Cloak of Mists2UU
Legendary Artifact - Equipment [R]
As Cloak of Mists enters the battlefield, choose a creature type.
Equipped creature can’t be blocked by creatures of the chosen type and has “Whenever this creature deals combat damage to a player, look at the top three cards of your library then put them back in any order.”
Equip 2
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Quote from "SALAd aka Jack Power" »
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CCL Winner- July '08, Aug '08 Sept '08, Oct '08 Survivor- CCS: Lost in Takenuma, CCS: Stranded In Tolaria
I don't always play Jank, but when I do, I play Saffronolive.
Soulreaper, the Insatiable4BB
Legendary Artifact - Equipment (M)
Equipped creature gets +3/+1 and has deathtouch and “Whenever this creature attacks, defending player sacrifices a creature.”
Whenever a creature an opponent controls dies, create a 2/2 black Zombie creature token.
Equip—Sacrifice a creature
With this quantity of entries, we shouldn't need a fourth judge. Thanks to The_Hittite and especially to Raptorchan for making the sacrifice and stepping up.
Judging finished. If you have questions, comments, think I judged your card unfairly or just think my face is stupid, send me a message.
Ancient Slates (2/W)(2/U)(2/B)(2/R)(2/G)
Legendary Artifact - Equipment (M)
At the beginning of your end step, if Ancient Slates is equipped, create a token thats a copy of Ancient Slates.
When Ancient Slates is put in a graveyard from the battlefield you may destroy target permanent.
Equip CC
Art by
Design - (1.5/3) Appeal: Timmy doesn't want to jump through hoops to have his equipment actually do something, even if he thinks the self-replicating is really cool. Spike never wants to spend 7-12 mana on something that doesn't immediately affect the board state. Johnny has already designed 5 decks that breaks this in half. (3/3) Elegance: Clear enough.
Development - (2/3) Viability: I don't really see why this is red or blue. Equipment can make copies of itself (Bloodforged Battle-Axe) and "destroy target permanent" is W/B, G/B, or colorless with a high enough price tag. Mythic is fine. (0/3) Balance: I don't want to be mean about this, but depending on the meta, this card is either completely useless or completely ba-roken. In draft, this is going to get passed a lot. I doubt it would see any constructed play in Standard. Older formats, I'm not so sure. Putting this in a commander deck seems like a fast way to lose friends. There'd probably be some casual decks built around abusing it that would lose 90% of the time and be really unfun to play against the other 10%.
Creativity - (2/3) Uniqueness:Spine of Ish Sah is pretty similar, but there's enough difference to feel fresh. (3/3) Flavor: Good flavor. Very 10 Commandments.
Polish - (1/3) Quality: The name of your card should be bolded. I won't sutract points because it's the first round and the fomatting guide leads to a 404, but keep it in mind. Should say "if Ancient Slates is attached to a creature" (-1). "When Ancient Slates is put into a graveyard" (-0.5). Comma after battlefield (-0.5). (2/2) *Main Challenge: (2/2) Subchallenges:
Total: 16.5/25
Ushera, Crown of Eternal Royality4WB
Legendary Artifact - Equipment (Mythic)
When Ushera enters the battlefield, you become the monarch.
You can't lose the monarchy.
Equipped creature is legendary and has vigilance, indestructible, lifelink and it can block any number of creatures. Endless kingdom rise and fall at Ushera's whims.
Equip 6
Design - (2.5/3) Appeal: Tammy likes a lot. Spike and Jenny are more lukewarm, but aren't turned off. Everyone loves card advantage. (3/3) Elegance: Clear enough.
Development - (3/3) Viability: Mythic is the best place for this, I think, and there's nothing here out of color. I'm not convinced that a player's status as the monarch is called the monarchy in rules text, but since there isn't a precedent, I'll let it slide. (2.5/3) Balance: 6 mana to become monarch and hold it. 6 more to give a creature a whole bunch of powerful abilities. I don't think that's too powerful, but it's something your opponents would have to answer pretty quickly.
Creativity - (3/3) Uniqueness: Fairly unique. (2.5/3) Flavor: If "endless kingdoms rise and fall," then why does Ushera stop your kingdom from falling?
Polish - (0/3) Quality: Much to my surprise, royality is a real word. Archaic, but that's fine. You probably should have given the full name of the card in line 1; MSE mockup says there was room(-0.5). Indestructible should come after lifelink in a list of abilities (see Ormendahl, Profane Prince)(-1). You don't need "it" between "and" and "can block" (-0.5) Kingdom should be plural (-0.5). Equip cost goes in rules text, not under flavor text (-1). (2/2) *Main Challenge: (2/2) Subchallenges:
Total: 20.5/25
Bartag's Siege Hammer4RR
Legendary Artifact - Equipment Vehicle (Mythic)
Equipped creature gets +5/+6.
Whenever Bartag's Siege Hammer or equipped creature attacks, destroy target artifact or creature defending player controls. Bartag's Siege Hammer deals damage equal to that permanent's converted mana cost.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Equip 4
5/6
Design - (2/3) Appeal: Timmy thinks it's pretty darn cool. Spike thinks it's expensive, but might be worth the investment. Johnny doesn't have a lot to work with. (1.5/3) Elegance: The first ability doesn't work (more about that in quality) but if it did,it would be straightforward and very powerful. The real problem is microtext. The type line is about 4 letters too crowded, and as written this card has a whopping 10 lines of text! Without the reminder text for crew it goes down to a more manageable 8.
Development - (2/3) Viability: Mono-red should never, ever get "destroy target creature." Yes, I know it has in the past but it really shouldn't have. (2/3) Balance: Doesn't look too bad on the surface, but I'm worried about red having access to repeatable unrestricted creature removal. Chaos Warp is bad enough.
Creativity - (3/3) Uniqueness: It's a vehicle that turns into equipment. You don't see that every day. (1.5/3) Flavor: I don't know what's going on flavorfully with that attack trigger. Is the targeted permanent getting knocked into the defender or something? I should point out as well that a card is supposed to stand on its own merits without added commentary, and without your commentary there's not really an explanation for how one would pilot a hammer. Flavor text would have been nice, if there'd been room for it.
Polish - (1.5/3) Quality: That attack trigger just plain doesn't work. What does it deal damage to? (-1) Reminder text for crew but not equip. (-0.5) (2/2) *Main Challenge: (2/2) Subchallenges:
Total: 17.5/25
Golbahar, the Prophets' Blade3U
Legendary Artifact — Equipment (M)
Equipped creature gets +2/+2.
At the beginning of the end step, exile any permanent damaged by equipped creature, then return it to the battlefield under its owner's control.
At the beginning of your end step, if equipped creature attacked this turn, draw a card.
Equip 2
Design - (2.5/3) Appeal: There's no way a card that has both flickering and card draw wouldn't appeal to Johnny. It's a little slow for Timmy but Spike appreciates that it takes some skill to use well. (2.5/3) Elegance: Having 2 separate end step triggers makes it a little messy, but not too bad.
Development - (3/3) Viability: Definitely a blue mythic. (3/3) Balance: I like the interaction this has with planeswalkers and pingers. You also need to be careful about swinging this into beefy creatures with strong ETB abilities (Siege Rhino comes to mind.) On the whole, it looks like a strong, but not broken mythic.
Creativity - (3/3) Uniqueness: It almost feels a little like the blue equivalent of Godsend, but it definitely has its own identity and fresh mechanics. (2/3) Flavor: Card draw makes sense, but I'm not sure what temporary nonexistence has to do with prophets.
Raiments of Asha2GWU
Legendary Artifact - Equipment {M}
Creatures you control have exalted. (If a creature has multiple instances of exalted, each triggers separately.)
Equipped creature has flying and vigilance, and is an Angel in addition to its other types.
As long as equipped creature is attacking alone, it has trample, indestructible, and can't be blocked by more than one creature.
Equip 3
Design - (2/3) Appeal: Tammy's all over this. Spike and Jenny aren't as excited, but they still like it. (1.5/3) Elegance: There's a lot going on here and you have to squint a little to read it because it's all crammed into 9 lines of text.
Development - (3/3) Viability: Just fine as a Bant mythic. (3/3) Balance: Extremely powerful, but requires a specific deck to work and only overwhelming if you already have a huge board state. I think it's fine.
Creativity - (1/3) Uniqueness:Sublime Archangel stapled to Angelic Destiny with some added abilities. (3/3) Flavor: Full marks. Definitely worthy of Asha.
Andari's Banner1WW
Legendary Artifact — Equipment (R)
Creatures you control get +1/+1.
As long as equipped creature has flying, each other creature you control has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
Equip 3
Design - (2/3) Appeal: TImmy loves anthems. Spike likes aggressively costed cards that affect the board state. Johnny is pretty lukewarm. (2/3) Elegance: These keyword soup cards are inherently pretty complicated, doubly so because they never seem to have the same list of keywords twice. It's pretty simple in concept, but you're gonna find yourself rereading the text a lot.
Development - (3/3) Viability: Yep, that' a white rare alright. (3/3) Balance: Do you hear that sound? It's the sound of Kemba, Kha Regent's price spiking. But even there in its ideal deck, I don't think this would be too strong.
Creativity - (3/3) Uniqueness: We've seen the pieces of this card plenty of times before, but the way they're put together makes it completely new. It explores more of the design space that Emblem of the Warmind and Dragon Throne of Tarkir do. (3/3) Flavor: It's a banner a commander carries to inspire their troops. Seems pretty clear.
Cursed Blade of F’rrath3BB
Legendary Artifact — Equipment (R)
When Cursed Blade of F’rrath enters the battlefield, you may attach it to target creature. When equipped creature dies, you may attach Cursed Blade of F’rrath to another target creature. Equipped Creature attacks each turn if able. BBRR: Equipped creature gets +5/+0 and haste until end of turn. Its controller sacrifices it at end of turn.
Equip 3B “With extraordinary power, comes extraordinary pain.”
—Handle Inscription
Design - (2/3) Appeal: Timmy is the most excited for this. Johnny is intrigued. Spike doesn't care. (1/3) Elegance: Very crowded to read at 10 lines of text. The first paragraph is actually 3 separate abilities all smushed together (and that's a Quality issue too). Luckily the abilities themselves are pretty easy to undertand.
Development - (3/3) Viability: Black does curses and cursed items the most. Black and red both do suicidal rampages. Rare fits. (2/3) Balance: This feels like it's more to the "fun" end of the rare spectrum than the "pushed" end. It'll probably be a decent bomb in limited and then go to an early retirement in the bargain rare box.
Creativity - (3/3) Uniqueness: It's not often that you want to put your equipment on an opponent's creature. Usually cards like this are auras. (3/3) Flavor: A cursed weapon that get its wielder killed before getting passed to a new victim. I'm kind of surprised Magic hasn't done this trope yet. (Artificer's Hex doesn't count.)
Polish - (1.5/3) Quality: The first 3 abilities should be on separate lines (-1). "And gains haste" (-0.5). (2/2) *Main Challenge: (2/2) Subchallenges:
Vulcan Axe2RG
Legendary Artifact - Equipment (M)
Giant spells you cast costs 2 less to cast.
Equipped creature gets +2/+2 and gains trample.
Whenever you attach Vulcan Axe to a creature, that creature fights another target creature.
Equip 1RG
Design - (2,5/3) Appeal: Timmy likes, Spike sees the value and likes. A bit too straightforward for Johnny but acceptable. (2,5/3) Elegance: All abilities are understandable but the first stands out a bit.
Development - (2,5/3) Viability: Mythic. And fighting is green/black. The Giant theme is more RW than RG though. (2/3) Balance: This is pushed as hell. Repeatable sorcery spell fighting with +2/+2 bonus is a powerhouse by itself and the ability to make Giants cheaper is just an icing on the cake so I can’t say this card is perfectly balanced. Commander and limited star, constructed playable too.
Creativity - (2/3) Uniqueness: All abilities are well known though the ability that forces you to fight is unique. (2/3) Flavor: Vulcan is not an English word if you don’t mean a planet from Star Trek or fire God (it should have been Vulcan’s then). Volcano is.
Polish - (2/3) Quality: «cost less to cast» and «has trample». (2/2) *Main Challenge: Yes. (2/2) Subchallenges: Yes and yes.
Total: 19,5/25
*An entry with 0 points here is subject to disqualification.
Ulora, Staff of the Seedlings4G
Legendary Artifact -- Equipment (R)
When Ulora enters the battlefield, create three 0/1 green Plant creature tokens, then attach Ulora to one of those creatures.
Equipped creature gets +X/+X, where X is the number of Plants you control.
When equipped creature dies, if it wasn't a Plant, exile it and create a 0/1 green Plant creature token.
Equip 2G
Design - (1,5/3) Appeal: Basic bonus is not something groundbreaking for Timmy and Spike though the massive chump blocker token creation may be considered as a good deal. Johnny can find a way to abuse it but it probably won’t worth it. (2/3) Elegance: The third ability sort of doesn’t match with the first two.
Development - (3/3) Viability: Rare and green. (1,5/3) Balance: This card is kinda weak. It creates you three tiny creatures, sure, but it relies on them too much and you need something different from plants to get more plants for more bonus.
Creativity - (2,5/3) Uniqueness: Unique enough though it relies on well known cards like Avacyn’s Collar and tribal permanents from Lorwyn. (3/3) Flavor: No problems here. The name reminds me of Ulasht which is something.
Polish - (1/3) Quality: Shortening the first instance of legendary permanent’s name is unacceptable, also Ajani’s Chosen says it should be «attach it to one of those tokens» I guess. Also unnecessary spaces between the lines and double dash. (2/2) *Main Challenge: Yes. (2/2) Subchallenges: Yes and yes.
Total: 18,5/25
*An entry with 0 points here is subject to disqualification.
Dilbog's Living Boots3(R/&)
Legendary Artifact- Equipment (R) ((R/&) can be paid with either R or one mana produced by a nonland source.)
When a creature enters the battlefield under your control, attach Dilbog's Living Boots to that creature unless it is already equipped to a legendary creature.
Equipped creature gets +1/+1, and has haste and menace.
When equipped creature deals combat damage to a player, you may discard a card. If you do, draw a card.
(note that Dilbog produces mana, making the & mana less of a non-sequitur.)
Design - (1/3) Appeal: The bonus is small for Timmy and Spike for such cost, a bit too strqightforward for Timmy. The free equip ability is nice though but see below. (1,5/3) Elegance: All understandable but wordy as hell, and the lack of normal equip ability is confusing.
Development - (3/3) Viability: all red and don’t look like something worth to be mythic. (1,5/3) Balance: the free but small bonus for one of your creatures for rare with CMC 4 is not something to be excited for. You can’t even choose a proper target except of legend for it cause it will be attached to every new creature you cast. Also the legendary restriction is, you know, restrictive.
Creativity - (2,5/3) Uniqueness: the mana and equipping ability are unique, other abilities are not. (3/3) Flavor: The flavor is okay – the boots are definitely living though I don’t know who Dilbog is.
Polish - (1,5/3) Quality: «Whenever» instead of «when» two times because it can be unattached and attached again and again, the same for dealing combat damage, also «creature gets +1/+1 and has». (2/2) *Main Challenge: Yes. (2/2) Subchallenges: Yes and yes.
Total: 18/25
*An entry with 0 points here is subject to disqualification.
Mask of Reflections2WU
Legendary Artifact - Equipment (r)
Equipped creature gets +1/+1.
Each creature is a copy of equipped creature, except it's not legendary.
Equip 2 Be one, no one, and everyone.
Design - (2,5/3) Appeal: The possibilities for Johnny are beyond the imagination. Timmy and Spike will be glad to use it but it requires a proper environment for them. (3/3) Elegance: As elegant as possible but see the Quality section.
Development - (2,5/3) Viability: White and blue but probably mythic for such unusual effect that affects ALL players. (3/3) Balance: Nuts in combos – just to think about the opportunity to replicate your commander and other legendary creatures. So do your opponents which makes it surprisingly balanced – you have only a small P/T advantage but all possible combos are yours.
Creativity - (2/3) Uniqueness:Infinite Reflection comes to mind but still different – it affects your creatures only and costs more. (3/3) Flavor: Brevity is a talent’s little sister.
Polish - (2/3) Quality: Think about multiple Masks controlled by different players – I guess
Infinite Reflection
wording tweaked for equipment rules and all players is more appropriate. (2/2) *Main Challenge: Yes. (2/2) Subchallenges: Yes and yes.
Total: 22/25
*An entry with 0 points here is subject to disqualification.
The Black Mortar of YigBB
Legendary Artifact - Equipment (R)
Equipped creature has flying, menace, and "B, Pay 1 life, Put the top card of your library into your graveyard, Discard a card, T: Destroy target creature."
Equip 3 Yig the Hag Queen flies far and wide looking for the proper ingredients to her foul potions, and she brings the tools of her trade with her.
Design - (2/3) Appeal: Any player will be glad to use this to kill opponent’s stuff and Johnny is the happiest one because
Sinister Concoction
is comborific by itself. (2,5/3) Elegance: Understandable enough but the two abilities don’t really match each other, vigilance would work much better than menace in this case. Also see the Quality section.
Development - (3/3) Viability: Black as my conscience when I reduce the points for fellow MCC players. May be mythic but may be rare as well. (2,5/3) Balance: It allows you to kill a creature per turn for 1 mana, one card and 1 life and even more creatures for more mana, more cards and more life which is something – this is pushed but close to balanced.
Creativity - (1,5/3) Uniqueness:Sinister Concoction but in equipment form, repeatable and with instant speed. (3/3) Flavor: All good and homage to Sinister Concoction is perfect here.
Polish - (1,5/3) Quality: A lot of flaws here. Double space between card name and mana cost is not necessary, «menace, and» should have been «menace and» and the tap symbol is not on place. (2/2) *Main Challenge: Yes. (1/2) Subchallenges: Converted mana cost is 2.
Total: 19/25
*An entry with 0 points here is subject to disqualification.
Nyxathic Lance of the Specter3BR
Legendary Artifact - Equipment (MR)
Equipped creature has haste and menace.
Equipped creature gets +3/+0 for each player with one or less cards in his or her hand.
Equip - Discard your hand. "It pierced the flesh of Hope and from the wound poured Despair"
Design - (1/3) Appeal: Timmy and Johnny don’t care. Johnny cares but he should be Uberjohnny to get real value from it. (3/3) Elegance: No problems here.
Development - (3/3) Viability: Black, red, mythic (a junk one). (1/3) Balance: This card is just weak. Who cares about such restrictive power bonus and monstrous equip cost? It doesn’t even grant toughness bonus and first strike…
Creativity - (2/3) Uniqueness: Reminds of some Amonkhet cards but the equip cost makes it for me. (2/3) Flavor: Specter is a common creature type, why should it be legendary?
Polish - (2/3) Quality: I assume the first two abilities could be tied together to make it closer to existing equipment wordings. «…in his or her hand» is not necessary, «in hand» will be fine. (2/2) *Main Challenge: Yes. (2/2) Subchallenges: Yes and yes.
Total: 18/25
*An entry with 0 points here is subject to disqualification.
Kovan’s Hammer2RR
Legendary Artifact — Equipment (M)
Equipped creature gets +2/+0 and has haste. R, T: Kovan’s Hammer deals 2 damage to target creature or player. Activate this ability only once each turn and only if Kovan’s Hammer is not attached to a creature.
As long as Kovan’s Hammer is tapped, it can’t be attached to a creature.
Equip 0
Design - (2,5/3) Appeal: Any player will be glad to
Shock
your opponent or his creatures each turn. The «once per turn» restriction makes Johnny a bit sad. (2/3) Elegance: A bit wordy but all clear. The main problem – those abilities doesn’t really match each other, see Balance section.
Development - (3/3) Viability: Yup, this is red. The mythic rarity serves the limited reasons, I guess. (2,5/3) Balance: To be honest, I can’t remember a card that allows you to deals 2 damage each or your turns for 1 mana so this is pushed but come on, it’s a mythic. Who actually cares about equipping with such ability? But of course, you still can use it for 0 which is nice. But not both at the same time which makes it more balanced, but again – equipping is unlikely because you can’t unattach it to use the damage ability again.
Creativity - (2,5/3) Uniqueness: A lot of interesting ideas here that shouldn’t be ignored. (2/3) Flavor: I gon’t quite get how it supposed to deal damage without a hand holding it, but everything else is fine.
Polish - (2,5/3) Quality: An unnecessary double space between artifact type and rarity. (2/2) *Main Challenge: Yes. (2/2) Subchallenges: Yes and yes.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
Design -
(3/3) Appeal: Timmy loves the sheer size and resurrecting beaters, Johnny loves all the interactions, Spike loves reanimating.
(1.5/3) Elegance: Solidly elegant concept, but a lot of complex elements - a bunch of math, keeping track of a ton of exiled cards, and an equip cost that requires you to tell the difference between a tapped Equipment and a tapped equipped creature.
Development -
(3/3) Viability: Black yes, rare-pushing-it-to-mythic yes.
(2.5/3) Balance: Certainly abuseable, but requiring a lot of setup. A lot of the most heinous creatures you could use for the +X/+Y ability are hard to get or keep in your graveyard anyway.
Creativity -
(3/3) Uniqueness: Uniqueness points detailed in the elegance category.
(2/3) Flavor: Pretty generic name and I don't know who Sekron is, but fairly resonant Grim Reaper flavor.
Design -
(3/3) Appeal: Timmy likes unblockability and keying off high power, Johnny likes triggered abilities as a general rule and also being able to reliably get his saboteurs through, Spike likes shutting down blockers.
(3/3) Elegance: All seems pretty elegant.
Development -
(3/3) Viability: Blue's right; so's rare.
(2.5/3) Balance: Miiiight be a little undercosted for how bad it messes up blocking? Still, grants no power bonus, so it might be fine.
Creativity -
(3/3) Uniqueness: Altogether unique stuff.
(2.5/3) Flavor: Could have had flavor text; otherwise good name and resonant imagery.
Polish -
(2/3) Quality: T in "The" should be lowercase. Missing apostrophe - "equipped creatures".
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Done.
Total: 23/25
Design -
(1.5/3) Appeal: Timmy would enjoy the Equipment face but is reticent about sacrificing multiple creatures to get there. Johnny likes all the possible interactions and triggers and Spike is hesitant about paying so much mana AND sacrificing multiple creatures for an Equipment, no matter how strong.
(1.5/3) Elegance: Nothing that inelegant on either face individually, but there are a lot of total words on the whole.
Development -
(3/3) Viability: The colors and rarity are right - the flavor is well off, but that's another category.
(3/3) Balance: Strong Equipment, hefty costing. Seems okay.
Creativity -
(3/3) Uniqueness: Relatively unique for sure.
(1/3) Flavor: This goes for Ixalan flavor but seems to have little to do with the real-world version of the block; it's a colored artifact, which doesn't exist on Ixalan, it's a black card associated with the Sun Empire, a red-green-white faction, and it turns from artifact to artifact rather than into a land.
Design -
(3/3) Appeal: Timmy likes beats and growing his army, Johnny would use this with a pinger, Spike has a similar opinion to Timmy.
(2.5/3) Elegance: Not inelegant so much as has a really wordy and fiddly triggered ability.
Development -
(2/3) Viability: Rare's right - I don't see the green here at all though. If I had to pick a third color for this it would be blue.
(2.5/3) Balance: A stupidly strong triggered ability on top of making the equipped creature a great beater, but it's all rather costly.
Creativity -
(1.5/3) Uniqueness: A lot like Scythe of the Wretched.
(2/3) Flavor: This... raises a lot of questions. How does a sword cure phyresis? Is there some Jor Kadeen or Melira connection?
Polish -
(2.5/3) Quality: "Whenever equipped creature", no "the" necessary.
(2/2) *Main Challenge: Good.
(1/2) Subchallenges: Colored, but CMC 3.
Total: 19/25
Design -
(2/3) Appeal: Timmy likes the mass havoc, Johnny likes the strangeness and complexity, Spike has better, less expensive mass removal.
(1.5/3) Elegance: A lot going on here. Three triggered abilities, an Equipment that only your opponent can use and with no equip cost, possibly huge amounts of the equipment getting shuffled around.
Development -
(3/3) Viability: Crazy black, and rare feels great.
(3/3) Balance: Can kill everything your opponent has, and do it all over again when they play more creatures, but also: hella slow. Looks balanced, could even lose mana in that mana cost.
Creativity -
(3/3) Uniqueness: Highly unique, reminiscent only of things like Alpha Brawl.
(3/3) Flavor: Cursed sword that makes the wielder kill their friends? Tale as old as time, now in a Magic card.
Polish -
(1/3) Quality: I'm not going to point out all the spelling, grammar, and capitalization errors. Suffice to say there are quite a few.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Done.
Total: 20.5/25
Design -
(0.5/3) Appeal: The effects are probably way too low-impact for Timmy. Johnny might be a little interested in the pseudo-scry. Spike doesn't care at those costs.
(2.5/3) Elegance: A bit wordy, but still elegant.
Development -
(2/3) Viability: Blue is right, but this genuinely feels uncommon.
(2/3) Balance: I have to dock a point for this card being too weak; I genuinely can't think of any situation where this is playable.
Creativity -
(1/3) Uniqueness: Aqueous Form is the easiest comparison - unfortunately this card fares poorly in that comparison.
(0/3) Flavor: Almost nothing about this feels legendary. The generic name - Cloak of Mists - already belongs to a card, and there's no flavor text even though there's room. On top of it all, the effect is low-impact and unmemorable.
Design -
(2.5/3) Appeal: Timmy obviously loves a game-wrecking Equipment, Johnny loves something with death triggers that begs to be cheated out, Spike is wary of the costs but would give it a chance as a finisher that can flexibly go with any creature.
(2.5/3) Elegance: Multiple effects to keep track of, nothing too inelegant though.
Development -
(3/3) Viability: Black yes, mythic hell yeah.
(3/3) Balance: At that cost, it had better have an effect when it isn't equipped. Expensive but high-impact, just as a mythic should be. Seems fun in Limited.
Creativity -
(2/3) Uniqueness: Unscythe, Killer of Kings is an easy comparison, but there are obviously quite a few differences there. I'd have loved this flavorfully as a new, "upgraded" version of Unscythe.
(2.5/3) Flavor: The name "Soulreaper" is a bit juvenile but altogether the flavor works well, in a similar way to Legend's entry.
Legendary Artifact - Equipment [R]
As Cloak of Mists enters the battlefield, choose a creature type.
Equipped creature can’t be blocked by creatures of the chosen type and has “Whenever this creature deals combat damage to a player, look at the top three cards of your library then put them back in any order.”
Equip 2
CCL Winner- July '08, Aug '08 Sept '08, Oct '08
Survivor- CCS: Lost in Takenuma, CCS: Stranded In Tolaria
Legendary Artifact - Equipment (M)
Equipped creature gets +3/+1 and has deathtouch and “Whenever this creature attacks, defending player sacrifices a creature.”
Whenever a creature an opponent controls dies, create a 2/2 black Zombie creature token.
Equip—Sacrifice a creature
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I would judge, but as everyone around here knows, I'm a terrible judge of caricature.
The top four contestants per bracket advance.
void_nothing:
Legend
IcariiFA
kjsharp
Koopa
egoblinsw
L0ng5h0t
RickyRister
The_Hittite:
mirrodin71
netn10
Subject16
willows
RaikouRider
Flatline
DaAwesomeCheeto
Raptorchan:
picnic_bomber
CaseAce
Mergatroid_Jones
Hemlock
Jimmy Groove
Forestsguy
bravelion83
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Legendary Artifact - Equipment (M)
At the beginning of your end step, if Ancient Slates is equipped, create a token thats a copy of Ancient Slates.
When Ancient Slates is put in a graveyard from the battlefield you may destroy target permanent.
Equip CC
Art by
Design -
(1.5/3) Appeal: Timmy doesn't want to jump through hoops to have his equipment actually do something, even if he thinks the self-replicating is really cool. Spike never wants to spend 7-12 mana on something that doesn't immediately affect the board state. Johnny has already designed 5 decks that breaks this in half.
(3/3) Elegance: Clear enough.
Development -
(2/3) Viability: I don't really see why this is red or blue. Equipment can make copies of itself (Bloodforged Battle-Axe) and "destroy target permanent" is W/B, G/B, or colorless with a high enough price tag. Mythic is fine.
(0/3) Balance: I don't want to be mean about this, but depending on the meta, this card is either completely useless or completely ba-roken. In draft, this is going to get passed a lot. I doubt it would see any constructed play in Standard. Older formats, I'm not so sure. Putting this in a commander deck seems like a fast way to lose friends. There'd probably be some casual decks built around abusing it that would lose 90% of the time and be really unfun to play against the other 10%.
Creativity -
(2/3) Uniqueness: Spine of Ish Sah is pretty similar, but there's enough difference to feel fresh.
(3/3) Flavor: Good flavor. Very 10 Commandments.
Polish -
(1/3) Quality: The name of your card should be bolded. I won't sutract points because it's the first round and the fomatting guide leads to a 404, but keep it in mind. Should say "if Ancient Slates is attached to a creature" (-1). "When Ancient Slates is put into a graveyard" (-0.5). Comma after battlefield (-0.5).
(2/2) *Main Challenge:
(2/2) Subchallenges:
Total: 16.5/25
Legendary Artifact - Equipment (Mythic)
When Ushera enters the battlefield, you become the monarch.
You can't lose the monarchy.
Equipped creature is legendary and has vigilance, indestructible, lifelink and it can block any number of creatures.
Endless kingdom rise and fall at Ushera's whims.
Equip 6
Design -
(2.5/3) Appeal: Tammy likes a lot. Spike and Jenny are more lukewarm, but aren't turned off. Everyone loves card advantage.
(3/3) Elegance: Clear enough.
Development -
(3/3) Viability: Mythic is the best place for this, I think, and there's nothing here out of color. I'm not convinced that a player's status as the monarch is called the monarchy in rules text, but since there isn't a precedent, I'll let it slide.
(2.5/3) Balance: 6 mana to become monarch and hold it. 6 more to give a creature a whole bunch of powerful abilities. I don't think that's too powerful, but it's something your opponents would have to answer pretty quickly.
Creativity -
(3/3) Uniqueness: Fairly unique.
(2.5/3) Flavor: If "endless kingdoms rise and fall," then why does Ushera stop your kingdom from falling?
Polish -
(0/3) Quality: Much to my surprise, royality is a real word. Archaic, but that's fine. You probably should have given the full name of the card in line 1; MSE mockup says there was room(-0.5). Indestructible should come after lifelink in a list of abilities (see Ormendahl, Profane Prince)(-1). You don't need "it" between "and" and "can block" (-0.5) Kingdom should be plural (-0.5). Equip cost goes in rules text, not under flavor text (-1).
(2/2) *Main Challenge:
(2/2) Subchallenges:
Total: 20.5/25
Legendary Artifact - Equipment Vehicle (Mythic)
Equipped creature gets +5/+6.
Whenever Bartag's Siege Hammer or equipped creature attacks, destroy target artifact or creature defending player controls. Bartag's Siege Hammer deals damage equal to that permanent's converted mana cost.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Equip 4
5/6
Design -
(2/3) Appeal: Timmy thinks it's pretty darn cool. Spike thinks it's expensive, but might be worth the investment. Johnny doesn't have a lot to work with.
(1.5/3) Elegance: The first ability doesn't work (more about that in quality) but if it did,it would be straightforward and very powerful. The real problem is microtext. The type line is about 4 letters too crowded, and as written this card has a whopping 10 lines of text! Without the reminder text for crew it goes down to a more manageable 8.
Development -
(2/3) Viability: Mono-red should never, ever get "destroy target creature." Yes, I know it has in the past but it really shouldn't have.
(2/3) Balance: Doesn't look too bad on the surface, but I'm worried about red having access to repeatable unrestricted creature removal. Chaos Warp is bad enough.
Creativity -
(3/3) Uniqueness: It's a vehicle that turns into equipment. You don't see that every day.
(1.5/3) Flavor: I don't know what's going on flavorfully with that attack trigger. Is the targeted permanent getting knocked into the defender or something? I should point out as well that a card is supposed to stand on its own merits without added commentary, and without your commentary there's not really an explanation for how one would pilot a hammer. Flavor text would have been nice, if there'd been room for it.
Polish -
(1.5/3) Quality: That attack trigger just plain doesn't work. What does it deal damage to? (-1) Reminder text for crew but not equip. (-0.5)
(2/2) *Main Challenge:
(2/2) Subchallenges:
Total: 17.5/25
Legendary Artifact — Equipment (M)
Equipped creature gets +2/+2.
At the beginning of the end step, exile any permanent damaged by equipped creature, then return it to the battlefield under its owner's control.
At the beginning of your end step, if equipped creature attacked this turn, draw a card.
Equip 2
Design -
(2.5/3) Appeal: There's no way a card that has both flickering and card draw wouldn't appeal to Johnny. It's a little slow for Timmy but Spike appreciates that it takes some skill to use well.
(2.5/3) Elegance: Having 2 separate end step triggers makes it a little messy, but not too bad.
Development -
(3/3) Viability: Definitely a blue mythic.
(3/3) Balance: I like the interaction this has with planeswalkers and pingers. You also need to be careful about swinging this into beefy creatures with strong ETB abilities (Siege Rhino comes to mind.) On the whole, it looks like a strong, but not broken mythic.
Creativity -
(3/3) Uniqueness: It almost feels a little like the blue equivalent of Godsend, but it definitely has its own identity and fresh mechanics.
(2/3) Flavor: Card draw makes sense, but I'm not sure what temporary nonexistence has to do with prophets.
Polish -
(3/3) Quality: Everything looks good.
(2/2) *Main Challenge:
(2/2) Subchallenges:
Total: 23/25
Legendary Artifact - Equipment {M}
Creatures you control have exalted. (If a creature has multiple instances of exalted, each triggers separately.)
Equipped creature has flying and vigilance, and is an Angel in addition to its other types.
As long as equipped creature is attacking alone, it has trample, indestructible, and can't be blocked by more than one creature.
Equip 3
Design -
(2/3) Appeal: Tammy's all over this. Spike and Jenny aren't as excited, but they still like it.
(1.5/3) Elegance: There's a lot going on here and you have to squint a little to read it because it's all crammed into 9 lines of text.
Development -
(3/3) Viability: Just fine as a Bant mythic.
(3/3) Balance: Extremely powerful, but requires a specific deck to work and only overwhelming if you already have a huge board state. I think it's fine.
Creativity -
(1/3) Uniqueness: Sublime Archangel stapled to Angelic Destiny with some added abilities.
(3/3) Flavor: Full marks. Definitely worthy of Asha.
Polish -
(3/3) Quality: Looks good.
(2/2) *Main Challenge:
(2/2) Subchallenges:
Total: 20.5/25
Legendary Artifact — Equipment (R)
Creatures you control get +1/+1.
As long as equipped creature has flying, each other creature you control has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
Equip 3
Design -
(2/3) Appeal: TImmy loves anthems. Spike likes aggressively costed cards that affect the board state. Johnny is pretty lukewarm.
(2/3) Elegance: These keyword soup cards are inherently pretty complicated, doubly so because they never seem to have the same list of keywords twice. It's pretty simple in concept, but you're gonna find yourself rereading the text a lot.
Development -
(3/3) Viability: Yep, that' a white rare alright.
(3/3) Balance: Do you hear that sound? It's the sound of Kemba, Kha Regent's price spiking. But even there in its ideal deck, I don't think this would be too strong.
Creativity -
(3/3) Uniqueness: We've seen the pieces of this card plenty of times before, but the way they're put together makes it completely new. It explores more of the design space that Emblem of the Warmind and Dragon Throne of Tarkir do.
(3/3) Flavor: It's a banner a commander carries to inspire their troops. Seems pretty clear.
Polish -
(3/3) Quality: No problems.
(2/2) *Main Challenge:
(1/2) Subchallenges: 3<4.
Total: 22/25
Legendary Artifact — Equipment (R)
When Cursed Blade of F’rrath enters the battlefield, you may attach it to target creature. When equipped creature dies, you may attach Cursed Blade of F’rrath to another target creature. Equipped Creature attacks each turn if able.
BBRR: Equipped creature gets +5/+0 and haste until end of turn. Its controller sacrifices it at end of turn.
Equip 3B
“With extraordinary power, comes extraordinary pain.”
—Handle Inscription
Design -
(2/3) Appeal: Timmy is the most excited for this. Johnny is intrigued. Spike doesn't care.
(1/3) Elegance: Very crowded to read at 10 lines of text. The first paragraph is actually 3 separate abilities all smushed together (and that's a Quality issue too). Luckily the abilities themselves are pretty easy to undertand.
Development -
(3/3) Viability: Black does curses and cursed items the most. Black and red both do suicidal rampages. Rare fits.
(2/3) Balance: This feels like it's more to the "fun" end of the rare spectrum than the "pushed" end. It'll probably be a decent bomb in limited and then go to an early retirement in the bargain rare box.
Creativity -
(3/3) Uniqueness: It's not often that you want to put your equipment on an opponent's creature. Usually cards like this are auras.
(3/3) Flavor: A cursed weapon that get its wielder killed before getting passed to a new victim. I'm kind of surprised Magic hasn't done this trope yet. (Artificer's Hex doesn't count.)
Polish -
(1.5/3) Quality: The first 3 abilities should be on separate lines (-1). "And gains haste" (-0.5).
(2/2) *Main Challenge:
(2/2) Subchallenges:
Total: 19.5/25
mirrodin71 - 16.5
netn10 - 20.5
Subject16 - 17.5
willows - 23
RaikouRider - 20.5
Flatline - 22
DaAwesomeCheeto - 19.5
Legendary Artifact - Equipment (M)
Giant spells you cast costs 2 less to cast.
Equipped creature gets +2/+2 and gains trample.
Whenever you attach Vulcan Axe to a creature, that creature fights another target creature.
Equip 1RG
Design -
(2,5/3) Appeal: Timmy likes, Spike sees the value and likes. A bit too straightforward for Johnny but acceptable.
(2,5/3) Elegance: All abilities are understandable but the first stands out a bit.
Development -
(2,5/3) Viability: Mythic. And fighting is green/black. The Giant theme is more RW than RG though.
(2/3) Balance: This is pushed as hell. Repeatable sorcery spell fighting with +2/+2 bonus is a powerhouse by itself and the ability to make Giants cheaper is just an icing on the cake so I can’t say this card is perfectly balanced. Commander and limited star, constructed playable too.
Creativity -
(2/3) Uniqueness: All abilities are well known though the ability that forces you to fight is unique.
(2/3) Flavor: Vulcan is not an English word if you don’t mean a planet from Star Trek or fire God (it should have been Vulcan’s then). Volcano is.
Polish -
(2/3) Quality: «cost less to cast» and «has trample».
(2/2) *Main Challenge: Yes.
(2/2) Subchallenges: Yes and yes.
Total: 19,5/25
*An entry with 0 points here is subject to disqualification.
Legendary Artifact -- Equipment (R)
When Ulora enters the battlefield, create three 0/1 green Plant creature tokens, then attach Ulora to one of those creatures.
Equipped creature gets +X/+X, where X is the number of Plants you control.
When equipped creature dies, if it wasn't a Plant, exile it and create a 0/1 green Plant creature token.
Equip 2G
Design -
(1,5/3) Appeal: Basic bonus is not something groundbreaking for Timmy and Spike though the massive chump blocker token creation may be considered as a good deal. Johnny can find a way to abuse it but it probably won’t worth it.
(2/3) Elegance: The third ability sort of doesn’t match with the first two.
Development -
(3/3) Viability: Rare and green.
(1,5/3) Balance: This card is kinda weak. It creates you three tiny creatures, sure, but it relies on them too much and you need something different from plants to get more plants for more bonus.
Creativity -
(2,5/3) Uniqueness: Unique enough though it relies on well known cards like Avacyn’s Collar and tribal permanents from Lorwyn.
(3/3) Flavor: No problems here. The name reminds me of Ulasht which is something.
Polish -
(1/3) Quality: Shortening the first instance of legendary permanent’s name is unacceptable, also Ajani’s Chosen says it should be «attach it to one of those tokens» I guess. Also unnecessary spaces between the lines and double dash.
(2/2) *Main Challenge: Yes.
(2/2) Subchallenges: Yes and yes.
Total: 18,5/25
*An entry with 0 points here is subject to disqualification.
Legendary Artifact- Equipment (R)
((R/&) can be paid with either R or one mana produced by a nonland source.)
When a creature enters the battlefield under your control, attach Dilbog's Living Boots to that creature unless it is already equipped to a legendary creature.
Equipped creature gets +1/+1, and has haste and menace.
When equipped creature deals combat damage to a player, you may discard a card. If you do, draw a card.
(note that Dilbog produces mana, making the & mana less of a non-sequitur.)
Design -
(1/3) Appeal: The bonus is small for Timmy and Spike for such cost, a bit too strqightforward for Timmy. The free equip ability is nice though but see below.
(1,5/3) Elegance: All understandable but wordy as hell, and the lack of normal equip ability is confusing.
Development -
(3/3) Viability: all red and don’t look like something worth to be mythic.
(1,5/3) Balance: the free but small bonus for one of your creatures for rare with CMC 4 is not something to be excited for. You can’t even choose a proper target except of legend for it cause it will be attached to every new creature you cast. Also the legendary restriction is, you know, restrictive.
Creativity -
(2,5/3) Uniqueness: the mana and equipping ability are unique, other abilities are not.
(3/3) Flavor: The flavor is okay – the boots are definitely living though I don’t know who Dilbog is.
Polish -
(1,5/3) Quality: «Whenever» instead of «when» two times because it can be unattached and attached again and again, the same for dealing combat damage, also «creature gets +1/+1 and has».
(2/2) *Main Challenge: Yes.
(2/2) Subchallenges: Yes and yes.
Total: 18/25
*An entry with 0 points here is subject to disqualification.
Legendary Artifact - Equipment (r)
Equipped creature gets +1/+1.
Each creature is a copy of equipped creature, except it's not legendary.
Equip 2
Be one, no one, and everyone.
Design -
(2,5/3) Appeal: The possibilities for Johnny are beyond the imagination. Timmy and Spike will be glad to use it but it requires a proper environment for them.
(3/3) Elegance: As elegant as possible but see the Quality section.
Development -
(2,5/3) Viability: White and blue but probably mythic for such unusual effect that affects ALL players.
(3/3) Balance: Nuts in combos – just to think about the opportunity to replicate your commander and other legendary creatures. So do your opponents which makes it surprisingly balanced – you have only a small P/T advantage but all possible combos are yours.
Creativity -
(2/3) Uniqueness: Infinite Reflection comes to mind but still different – it affects your creatures only and costs more.
(3/3) Flavor: Brevity is a talent’s little sister.
Polish -
(2/3) Quality: Think about multiple Masks controlled by different players – I guess
(2/2) *Main Challenge: Yes.
(2/2) Subchallenges: Yes and yes.
Total: 22/25
*An entry with 0 points here is subject to disqualification.
Legendary Artifact - Equipment (R)
Equipped creature has flying, menace, and "B, Pay 1 life, Put the top card of your library into your graveyard, Discard a card, T: Destroy target creature."
Equip 3
Yig the Hag Queen flies far and wide looking for the proper ingredients to her foul potions, and she brings the tools of her trade with her.
Design -
(2/3) Appeal: Any player will be glad to use this to kill opponent’s stuff and Johnny is the happiest one because
(2,5/3) Elegance: Understandable enough but the two abilities don’t really match each other, vigilance would work much better than menace in this case. Also see the Quality section.
Development -
(3/3) Viability: Black as my conscience when I reduce the points for fellow MCC players. May be mythic but may be rare as well.
(2,5/3) Balance: It allows you to kill a creature per turn for 1 mana, one card and 1 life and even more creatures for more mana, more cards and more life which is something – this is pushed but close to balanced.
Creativity -
(1,5/3) Uniqueness: Sinister Concoction but in equipment form, repeatable and with instant speed.
(3/3) Flavor: All good and homage to Sinister Concoction is perfect here.
Polish -
(1,5/3) Quality: A lot of flaws here. Double space between card name and mana cost is not necessary, «menace, and» should have been «menace and» and the tap symbol is not on place.
(2/2) *Main Challenge: Yes.
(1/2) Subchallenges: Converted mana cost is 2.
Total: 19/25
*An entry with 0 points here is subject to disqualification.
Legendary Artifact - Equipment (MR)
Equipped creature has haste and menace.
Equipped creature gets +3/+0 for each player with one or less cards in his or her hand.
Equip - Discard your hand.
"It pierced the flesh of Hope and from the wound poured Despair"
Design -
(1/3) Appeal: Timmy and Johnny don’t care. Johnny cares but he should be Uberjohnny to get real value from it.
(3/3) Elegance: No problems here.
Development -
(3/3) Viability: Black, red, mythic (a junk one).
(1/3) Balance: This card is just weak. Who cares about such restrictive power bonus and monstrous equip cost? It doesn’t even grant toughness bonus and first strike…
Creativity -
(2/3) Uniqueness: Reminds of some Amonkhet cards but the equip cost makes it for me.
(2/3) Flavor: Specter is a common creature type, why should it be legendary?
Polish -
(2/3) Quality: I assume the first two abilities could be tied together to make it closer to existing equipment wordings. «…in his or her hand» is not necessary, «in hand» will be fine.
(2/2) *Main Challenge: Yes.
(2/2) Subchallenges: Yes and yes.
Total: 18/25
*An entry with 0 points here is subject to disqualification.
Kovan’s Hammer 2RR
Legendary Artifact — Equipment (M)
Equipped creature gets +2/+0 and has haste.
R, T: Kovan’s Hammer deals 2 damage to target creature or player. Activate this ability only once each turn and only if Kovan’s Hammer is not attached to a creature.
As long as Kovan’s Hammer is tapped, it can’t be attached to a creature.
Equip 0
Design -
(2,5/3) Appeal: Any player will be glad to
(2/3) Elegance: A bit wordy but all clear. The main problem – those abilities doesn’t really match each other, see Balance section.
Development -
(3/3) Viability: Yup, this is red. The mythic rarity serves the limited reasons, I guess.
(2,5/3) Balance: To be honest, I can’t remember a card that allows you to deals 2 damage each or your turns for 1 mana so this is pushed but come on, it’s a mythic. Who actually cares about equipping with such ability? But of course, you still can use it for 0 which is nice. But not both at the same time which makes it more balanced, but again – equipping is unlikely because you can’t unattach it to use the damage ability again.
Creativity -
(2,5/3) Uniqueness: A lot of interesting ideas here that shouldn’t be ignored.
(2/3) Flavor: I gon’t quite get how it supposed to deal damage without a hand holding it, but everything else is fine.
Polish -
(2,5/3) Quality: An unnecessary double space between artifact type and rarity.
(2/2) *Main Challenge: Yes.
(2/2) Subchallenges: Yes and yes.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
Picnic_bomber 19,5
CaseAce 18,5
Mergatroid_Jones 18
Hemlock 22
Gimmy Groove 19
Forestguy 18
bravelion83 21
Design -
(3/3) Appeal: Timmy loves the sheer size and resurrecting beaters, Johnny loves all the interactions, Spike loves reanimating.
(1.5/3) Elegance: Solidly elegant concept, but a lot of complex elements - a bunch of math, keeping track of a ton of exiled cards, and an equip cost that requires you to tell the difference between a tapped Equipment and a tapped equipped creature.
Development -
(3/3) Viability: Black yes, rare-pushing-it-to-mythic yes.
(2.5/3) Balance: Certainly abuseable, but requiring a lot of setup. A lot of the most heinous creatures you could use for the +X/+Y ability are hard to get or keep in your graveyard anyway.
Creativity -
(3/3) Uniqueness: Uniqueness points detailed in the elegance category.
(2/3) Flavor: Pretty generic name and I don't know who Sekron is, but fairly resonant Grim Reaper flavor.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 22/25
Design -
(3/3) Appeal: Timmy likes unblockability and keying off high power, Johnny likes triggered abilities as a general rule and also being able to reliably get his saboteurs through, Spike likes shutting down blockers.
(3/3) Elegance: All seems pretty elegant.
Development -
(3/3) Viability: Blue's right; so's rare.
(2.5/3) Balance: Miiiight be a little undercosted for how bad it messes up blocking? Still, grants no power bonus, so it might be fine.
Creativity -
(3/3) Uniqueness: Altogether unique stuff.
(2.5/3) Flavor: Could have had flavor text; otherwise good name and resonant imagery.
Polish -
(2/3) Quality: T in "The" should be lowercase. Missing apostrophe - "equipped creatures".
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Done.
Total: 23/25
Design -
(1.5/3) Appeal: Timmy would enjoy the Equipment face but is reticent about sacrificing multiple creatures to get there. Johnny likes all the possible interactions and triggers and Spike is hesitant about paying so much mana AND sacrificing multiple creatures for an Equipment, no matter how strong.
(1.5/3) Elegance: Nothing that inelegant on either face individually, but there are a lot of total words on the whole.
Development -
(3/3) Viability: The colors and rarity are right - the flavor is well off, but that's another category.
(3/3) Balance: Strong Equipment, hefty costing. Seems okay.
Creativity -
(3/3) Uniqueness: Relatively unique for sure.
(1/3) Flavor: This goes for Ixalan flavor but seems to have little to do with the real-world version of the block; it's a colored artifact, which doesn't exist on Ixalan, it's a black card associated with the Sun Empire, a red-green-white faction, and it turns from artifact to artifact rather than into a land.
Polish -
(3/3) Quality: Fine.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: Passed.
Total: 20/25
Design -
(3/3) Appeal: Timmy likes beats and growing his army, Johnny would use this with a pinger, Spike has a similar opinion to Timmy.
(2.5/3) Elegance: Not inelegant so much as has a really wordy and fiddly triggered ability.
Development -
(2/3) Viability: Rare's right - I don't see the green here at all though. If I had to pick a third color for this it would be blue.
(2.5/3) Balance: A stupidly strong triggered ability on top of making the equipped creature a great beater, but it's all rather costly.
Creativity -
(1.5/3) Uniqueness: A lot like Scythe of the Wretched.
(2/3) Flavor: This... raises a lot of questions. How does a sword cure phyresis? Is there some Jor Kadeen or Melira connection?
Polish -
(2.5/3) Quality: "Whenever equipped creature", no "the" necessary.
(2/2) *Main Challenge: Good.
(1/2) Subchallenges: Colored, but CMC 3.
Total: 19/25
Design -
(2/3) Appeal: Timmy likes the mass havoc, Johnny likes the strangeness and complexity, Spike has better, less expensive mass removal.
(1.5/3) Elegance: A lot going on here. Three triggered abilities, an Equipment that only your opponent can use and with no equip cost, possibly huge amounts of the equipment getting shuffled around.
Development -
(3/3) Viability: Crazy black, and rare feels great.
(3/3) Balance: Can kill everything your opponent has, and do it all over again when they play more creatures, but also: hella slow. Looks balanced, could even lose mana in that mana cost.
Creativity -
(3/3) Uniqueness: Highly unique, reminiscent only of things like Alpha Brawl.
(3/3) Flavor: Cursed sword that makes the wielder kill their friends? Tale as old as time, now in a Magic card.
Polish -
(1/3) Quality: I'm not going to point out all the spelling, grammar, and capitalization errors. Suffice to say there are quite a few.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Done.
Total: 20.5/25
Design -
(0.5/3) Appeal: The effects are probably way too low-impact for Timmy. Johnny might be a little interested in the pseudo-scry. Spike doesn't care at those costs.
(2.5/3) Elegance: A bit wordy, but still elegant.
Development -
(2/3) Viability: Blue is right, but this genuinely feels uncommon.
(2/3) Balance: I have to dock a point for this card being too weak; I genuinely can't think of any situation where this is playable.
Creativity -
(1/3) Uniqueness: Aqueous Form is the easiest comparison - unfortunately this card fares poorly in that comparison.
(0/3) Flavor: Almost nothing about this feels legendary. The generic name - Cloak of Mists - already belongs to a card, and there's no flavor text even though there's room. On top of it all, the effect is low-impact and unmemorable.
Polish -
(3/3) Quality: Okay.
(2/2) *Main Challenge: Fine.
(2/2) Subchallengs: Done.
Total: 15/25
Design -
(2.5/3) Appeal: Timmy obviously loves a game-wrecking Equipment, Johnny loves something with death triggers that begs to be cheated out, Spike is wary of the costs but would give it a chance as a finisher that can flexibly go with any creature.
(2.5/3) Elegance: Multiple effects to keep track of, nothing too inelegant though.
Development -
(3/3) Viability: Black yes, mythic hell yeah.
(3/3) Balance: At that cost, it had better have an effect when it isn't equipped. Expensive but high-impact, just as a mythic should be. Seems fun in Limited.
Creativity -
(2/3) Uniqueness: Unscythe, Killer of Kings is an easy comparison, but there are obviously quite a few differences there. I'd have loved this flavorfully as a new, "upgraded" version of Unscythe.
(2.5/3) Flavor: The name "Soulreaper" is a bit juvenile but altogether the flavor works well, in a similar way to Legend's entry.
Polish -
(3/3) Quality: Fine.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Emphatically.
Total: 22.5/25
Legend 22
IcariiFA 23
kjsharp 20
Koopa 19
egoblinsw 20.5
L0ng5h0t 15
RickyRister 22.5
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝