would see a lot of play in Standard, but I'm not sure it would be fun. It reminds me of Emrakul, the Promised End in that aspect. In bigger formats five mana might be a lot to pay, but the potential is definitely there. In multiplayer, the fact that the triggered ability triggers from any opponent casting a spell makes this card even more powerful there. That doesn't always mean more fun though.
Creativity (2.5/3) Uniqueness - The original part in this card is the activated ability, which is clearly inspired from spells that make permanents lose all abilities they have. It still feels new and splashy though. (3/3) Flavor - Name and flavor text are good and fitting with what the card mechanically does. I think this card is set on a new plane, or at least Astorec is not a known place on any known plane. Despite that, the flavor text definitely gives me an Ixalan feel, mainly because of the spell we know as Ixalan's Binding in-story. This is a bit different though, as on Ixalan planeswalkers are prevented from leaving (so far, that is obviously going to change soon), here it looks like someone wants to prevent them from entering whatever plane this card is set on. We have seen similar things before, like the original Guildpact preventing planeswalkers from reaching Ravnica, or the Shard of the Twelve Worlds on Dominaria. It would be very interesting to go deeper on the flavor that this card implies. In the meantime, it works just fine.
Polish (0/3) Quality - Wrong order of mana symbols in the mana cost, which is a serious mistake in a contest as formal as the MCC (-1). In the race-class model, race always comes before class, so this should be a Spirit Warrior (another very well known thing by now as the race-class model started way back in 2003 with Mirrodin, so -1 again). "...has no abilities" is non-standard template found on no real cards (I checked Gatherer to be sure and "has no abilities" returns zero results). The standard template is "loses all abilities" (-0.5). The quotation marks surrounding the word "planeswalker" in the flavor text should be single quotes, as they are themselves within ordinary double quotation marks. Relatively recent examples include Benalish Knight and Incinerate from Tenth Edition, and Akki Drillmaster from Kamigawa (hey, I said relatively recent... at least they are from modern Magic design, both in the sense of the format and the ordinary English word, -0.5). (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here) CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016 DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for: "Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index.Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Solemn Adjudicator3WU
Creature — Sphinx (R)
Flying, vigilance t, Exile a spell you control: Exile target spell. Each member of the High Council takes an oath swearing to do their part to ensure the scales of justice remain balanced.
4/4
Design - (3/3) Appeal: Big body for Timmy, a nice opportunity to turn any instant or flash spell to a counterspell, a good combination of both for Spike. (3/3) Elegance: Can't be more simple.
Development - (3/3) Viability: All correct if you ask me. (2/3) Balance: a solid beater with nothing special - a real fun begins with spell exiling. You still need to cast something with instant speed to counter a spell, that's why I can't say this is broken or a 100% relevant in any circumstances.
Creativity - (2,5/3) Uniqueness: The spell exiling ability through the spell exiling ability is unique enough. (2,5/3) Flavor: If only we'd known which world it is. Probably Ravnica?
Polish - (3/3) Quality: Good. (2/2) *Main Challenge: Yes. (2/2) Subchallenges: All met. Technically this is not a countering though it looks like this.
Total: 23/25
Timewinder’s Pocketwatch1
Artifact (R) U: Return target spell you control to its owner’s hand. W: Remove target attacking or blocking creature you control from combat and untap it. G: Return target land you control to its owner’s hand, then you may put a land card from your hand onto the battlefield. Activate this ability only once each turn. “Everyone makes mistakes. Of course, nobody has to know.”
—Perseph, time mage
Design - (2/3) Appeal: Timmy is not interested. Johnny is. Spike is so-so. (2/3) Elegance: Understandable but wordy, and abilities are not symmetrical to call it really elegant.
Development -
(3/3) Viability: Rare artifact with three colored abilities, all right. (2,5/3) Balance: Too specific card to be 100% useful in any circumstances. The most usable abiliy is second (remember Gustcloak creatures?)
Creativity -
(2,5/3) Uniqueness: Unique, especially the first ability. The second and third, not so much. (3/3) Flavor: Flavorful, I like it.
Polish - (3/3) Quality: Can't see any problems, surprisingly good for a card this wordy. (2/2) *Main Challenge: Yes. (2/2) Subchallenges: All met.
Total: 22/25
Vador, Warden of Astorec3UW
Legendary Creature - Warrior Spirit (M)
Vigilance
Whenever an opponent casts a spell, put a +1/+1 counter on Vador, Warden of Astorec. T: Target spell has no abilities until end of turn. (As it resolves, it does nothing.) “These "planeswalkers" have interfered with our world far too long. Astorec will remain pure!”
4/4
Design - (3/3) Appeal: Timmy likes it for being a sort of Ishai, Ojutai Dragonspeaker but HUGE from the very beginning, the value for Johnny and Spike is undisputed. (1,5/3) Elegance: The second ability is confusing as hell. What does it mean for permanent spells? We just don't know...
Development -
(3/3) Viability: Mythic, no less, and the colors are fine (see above). (1/3) Balance: This is broken because it technically counters target spell, one spell per turn, which makes it better than Jace's emblem and Erayo's Essence in two-player game. All slapped to a good body with relevant ability.
Creativity -
(3/3) Uniqueness: I can't say this blanking ability is not unique. (2/3) Flavor: A quite generic, without a grain of salt.
Polish - (2/3) Quality: Should be Spirit Warrior and WU. (2/2) *Main Challenge: Yes. (2/2) Subchallenges: Technically, yes.
Halloween near me is particularly a season for pranks. This month, that's gonna be the focus of the challenges: Practical jokes, beneficent and malicious.
Maybe even better than a prank is a counterprank - turning someone's own practical joke against them and getting revenge laughs on them!
Main Challenge: Design a card that targets, or that has an ability that targets, one or more spells or abilities on the stack.
Subchallenge 1: Your card does not copy, counter, or change the targets of any spells or abilities.
Subchallenge 2: Your card is not an instant, nor does it have flash.
Please message me about any questions you might have about the challenges. Other than that, have fun, and good luck!
Design Deadline: All submissions are to be final and submitted by November 1st 11:59 PM EST
Judging Deadline: All Judgements are to be final and completed by November 4th 11:59 PM EST
(X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card?
(X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development -
(X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
(X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity -
(X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”?
(X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish -
(X/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
(X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
(X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
Contestants:
RickyRister
Flatline
IcariiFA
Judges:
void_nothing
bravelion83
Raptorchan
A helpful tip for those formatting their cards:
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature — Sphinx (R)
Flying, vigilance
t, Exile a spell you control: Exile target spell.
Each member of the High Council takes an oath swearing to do their part to ensure the scales of justice remain balanced.
4/4
Artifact (R)
U: Return target spell you control to its owner’s hand.
W: Remove target attacking or blocking creature you control from combat and untap it.
G: Return target land you control to its owner’s hand, then you may put a land card from your hand onto the battlefield. Activate this ability only once each turn.
“Everyone makes mistakes. Of course, nobody has to know.”
—Perseph, time mage
Legendary Creature - Warrior Spirit (M)
Vigilance
Whenever an opponent casts a spell, put a +1/+1 counter on Vador, Warden of Astorec.
T: Target spell has no abilities until end of turn. (As it resolves, it does nothing.)
“These "planeswalkers" have interfered with our world far too long. Astorec will remain pure!”
4/4
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Design -
(3/3) Appeal: Timmy likes flying fat that can stop his own big stuff from being countered, Johnny likes the somewhat unusual ability and combo insurance, Spike likes a threat that can do countering.
(3/3) Elegance: Solidly elegant.
Development -
(2.5/3) Viability: White-blue is correct; I'd sort of be tempted to make this mythic instead of rare for Limited purposes.
(2.5/3) Balance: Strong as **** in Limited and definitely also a control powerhouse in Constructed. Plus a probable Commander annoyance.
Creativity -
(1/3) Uniqueness: Serra Angel body, and exiling spells has been done plenty of times before, although never as this exact ability.
(2.5/3) Flavor: Name's good and there's flavor text, but it's all sort of boilerplate.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Done.
(1.5/2) Subchallenges: I can't give you full points for the "no countering" subchallenge because exiling is functionally, well, that.
Total: 21/25
Design -
(2/3) Appeal: Timmy probably sort of ignores it, Johnny's appeal is obvious with all the possible interactions and triggers to abuse, Spike likes the sheer amount of utility and insurance against combat tricks, countering, and all the rest.
(2/3) Elegance: A lot of words, and one ability is once-per-turn while the others are not, but the card concept is grokkable.
Development -
(3/3) Viability: Looks good.
(3/3) Balance: There might be ways to abuse this, but I can't think of ones that wouldn't be done better or easier with other existing cards.
Creativity -
(2.5/3) Uniqueness: Similar effects have been on other cards, of course, but not all at once or combined in this way.
(3/3) Flavor: Unique flavor that I adore. Perseph seems like a fun character.
Polish -
(3/3) Quality: Solid.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: No flash, and the spell targeting is meant more as a "whoops" than a true counter so I'll give full points for it.
Total: 22.5/25
Design -
(3/3) Appeal: Timmy loves growing, vigilant fat, Johnny likes a unique ability and combo insurance, and Spike likes a threat that takes out threats. This is generally very similar to Flatline's card in this sense.
(2.5/3) Elegance: Mostly good, although the activated ability would cause rules questions and is hence slightly inelegant in a meta-sense.
Development -
(3/3) Viability: Mythic is kind of a necessity and white and blue are proper.
(1.5/3) Balance: Holy jeez, this card would be great in Limited, probably good to great in Constructed, and a scourge in Commander. I know that's just one format, but wow I would never want to play against a deck commanded by this - for one mana over Ishai, Ojutai Dragonspeaker and losing flying and partner, this gets a base +3/+3, vigilance, and a stupidly strong activated ability that shuts off all instants, sorceries, and ETB abilities at the very least for the cost of just T.
Creativity -
(1.5/3) Uniqueness: One ability is, again, comparable to Ishai; the other is comparable to Ertai, Wizard Adept although making the spells lose all abilities instead of countering has obviously different implications and is quite unique.
(2.5/3) Flavor: I do get a sense of what Astorec is, but it feels like a ripoff of Ulgrotha.
Polish -
(1.5/3) Quality: Order of the cost should be 3WU. Typeline should be "Spirit Warrior", at least normally, and I can't think of a reason why to put the class first in this case. The quote marks around "planeswalkers" in the flavor text are nested in other quotes and hence should be 'single quotes'.
(2/2) *Main Challenge: Good.
(1.5/2) Subchallenges: As with Flatline's card, the spell-targeting ability acts so much like a counter that it runs against the spirit of the subchallenge so I have to give only half points for it.
Total: 19/25
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature — Sphinx (R)
Flying, vigilance
t, Exile a spell you control: Exile target spell.
Each member of the High Council takes an oath swearing to do their part to ensure the scales of justice remain balanced.
4/4
Design
(3/3) Appeal - Timmy likes the body but doesn't care much about the activated ability, which is exactly what Johnny loves instead. Spike likes the mana-efficient body too and feels kind of neutral towards the activated ability, he'll just use it without any problem should he ever need it. There is something for everyone and someone who loves the card. However you see this section of the rubric, it is certainly satisfied.
(2/3) Elegance - The use of the activated ability feels a bit counterintuitive: you have to cast a spell of yours in the first place to be able to pay the cost and exile your opponent's spell. Some players, especially less experienced ones, will definitely need time to get used to that. At least it's the good kind of complexity: the strategic one. There is no comprehension complexity here: What the card does is perfectly clear.
Development
(3/3) Viability - Both colors are represented mechanically and rarity is the least it can be. I could easily see this as a mythic too because of how complex, special and splashy the activated ability is, but I think regular rare is also fine and plausible. I appreciate how the activated ability feels both blue, because the effect is effectively countering a spell, and white at the same time, because the ability plays into the equalization aspect of white: I give up one of my spell to make you give up one of yours.
(2.5/3) Balance - In limited, Air Elemental is a good card. Serra Angel is almost a bomb. This is even better, so it gets rid of the "almost" and it's just a straight-up limited bomb. I can see this in constructed too, at Standard level, in decks where you can afford to cast a spell, which essentially needs to be an instant, without it resolving just to Mindbreak Trap another spell. At least the card is in the right colors for that plan. It reminds me of Delver of Secrets in a way: it needs a lot of instants in your deck to work properly. Except for the activated ability being counterintuitive, which I've already mentioned and is a problem in casual environments, I see no other problems there or in multiplayer.
Creativity
(2/3) Uniqueness - I've already mentioned the cards this is reminiscent of: Serra Angel and Air Elemental because of the body, Mindbreak Trap and now I'm adding Summary Dismissal because of the activated ability. The cost of that ability is very original though.
(3/3) Flavor - Name and flavor text are both fine and fit the card just fine. I admit I've been thinking probably more than I should have about that "High Council"... what is it? And most of all, where does that imply this card is from? At first I thought about the city of Paliano on Fiora, but then I checked and I got confused, that's the "High City" of Paliano, not the "High Council". Then I went to check the wiki and I discovered the High Council of Mors Ridge, which I honestly knew nothing about until now. I do know some story from before I started playing (original Ravnica in 2005), but here we go too far back for me to know anything about it. I discovered that was on the plane of Dominaria a loooot of time ago, even before the Brothers' War (which I do know something about, not everything but at least the basic outline). You might have made a reference to that time, and if that's the case I both apologize because I don't get it due to my ignorance of very old Magic story, and am amazed at that reference at the same time. But maybe that's not the case, so then I thought about the Azorius on Ravnica, but then I remembered that the Orzhov are ruled by a (Ghost) Council, not the Azorius. There are no other clues on the card suggesting where it might be set, so I'm honestly still left wondering. That's just a minor curiosity of mine though, and does not impact the fact that the flavor of the card works just fine. I also appreciate the mention of "balance", which goes very nicely with my final remark in Viability, and tells me that aspect of the ability was totally intentional.
Polish
(3/3) Quality - All good.
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 22.5/25
Artifact (R)
U: Return target spell you control to its owner’s hand.
W: Remove target attacking or blocking creature you control from combat and untap it.
G: Return target land you control to its owner’s hand, then you may put a land card from your hand onto the battlefield. Activate this ability only once each turn.
“Everyone makes mistakes. Of course, nobody has to know.”
—Perseph, time mage
Design
(2/3) Appeal - I don't think Timmy is interested in this card. Lots of things for Johnny to do. Spike mostly likes the abilities, but this doesn't look to me like a card he'd go crazy about.
(2/3) Elegance - The text is a bit long, but still easy enough for you to understand it right away the first time you read it. The first ability is also a bit counterintuitive, and I can see some players, especially less experienced ones, going like "why would I ever want to do that?"
Development
(3/3) Viability - Each ability works perfectly in its respective color. I really can't see this at any rarity less than rare, but I also have a hard time seeing this as a mythic, so I guess regular rare is the right choice.
(2/3) Balance - There are a lot of different safety valves here, and I like that. Hitting only things you control is one (Maze of Ith levels of power could be reached if the white ability could hit your opponents' creatures, and the other abilities would be clearly overpowered too for their costs). Limiting the green ability to one use per turn is another (abusing it with landfall would be too easy otherwise). The main use for the blue ability would be in response to your opponent's counterspell to return the spell that's about to be countered to your hand so that you can cast it again later. Your opponent can see this coming though, as this need to already be on the battlefield for you to be able to use it. Overall, this looks like a nice "toolbox" kind of card, and cards that have many possible different uses are usually promising in terms of general playability. The color requirements are a bit hard in limited though. In constructed, I can honestly see this only at casual levels, not competitive formats. Of course, I might be wrong about that, but that's my first impression without playtest. I see no problems in multiplayer.
Creativity
(2/3) Uniqueness - We've seen similar cards before, ones that are essentially a list of many activated abilities. The different focus of each ability (the blue one cares about spells, the white one about creatures, the green one about lands) does give this card a nice mechanical structure though. As a full Melvin, I do appreciate details like this a lot.
(3/3) Flavor - The word "Pocketwatch" does not strike me as something I would see on a Magic card, maybe because that's a bit too advanced for the usual level of technology we see in Magic worlds. But then Kaladesh does exist, and I do love that plane, so there may definitely be a place for this somewhere. I really like the flavor text a lot.
Polish
(2/3) Quality - After a thorough Gatherer search, I can safely say that in cases like this the abilities are always listed in color pie order The examples I found are the following: Vaevictis Asmadi, Keldon Mantle, Cromat (notice how the enemy color pairs are listed in proper WUBRG order), Wandering Mage, Savage Knuckleblade (Tarkir color order for wedges, which, by the way, is the new default as proved by Edgar Markov, Licia, Sanguine Tribune and Mathas, Fiend Seeker as recently as Commander 2017, and notice none of those three characters are from Tarkir so it's not just a "Tarkir vs other planes" thing), Phelddagrif (notice the difference between the printed mana cost and order of abilities vs the actual Oracle text), Questing Phelddagrif (-0.5). While still working perfectly as is functionally, I am convinced the white ability would be worded like Spires of Orazca: "Untap target attacking or blocking creature you control and remove it from combat." (-0.5)
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 20/25
Legendary Creature - Warrior Spirit (M)
Vigilance
Whenever an opponent casts a spell, put a +1/+1 counter on Vador, Warden of Astorec.
T: Target spell has no abilities until end of turn. (As it resolves, it does nothing.)
“These "planeswalkers" have interfered with our world far too long. Astorec will remain pure!”
4/4
Design
(3/3) Appeal - Timmy likes the growing body. Johnny and Spike both really like the activated ability for different reasons: tricks for Johnny, power for Spike.
(2.5/3) Elegance - Not the shortest card in the world, but still clear enough. It makes complete intuitive sense, even though I'm not sure the activated ability works in the rules at all (more on that right away).
Development
(1/3) Viability - No problems with the color pie and the activated ability definitely makes this card feel mythic, which gives you the one point here. There is a rules problem with it though: it only works properly if the targeted spell is an instant or sorcery. I reread all of Section 112 ("Abilities") in the CR, because at first I thought the ability didn't work at all. I discovered that the popular belief that only three kinds of abilities exist (triggered, activated, static) is wrong, there are actually four! Those three are the kinds of abilities that permanents can have, but there is a fourth type of ability that's called "spell ability" (see rule 112.3a), that is essentially one produced by any text on instants and sorceries. So, if the spell that's losing all abilities is an instant or sorcery, no problem: it loses all spell abilities, triggered, activated, and static abilities. Nothing is left, so the spell will still resolve but do nothing, then go to the graveyard. Now, what happens when the spell that's losing all abilities is not an instant or sorcery, but a permanent spell? That's not an instant or sorcery, so it has no spell abilities. It might have triggered, activated, or static abilities, and it loses those. But remember: text is not abilities, rather it generates abilities, just like abilities aren't effects but they generate effects. That permanent spell has lost its abilities but not its text. So, what will happen when it tries to do what permanent spells do: enter the battlefield? Notice that entering the battlefield is NOT an ability of the spell (if it were, it would be lost and the spell would still resolve but go to the graveyard, like instants and sorceries, which I think is the effect you were trying to do) but it's the last step of the resolution of a permanent spell, so it's NOT erased by the effect of this card. So, finally, what does that permanent spell do? Where does it go? Such case is actually not defined in the CR, probably because it never happened in real Magic. After all, there must be a reason why only permanents have ever lost abilities in real Magic so far, and not spells. This card doesn't work as is, or better, it doesn't always work, and that's what would make it a perfect silver-bordered card: it does something that makes perfect sense intuitively but doesn't work in the rules because of, let's call them such, technicalities.
(1.5/3) Balance - This looks very playable in most formats: in limited it's just a bomb, while in constructed the fact that the activated ability is repeatable (and for free!) once every turn cycle (not necessarily during your own turn) is very relevant, and I admit it worries me. It does feel a bit oppressive though from the opponent's point of view. I think this would see a lot of play in Standard, but I'm not sure it would be fun. It reminds me of Emrakul, the Promised End in that aspect. In bigger formats five mana might be a lot to pay, but the potential is definitely there. In multiplayer, the fact that the triggered ability triggers from any opponent casting a spell makes this card even more powerful there. That doesn't always mean more fun though.
Creativity
(2.5/3) Uniqueness - The original part in this card is the activated ability, which is clearly inspired from spells that make permanents lose all abilities they have. It still feels new and splashy though.
(3/3) Flavor - Name and flavor text are good and fitting with what the card mechanically does. I think this card is set on a new plane, or at least Astorec is not a known place on any known plane. Despite that, the flavor text definitely gives me an Ixalan feel, mainly because of the spell we know as Ixalan's Binding in-story. This is a bit different though, as on Ixalan planeswalkers are prevented from leaving (so far, that is obviously going to change soon), here it looks like someone wants to prevent them from entering whatever plane this card is set on. We have seen similar things before, like the original Guildpact preventing planeswalkers from reaching Ravnica, or the Shard of the Twelve Worlds on Dominaria. It would be very interesting to go deeper on the flavor that this card implies. In the meantime, it works just fine.
Polish
(0/3) Quality - Wrong order of mana symbols in the mana cost, which is a serious mistake in a contest as formal as the MCC (-1). In the race-class model, race always comes before class, so this should be a Spirit Warrior (another very well known thing by now as the race-class model started way back in 2003 with Mirrodin, so -1 again). "...has no abilities" is non-standard template found on no real cards (I checked Gatherer to be sure and "has no abilities" returns zero results). The standard template is "loses all abilities" (-0.5). The quotation marks surrounding the word "planeswalker" in the flavor text should be single quotes, as they are themselves within ordinary double quotation marks. Relatively recent examples include Benalish Knight and Incinerate from Tenth Edition, and Akki Drillmaster from Kamigawa (hey, I said relatively recent... at least they are from modern Magic design, both in the sense of the format and the ordinary English word, -0.5).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 17.5/25
Flatline: 22.5
RickyRister: 20
IcariiFA: 17.5
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here)
CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016
DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for:
"Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index. Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Creature — Sphinx (R)
Flying, vigilance
t, Exile a spell you control: Exile target spell.
Each member of the High Council takes an oath swearing to do their part to ensure the scales of justice remain balanced.
4/4
Design -
(3/3) Appeal: Big body for Timmy, a nice opportunity to turn any instant or flash spell to a counterspell, a good combination of both for Spike.
(3/3) Elegance: Can't be more simple.
Development -
(3/3) Viability: All correct if you ask me.
(2/3) Balance: a solid beater with nothing special - a real fun begins with spell exiling. You still need to cast something with instant speed to counter a spell, that's why I can't say this is broken or a 100% relevant in any circumstances.
Creativity -
(2,5/3) Uniqueness: The spell exiling ability through the spell exiling ability is unique enough.
(2,5/3) Flavor: If only we'd known which world it is. Probably Ravnica?
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Yes.
(2/2) Subchallenges: All met. Technically this is not a countering though it looks like this.
Total: 23/25
Artifact (R)
U: Return target spell you control to its owner’s hand.
W: Remove target attacking or blocking creature you control from combat and untap it.
G: Return target land you control to its owner’s hand, then you may put a land card from your hand onto the battlefield. Activate this ability only once each turn.
“Everyone makes mistakes. Of course, nobody has to know.”
—Perseph, time mage
Design -
(2/3) Appeal: Timmy is not interested. Johnny is. Spike is so-so.
(2/3) Elegance: Understandable but wordy, and abilities are not symmetrical to call it really elegant.
Development -
(3/3) Viability: Rare artifact with three colored abilities, all right.
(2,5/3) Balance: Too specific card to be 100% useful in any circumstances. The most usable abiliy is second (remember Gustcloak creatures?)
Creativity -
(2,5/3) Uniqueness: Unique, especially the first ability. The second and third, not so much.
(3/3) Flavor: Flavorful, I like it.
Polish -
(3/3) Quality: Can't see any problems, surprisingly good for a card this wordy.
(2/2) *Main Challenge: Yes.
(2/2) Subchallenges: All met.
Total: 22/25
Legendary Creature - Warrior Spirit (M)
Vigilance
Whenever an opponent casts a spell, put a +1/+1 counter on Vador, Warden of Astorec.
T: Target spell has no abilities until end of turn. (As it resolves, it does nothing.)
“These "planeswalkers" have interfered with our world far too long. Astorec will remain pure!”
4/4
Design -
(3/3) Appeal: Timmy likes it for being a sort of Ishai, Ojutai Dragonspeaker but HUGE from the very beginning, the value for Johnny and Spike is undisputed.
(1,5/3) Elegance: The second ability is confusing as hell. What does it mean for permanent spells? We just don't know...
Development -
(3/3) Viability: Mythic, no less, and the colors are fine (see above).
(1/3) Balance: This is broken because it technically counters target spell, one spell per turn, which makes it better than Jace's emblem and Erayo's Essence in two-player game. All slapped to a good body with relevant ability.
Creativity -
(3/3) Uniqueness: I can't say this blanking ability is not unique.
(2/3) Flavor: A quite generic, without a grain of salt.
Polish -
(2/3) Quality: Should be Spirit Warrior and WU.
(2/2) *Main Challenge: Yes.
(2/2) Subchallenges: Technically, yes.
Total: 19,5/25
RickyRister: 22.5+20+22=64.5
IcariiFA: 19+17.5+19.5=56
Flatline wins it all!
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝