The First round is now closed. Please critique the six contestants that appear after your name on the list. If you run out of names going down, wrap around to the top. Once you have critiqued, pick a 1st, 2nd, and 3rd place from your six. Critiques are due the 14th. Have fun!
void_nothing
mirrodin71
Ruggley
willows
Sheoldred
Jimmy Groove
Ava
kjsharp
TheDrB
netn10
Hemlock
RaikouRider
Antiantiserum
Flatline
Willows
I picture creatures going on the attack through a forest in order to get to you and because of that, those creatures stir up some Dryads. Simple enough. Is it the type of support Dryads are looking for? That's hard to answer definitively. Yes, you want more cards to play more cards but every tribe wants that and so it has a slight generic feel to it. I would have like to have seen the word "forest" used somewhere on the card. Something akin to Lost in the Woods would feel more like a Dryad ability.
Sheoldred
Great job on this. I love everything about it except the name. It's super close to capturing the design but, for me, it's not quite there. If the name is going to be my only nitpick then I think you designed a pretty good card. It functions perfectly as a support card for Germs. Granted, more Germs need printed but that doesn't take away from the possibilities this card brings to the tribe. Spawning Engine also hides the design challenge behind it's simplicity. I don't see any sign of forcing the challenge through. Nice!
JimmyGroove
I was this close from choosing Surrakar over Mercenaries. I'm glad someone did. Even though there are only 4 of these creatures, I do feel like there are enough of them as well as enough wikiable info on them to have landed on more appropriate modes for this charm. The closest mode to an existing Surrakar effect is mode 3 part 2 with being unblockable as one of them has intimidate.
Ava
A few templating and typo issues here and Gremlins have a little support already but not much. Gremlin Problem is a useful card but this design doesn't wow me.
Kjsharp
Definitely don't see a lot of support for these guys and your flavor design is one the money. Everything fits great together in terms of flavor but this ability, even at 5 cmc and 3 colors, would be busted by someone...and I love that!! It's perfect for this whole mythic design. A clear pleasure went into this design.
TheDrB
You've captured the challenge requirements but the card could use a few more rounds of changes.
1. Sheoldred
2. kjsharp
3. Willows
A fun challenge. I've learned a lot from the entries that reach a higher quality and I've learned just as much from the weaker designs. Thanks to everyone for educating me a little more this week!
1) The Dr.B: You definitely identified the key problem with gods - their cost. I think I would have run with that and dropped the other two abilities. A good first draft of a design! Now its time to hone! Your card made me think of this one: Stone of the Pantheon2
Artifact (R)
God spells cost (1) less to cast.
: Add one mana of any color to your mana pool.
2) Hemlock: Good power level, and one day I sure do hope that Wizards supports an Equine tribe. Solid card. Remember that you "get" +X/+X and "gain" text or attributes. I don't know if the unconventionality of "until the next end step" is worth the power boost or memory tax, but see what others say. If you want to improve the card for the future, I think I would make the card a bit more immersive, both by changing the name and having a more "horsy" effect - don't lean on Crested Sunmare so heavily. Those are more suggestions than minor nitpicks - I like the card.
3) netn10: Scouts definitely need official Magic support, perhaps more so than any other creature type submitted to this competition. And I like the technology you chose. I wish Wizards had printed a card this set that had your creatures "explore" enemy lands. You costed your card in a way that is at least on the fringes of Constructed playability while being fair in Limited. This card might end up being a contender for Marshall's "groan-test" award though. Be careful about grammatical issues. All in all, a very nice card!
4) RaikouRider: Great card. Appropriately costed. I want this to be an Un-card so bad --> "Hydra spells cost X less, where X is the total number of heads in its art". Flavorful and fun card.
5) Flatline: Fun design. Resonant with Magic's past, and would cause many a Black afficionado to look at old Shade cards again. Balanced and costed well. Helps Shades overcome some of their weaknesses.
6) Antiantiserum: The most creative entry I'm tasked with judging, and among the most immersive. I think it's obnoxious as an enchantment (albeit I'm saying this as a more competitive-Constructed/Limited player who doesn't play Commander. Perhaps players pack more non-creature destruction spells in Commander than they do in Standard?). Regarding power and balance, I think it is acceptable. I could definitely see limiting the number of advisers it creates to the total number of opponents you have rather than the total number of players, but that's fairly minor in the grand scheme of things. I don't like the card because it would be very frustrating to play against (I hate it when my opponent uses JTMS to ensure I get mana screwed or mana-flooded every turn), but it is a great design all the same.
I considered putting this card in my top 3 (I would have ranked it 2nd), but I don't really believe it is in keeping with the spirit of the challenge. It nominally supports a creature type, but really it just works with itself. I'd have wanted a card that made people go "ooh, I want to play with advisor cards".
Tracking Season2G
Enchantment (Rare)
Whenever a land enters the battlefield under your control, you may have target creature you control explores. If that creature is a Scout, that creature explores again.
---
Is noncreature: Check
Names an unsupported type: Check
Good job!
"you may have target creature you control explores." typo
IDK about this, I feel like in a world where fetches and green land-search ramp exists, this card shouldn't. Double-explore on Scouts is excessive.
Spawning Engine3
Artifact — Equipment (R)
Living weapon
Germs you control get +1/+1 and have double strike.
Whenever equipped creature deals combat damage to a player, you may return target equipment you control to its owner's hand.
Equip — Sacrifice a Germ.
---
Is noncreature: Check
Names an unsupported type: Check
I have bolded the corrections I made to templating and/or formatting in the above.
Living weapon tribal is pretty strange. But ok, sure. I'm not really sure why this card is fighting with itself; "sacrifice a Germ" is a v steep cost even with the built-in Germ engine.
Gremlin ProblemRR
Sorcery (R)
Create a 1/1 red Gremlin creature token named Gremlin Rooter with "Each other Gremlin creature you control gets +1/+1 if an opponent controls an artifact."
Whenever an artifact that an opponent controls is destroyed, return Gremlin Problem to your hand from your graveyard.
Is noncreature: Check
Names an unsupported type: Check
IMO this has way too many moving parts. It's creating a token with a conditional lord ability and itself has an unrelated, repeatable recursion condition. Please don't.
Surrakar CharmUB
Instant (U)
Choose one. If you control a Surrakar creature, you may choose two instead and may choose the same mode more than once.
* Counter target spell unless its controller pays 1
* Target creature gets -1/-1 until end of turn.
* Target creature gains hexproof and is unblockable until end of turn.
---
Is noncreature: Check
Names an unsupported type: Check
These are a decent set of UB effects. I like what you did here and it's the first card in this batch where I didn't bail out at this point due to power level issues. It's hard to say whether they have Surrakar character because the number of Surrakar is so low; I don't really associate them with "being good at magic" so it's at least a little odd that the Surrakar bonus here is making your spell bigger and more flexible, but it's not wrong either. I suggest that Surrakar-cantrip would have been a good thing to do with it.
God Shard2
Tribal Artifact — God (R)
Indestructible
At the beginning of your upkeep scry X, where X is the number of Gods you control.
God spells you cast cost X less to cast, where X is the number of Gods you control. No one remembers the name of the God who was turned to stone. But everyone values the pieces.
---
Is noncreature: Check
Names an unsupported type: Check
Okay first of all tribal c'mon you're better than this
I feel like this is all of too-efficient, too-resilient, too-stackable, and too likely to promote a kind of play that's not very interesting, and doesn't so much support Gods as a creature type as support itself as a kind of mega-scry monster that simply adds unprecedented card selection to any deck that slots it in.
Break the Dams2BGU
Enchantment (M)
When Break the Dams enters the battlefield, destroy target land.
Whenever one or more lands are put into a graveyard from anywhere, you may return a crocodile, frog, or hippo card from your graveyard to your hand. If that card has converted mana cost 3 or less, put it onto the battlefield instead. When given an inch, nature will take a mile.
---
Is noncreature: Check
Names an unsupported type: Check
Capital letters on subtypes please.
I think your type choices and your CMC restriction are fighting each other here (38 total cards targeted, 19 cmc<=3). Also I honestly don't know how to cost this, because obviously it wants to be in a dredge or mill deck or something and the land destruction is a kind of weird guarantee-of-function but not the primary driver of the effect. But 5 across three colors seems very high. Props for choosing three types that work and are vaguely thematically linked, though!
Void-nothing- When thinking of tribal, first thing that comes to mind is races, yet classes have produced very intresting tribes (Warriora, wizards, clerics, Allies, etc). Scout is an interesting choice, but I don't think you're choosing the right colors to support them. and make more than half the scouts ever printed, The ability in the enchantment could fit for Scouts ratjer loosely: Scounts tend to interact with lands or become hard to block.
Flatline: I'm trying to picture a Shade deck and definitely you'd want to throw black mana around in the face of your opponent as fast as possible.
For such a strategy, the enchantment becomes useful by tweaking your mana needs a bit, yet one thing I do feel about your entry is that those abilities should be on a lord, as Shade tribal would be so straightforward that not being able to hit face with your card hurts a bit.
Ruggley: Intredting abilities and good flavor for mercenaries.
Sadly, Mercenaries was a supported tribe, so the submission ends up being off-challenge
RaikouRider: The cost reduction is quite dramatic, but I don't understanf why this is not green. Green has lots of ways to ramp things up and hydras have some traits that could have been used to advantage: They use +1/+1 counters and tend to escalate in power. I just feel rhis doesn't feel hydra-ish enough
Antiantiserum: If there's one class it should be annoying to play against, advisors it is. I don't know how printable this is, but getting your draws manipulated is annoying as hell, as lantern prooves to us all. Sure, this doen't mean such strategies should not be supported, yet I do feel that designing this the other way (making you scry) would have been the way to go here.
Mirrodin71: Lovely,only thing I'd change is the ammount of tokens to simplify the maths a bit. You have to think it a bit to realiza what a 7/7 ooze would be. Splitting oozes ala mitotic slime would be more ellegant.
Top three
1: Mirrodin71
2: Flatline
3: Antiantiserum
Ruggley - I feel like this is cool overall, but I'm not sure I can count Mercenaries as unsupported. I was hoping to see more feedback from others, as my grasp of the specifics of 'support cards' might be a bit off.
willows - I want more from this, like putting the revealed Dryad on the battlefield. Which might be too good, but I feel like 4 mana as a Rare should do more.
Sheoldred - I like this a lot, and feel like it could be very explosive. I'm glad it didn't grant evasiveness, as that would have probably been too far.
Jimmy Groove - This is pretty good. Though I definitely wanted the first ability to be a loot, as force spike doesn't thrill.
Ava - I kind of like the swarm gameplay you'd be looking to support with this. I am a bit iffy on the concept of a token lord, as that seems something a real creature should have.
kjsharp - I feel like this should put cards into your graveyard to really justify being Mythic. And I tend to really dislike the 'creature dump' cards where multiple types are referenced, but the fact that you picked three relevant unsupported tribes is impressive.
You made a brave choice in picking a tribe without a cohesive mechanical identity, and little flavor cohesion beyound that. Sadly, this card does not do much to create one. If Surrakar were replaced with ninja or horror,or any other tribe in those colors, this card would not feel any different in flavor or gameplay.
Welcome to CCL! Gremlin Problem captures the flavorful and mechanical nature of gremlins wonderfully. I also like how the card is clearly based on classic creature lords, but uses its card type to good effect in the second clause. However,
Gremlin Problem is rather over-dependent on the opponent.
Interesting flavor, but mechanically this card is all over the place. Land destruction/sacrifice, hippo frog and/or crocodile tribal and low CMC matters do not support one another, and this card requires you to have all three to get value out of it.
An interesting tribe choice, and I like the flavor that this card is getting at. Clever use of the tribal type to do something other than serve as a gimmicky marker; this was the first time I saw genuine merit in it. On the other hand, this card seems rather win-more
This card does exactly what I would expect a Scout tribal card to do. I also like how it is useful even without Scouts in play. A merit-badge-worthy design.
Buff and decent in-color keyword are mechanically sound, but not particularly interesting for a rare. In addition the flavor is disjoint: How does a palace make you indestructible? Why do equines (which lack known sentient members in MTG) have palaces anyway? If this is some My Little Pony in-reference, I don't get it. A little flavor text would go a long way in making this card coherent.
mirrodin71 - Every Ooze is a Mitotic Slime now! Fun (especially if you're Mark Rosewater) but probably too expensive, and the math is bizarre - how come a 2/2 Ooze only splits into one 1/1 but a 6/6 into three 3/3s? Should really give you two tokens at all times in order to make any sense. I like how you can make sacrifice combo chains but never go infinite thanks to the round-down clause.
Ruggley - Oof, this is just a wordy mess. The flavor of the destruction ability is bizarre - how come the Mercenaries can kill even people without bounties on them? Isn't that why they're being hired under this flavor, to bounty hunt, and therefore should just get bigger bonuses from the destruction? This would have microtext, and is definitely not worth that. The ultimate also feels nonblack mechanically. Finally... there's plenty of Mercenary tribal already.
willows - This card feels old-school green, but still in color - hosing attackers generally is the province of things like Barbed Foliage and Briar Patch and I enjoy how closely this sticks to that same bushes-are-dangerous flavor. I do wish this was a little higher-impact - putting the Dryad onto the battlefield so it can be a blocker, or at least letting you cast as though it had flash - but otherwise fun design that could honestly cost quite a bit less.
Sheoldred - I love the concept of a living weapon/Germ lord that's an Equipment but I wish this did more without outside living weapons. As-is it's pretty parasitic, especially with the equip cost - couldn't there be an option to pay mana instead, at least?
Jimmy Groove - I'm not sure I get this all that much. It's a charm, named Surrakar Charm, that has a bonus if you control a Surrakar. And Surrakar are blue and black. Fine. Except Surrakar have no mechanical identity as such... So the card just feels like a generic charm, unmemorable and flavorless.
Ava - A very sweet and flavorful hoser card. I like the idea of repeatedly making lords, and it definitely fits in with Gremlins to do this strategy. The whole antisynergy of wanting to destroy opposing artifacts to recur this but also wanting at least one on the board is definitely strategic tension but is also awkward.
void_nothing - The flash seems a bit unnecessary. Five mana to return a permanent and each aura attached to it seems kinda weak. The rest of the card seems pretty cool, although I'm not sure the abilities fit the scout creature type very well. Scouts are generally about discovery and information, flash seems like something a wizard would do. It also seems like the enchantment aspect of the card would make more sense on a wizard.
mirrodin71 - This seems like a really cool Ooze engine. The ability harkens back to Mitotic Slime, which is a card I always really liked. I don't really think blue is needed on the card at all. Most slimes are green, including Mitotic Slime, which this card is very similar to. I wish the card did something a little more on its own. Four mana is a lot for a card that doesn't do anything until a creature you control dies, but I suppose what it does do is potentially quite powerful, so maybe it's ok. I'd like to see it put out a 2/2 green Ooze token when it enters the battelfield or something though. I'm not really a big fan of the name, and flavor text would've fit on the card.
Ruggley - There's a lot of words on this card. I suppose it might all fit, but a short 1 line ability somewhere on here would've been nice. The card itself is pretty neat. I like all of the interactions between abilities and mercenaries on the card. The balance seems pretty good. The 2 starting loyalty seems low, but the second ability is pretty strong if you are playing mercenaries.
willows - This is a very flavorful card, even without any flavor text. I'm not a huge fan of the fact that it costs 4 mana for something that relies on your opponent to work, but I suppose the effect is probably powerful enough to warrant it.
Sheoldred - I love the idea of a living weapon Germ lord, and the execution of the idea is really pretty good. I really like the activated ability, but I'm a bit nervous about an anthem that costs three giving double strike, even if it is only giving the bonus to germs. It's possible that the equip cost may go a long way towards helping to balance that out though. I think the card would be better if you dropped the doubel strike, and made equip cost mana instead of what it is.
Jimmy Groove - Oh man, I had to go back and look up what a Surraker even was. It is a creature type that was only seen in the first Zendikar block, and there are only 4 of them. I'm not sure why you would go with such an under-represented creature type, especially when the idea you came up with would have worked for any creature type at all. With that aside, this seems like a pretty fair, somewhat under-powered charm. Nothing too exciting, but a printable card, assuming they ever go back and revisit, Surrakers.
1st: Sheoldred
2nd: willows
3rd: mirrodin71
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(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)
Deepening ShadowsBB Enchantment (R)
Shade creature spells you cast cost B less to cast. BB: Shades you control get +1/+1 until end of turn.
Flatline: The flavour is striking, a lot more striking than existing Shades. The best thing to do with this right now may be playing Nantuko Shades. Turn two this enchantment, turn three three Nantuko Shades, turn four attack for 12? Allowing the card to make Shades even cheaper is probably the wrong way. Measuring it at that there should be at least one other shade with 2 power that can be played this early.
Expert Scouting1WU Enchantment (R)
Flash
Scout spells you cast cost mana 1 less to cast.
You may cast Scout spells as though they had flash. WU: Return target permanent you own and all Auras you own attached to it to your hand. "All disaster can be averted. All danger can be avoided. All directives can be achieved." - Motto of the Shorestriders
void_nothing: This card has cool flavour and does a lot of things. I only wish this card would be green, that's where the nice ETB effects are. The other colors mostly have ... stuff. Kind of a dilemma here, without WU you can't add blink, but those color's Scouts don't deliver the best abuse potential.
Split Growing2UG Enchantment (R)
Whenever a Ooze creature you control dies, create X X/X green Ooze creature tokens. Where X is half power of that creature rounded down.
mirrodin71: This is a cool card that captures the Ooozes shtick very well. The chosen image however doesn't do it for me. There are human bodies in that Ooze, I'd expect a BG or B card that revolves around any creature's death, in a more gruesome way.
Lorca, Cateran Overseer2BB Legendary Planeswalker – Lorca {M}
|+2:| Put a bounty counter on up to two target creatures your opponents control. For as long as a creature has a bounty counter on it, it has "When this creature dies, each opponent draws a card and gains 2 life."
|0:| Destroy target creature with a bounty county on it. If you control a Mercenary, destroy target creature instead.
|-6:| You get an emblem with "Whenever a creature enters the battlefield under an opponent's control, you may search your library for a Mercenary card and put it onto the battlefield. Then shuffle your library."
[2]
Ruggley: The flavor makes sense as the Caterans seem to be mainly assassins. Weird that the only cards so far playing with bounty counters are not Mercenaries. Spending tons of mana for example. The first ability already should lead to a lot of deaths, I'm not sure the second ability has to add another source of death to the board, maybe another effect would have been nice. It kind of supports the tribe but I'd like it more if it would support what the tribe does card-wise.
Hidden in the Branches3G Enchantment (R)
Whenever one or more creatures attack you or a planeswalker you control, look at the top three cards of your library. You may reveal a Dryad card from among them and put it into your hand. Put the rest on the bottom in a random order.
willows: Nice to see the other side from Lost in the Woods. Once per attack this nets you up to one creature card to the hand. I like it but feel like this could be a little bit more pushed. For one there a hand full of enchantment that put creatures from your library into play for a similar small effort. Besides that Dryads so far can't be counted to the most powerful creatures around. I see no problem with this card bringing the Dryad directly into play or being a little bit cheaper.
Spawning Engine3 Artifact-Equipment R
Living Weapon
Germs you control get +1/+1 and double strike.
Whenever equipped creature deals combat damage to a player, you may return target equipment you control to its owner's hand.
Equip-Sacrifice a germ.
Sheoldred: Cool idea but very carefully desinged. One Germ to equip, one Germ to sacrifice, potentionally two Germs to return. You double your power on the one hand but can only attack every other turn or so. I wonder how good this works with the existing living weapons. Maybe this can be less demanding.
1. void_nothing
2. willows
3. Flatline
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void_nothing
mirrodin71
Ruggley
willows
Sheoldred
Jimmy Groove
Ava
kjsharp
TheDrB
netn10
Hemlock
RaikouRider
Antiantiserum
Flatline
I picture creatures going on the attack through a forest in order to get to you and because of that, those creatures stir up some Dryads. Simple enough. Is it the type of support Dryads are looking for? That's hard to answer definitively. Yes, you want more cards to play more cards but every tribe wants that and so it has a slight generic feel to it. I would have like to have seen the word "forest" used somewhere on the card. Something akin to Lost in the Woods would feel more like a Dryad ability.
Sheoldred
Great job on this. I love everything about it except the name. It's super close to capturing the design but, for me, it's not quite there. If the name is going to be my only nitpick then I think you designed a pretty good card. It functions perfectly as a support card for Germs. Granted, more Germs need printed but that doesn't take away from the possibilities this card brings to the tribe. Spawning Engine also hides the design challenge behind it's simplicity. I don't see any sign of forcing the challenge through. Nice!
JimmyGroove
I was this close from choosing Surrakar over Mercenaries. I'm glad someone did. Even though there are only 4 of these creatures, I do feel like there are enough of them as well as enough wikiable info on them to have landed on more appropriate modes for this charm. The closest mode to an existing Surrakar effect is mode 3 part 2 with being unblockable as one of them has intimidate.
Ava
A few templating and typo issues here and Gremlins have a little support already but not much. Gremlin Problem is a useful card but this design doesn't wow me.
Kjsharp
Definitely don't see a lot of support for these guys and your flavor design is one the money. Everything fits great together in terms of flavor but this ability, even at 5 cmc and 3 colors, would be busted by someone...and I love that!! It's perfect for this whole mythic design. A clear pleasure went into this design.
TheDrB
You've captured the challenge requirements but the card could use a few more rounds of changes.
1. Sheoldred
2. kjsharp
3. Willows
A fun challenge. I've learned a lot from the entries that reach a higher quality and I've learned just as much from the weaker designs. Thanks to everyone for educating me a little more this week!
1) The Dr.B: You definitely identified the key problem with gods - their cost. I think I would have run with that and dropped the other two abilities. A good first draft of a design! Now its time to hone! Your card made me think of this one:
Stone of the Pantheon 2
Artifact (R)
God spells cost (1) less to cast.
: Add one mana of any color to your mana pool.
2) Hemlock: Good power level, and one day I sure do hope that Wizards supports an Equine tribe. Solid card. Remember that you "get" +X/+X and "gain" text or attributes. I don't know if the unconventionality of "until the next end step" is worth the power boost or memory tax, but see what others say. If you want to improve the card for the future, I think I would make the card a bit more immersive, both by changing the name and having a more "horsy" effect - don't lean on Crested Sunmare so heavily. Those are more suggestions than minor nitpicks - I like the card.
3) netn10: Scouts definitely need official Magic support, perhaps more so than any other creature type submitted to this competition. And I like the technology you chose. I wish Wizards had printed a card this set that had your creatures "explore" enemy lands. You costed your card in a way that is at least on the fringes of Constructed playability while being fair in Limited. This card might end up being a contender for Marshall's "groan-test" award though. Be careful about grammatical issues. All in all, a very nice card!
4) RaikouRider: Great card. Appropriately costed. I want this to be an Un-card so bad --> "Hydra spells cost X less, where X is the total number of heads in its art". Flavorful and fun card.
5) Flatline: Fun design. Resonant with Magic's past, and would cause many a Black afficionado to look at old Shade cards again. Balanced and costed well. Helps Shades overcome some of their weaknesses.
6) Antiantiserum: The most creative entry I'm tasked with judging, and among the most immersive. I think it's obnoxious as an enchantment (albeit I'm saying this as a more competitive-Constructed/Limited player who doesn't play Commander. Perhaps players pack more non-creature destruction spells in Commander than they do in Standard?). Regarding power and balance, I think it is acceptable. I could definitely see limiting the number of advisers it creates to the total number of opponents you have rather than the total number of players, but that's fairly minor in the grand scheme of things. I don't like the card because it would be very frustrating to play against (I hate it when my opponent uses JTMS to ensure I get mana screwed or mana-flooded every turn), but it is a great design all the same.
I considered putting this card in my top 3 (I would have ranked it 2nd), but I don't really believe it is in keeping with the spirit of the challenge. It nominally supports a creature type, but really it just works with itself. I'd have wanted a card that made people go "ooh, I want to play with advisor cards".
1. RaikouRider
2. netn10
3. Flatline
Enchantment (Rare)
Whenever a land enters the battlefield under your control, you may have target creature you control explores. If that creature is a Scout, that creature explores again.
---
Is noncreature: Check
Names an unsupported type: Check
Good job!
"you may have target creature you control explores." typo
IDK about this, I feel like in a world where fetches and green land-search ramp exists, this card shouldn't. Double-explore on Scouts is excessive.
Artifact — Equipment (R)
Living weapon
Germs you control get +1/+1 and have double strike.
Whenever equipped creature deals combat damage to a player, you may return target equipment you control to its owner's hand.
Equip — Sacrifice a Germ.
---
Is noncreature: Check
Names an unsupported type: Check
I have bolded the corrections I made to templating and/or formatting in the above.
Living weapon tribal is pretty strange. But ok, sure. I'm not really sure why this card is fighting with itself; "sacrifice a Germ" is a v steep cost even with the built-in Germ engine.
Sorcery (R)
Create a 1/1 red Gremlin creature token named Gremlin Rooter with "Each other Gremlin creature you control gets +1/+1 if an opponent controls an artifact."
Whenever an artifact that an opponent controls is destroyed, return Gremlin Problem to your hand from your graveyard.
Is noncreature: Check
Names an unsupported type: Check
IMO this has way too many moving parts. It's creating a token with a conditional lord ability and itself has an unrelated, repeatable recursion condition. Please don't.
Surrakar Charm UB
Instant (U)
Choose one. If you control a Surrakar creature, you may choose two instead and may choose the same mode more than once.
* Counter target spell unless its controller pays 1
* Target creature gets -1/-1 until end of turn.
* Target creature gains hexproof and is unblockable until end of turn.
---
Is noncreature: Check
Names an unsupported type: Check
These are a decent set of UB effects. I like what you did here and it's the first card in this batch where I didn't bail out at this point due to power level issues. It's hard to say whether they have Surrakar character because the number of Surrakar is so low; I don't really associate them with "being good at magic" so it's at least a little odd that the Surrakar bonus here is making your spell bigger and more flexible, but it's not wrong either. I suggest that Surrakar-cantrip would have been a good thing to do with it.
Tribal Artifact — God (R)
Indestructible
At the beginning of your upkeep scry X, where X is the number of Gods you control.
God spells you cast cost X less to cast, where X is the number of Gods you control.
No one remembers the name of the God who was turned to stone. But everyone values the pieces.
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Is noncreature: Check
Names an unsupported type: Check
Okay first of all tribal c'mon you're better than this
I feel like this is all of too-efficient, too-resilient, too-stackable, and too likely to promote a kind of play that's not very interesting, and doesn't so much support Gods as a creature type as support itself as a kind of mega-scry monster that simply adds unprecedented card selection to any deck that slots it in.
Enchantment (M)
When Break the Dams enters the battlefield, destroy target land.
Whenever one or more lands are put into a graveyard from anywhere, you may return a crocodile, frog, or hippo card from your graveyard to your hand. If that card has converted mana cost 3 or less, put it onto the battlefield instead.
When given an inch, nature will take a mile.
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Is noncreature: Check
Names an unsupported type: Check
Capital letters on subtypes please.
I think your type choices and your CMC restriction are fighting each other here (38 total cards targeted, 19 cmc<=3). Also I honestly don't know how to cost this, because obviously it wants to be in a dredge or mill deck or something and the land destruction is a kind of weird guarantee-of-function but not the primary driver of the effect. But 5 across three colors seems very high. Props for choosing three types that work and are vaguely thematically linked, though!
2. kjsharp
3. Ava
Void-nothing- When thinking of tribal, first thing that comes to mind is races, yet classes have produced very intresting tribes (Warriora, wizards, clerics, Allies, etc). Scout is an interesting choice, but I don't think you're choosing the right colors to support them. and make more than half the scouts ever printed, The ability in the enchantment could fit for Scouts ratjer loosely: Scounts tend to interact with lands or become hard to block.
Flatline: I'm trying to picture a Shade deck and definitely you'd want to throw black mana around in the face of your opponent as fast as possible.
For such a strategy, the enchantment becomes useful by tweaking your mana needs a bit, yet one thing I do feel about your entry is that those abilities should be on a lord, as Shade tribal would be so straightforward that not being able to hit face with your card hurts a bit.
Ruggley: Intredting abilities and good flavor for mercenaries.
Sadly, Mercenaries was a supported tribe, so the submission ends up being off-challenge
RaikouRider: The cost reduction is quite dramatic, but I don't understanf why this is not green. Green has lots of ways to ramp things up and hydras have some traits that could have been used to advantage: They use +1/+1 counters and tend to escalate in power. I just feel rhis doesn't feel hydra-ish enough
Antiantiserum: If there's one class it should be annoying to play against, advisors it is. I don't know how printable this is, but getting your draws manipulated is annoying as hell, as lantern prooves to us all. Sure, this doen't mean such strategies should not be supported, yet I do feel that designing this the other way (making you scry) would have been the way to go here.
Mirrodin71: Lovely,only thing I'd change is the ammount of tokens to simplify the maths a bit. You have to think it a bit to realiza what a 7/7 ooze would be. Splitting oozes ala mitotic slime would be more ellegant.
Top three
1: Mirrodin71
2: Flatline
3: Antiantiserum
Ruggley - I feel like this is cool overall, but I'm not sure I can count Mercenaries as unsupported. I was hoping to see more feedback from others, as my grasp of the specifics of 'support cards' might be a bit off.
willows - I want more from this, like putting the revealed Dryad on the battlefield. Which might be too good, but I feel like 4 mana as a Rare should do more.
Sheoldred - I like this a lot, and feel like it could be very explosive. I'm glad it didn't grant evasiveness, as that would have probably been too far.
Jimmy Groove - This is pretty good. Though I definitely wanted the first ability to be a loot, as force spike doesn't thrill.
Ava - I kind of like the swarm gameplay you'd be looking to support with this. I am a bit iffy on the concept of a token lord, as that seems something a real creature should have.
kjsharp - I feel like this should put cards into your graveyard to really justify being Mythic. And I tend to really dislike the 'creature dump' cards where multiple types are referenced, but the fact that you picked three relevant unsupported tribes is impressive.
1. Sheoldred
2. Jimmy Groove
3. Ava
Gremlin Problem is rather over-dependent on the opponent.
3 Ava
2 TheDrB
1 Netn10
WBGGhave Sisters
BUG Sidisi, Brood Tyrant Reanimator
BBBSheoldred, Whispering One Swamps-matter ramp
Standard
UR Drake
Pauper
GW Bogle
mirrodin71 - Every Ooze is a Mitotic Slime now! Fun (especially if you're Mark Rosewater) but probably too expensive, and the math is bizarre - how come a 2/2 Ooze only splits into one 1/1 but a 6/6 into three 3/3s? Should really give you two tokens at all times in order to make any sense. I like how you can make sacrifice combo chains but never go infinite thanks to the round-down clause.
Ruggley - Oof, this is just a wordy mess. The flavor of the destruction ability is bizarre - how come the Mercenaries can kill even people without bounties on them? Isn't that why they're being hired under this flavor, to bounty hunt, and therefore should just get bigger bonuses from the destruction? This would have microtext, and is definitely not worth that. The ultimate also feels nonblack mechanically. Finally... there's plenty of Mercenary tribal already.
willows - This card feels old-school green, but still in color - hosing attackers generally is the province of things like Barbed Foliage and Briar Patch and I enjoy how closely this sticks to that same bushes-are-dangerous flavor. I do wish this was a little higher-impact - putting the Dryad onto the battlefield so it can be a blocker, or at least letting you cast as though it had flash - but otherwise fun design that could honestly cost quite a bit less.
Sheoldred - I love the concept of a living weapon/Germ lord that's an Equipment but I wish this did more without outside living weapons. As-is it's pretty parasitic, especially with the equip cost - couldn't there be an option to pay mana instead, at least?
Jimmy Groove - I'm not sure I get this all that much. It's a charm, named Surrakar Charm, that has a bonus if you control a Surrakar. And Surrakar are blue and black. Fine. Except Surrakar have no mechanical identity as such... So the card just feels like a generic charm, unmemorable and flavorless.
Ava - A very sweet and flavorful hoser card. I like the idea of repeatedly making lords, and it definitely fits in with Gremlins to do this strategy. The whole antisynergy of wanting to destroy opposing artifacts to recur this but also wanting at least one on the board is definitely strategic tension but is also awkward.
1. Ava
2. willows
3. mirrodin71
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
mirrodin71 - This seems like a really cool Ooze engine. The ability harkens back to Mitotic Slime, which is a card I always really liked. I don't really think blue is needed on the card at all. Most slimes are green, including Mitotic Slime, which this card is very similar to. I wish the card did something a little more on its own. Four mana is a lot for a card that doesn't do anything until a creature you control dies, but I suppose what it does do is potentially quite powerful, so maybe it's ok. I'd like to see it put out a 2/2 green Ooze token when it enters the battelfield or something though. I'm not really a big fan of the name, and flavor text would've fit on the card.
Ruggley - There's a lot of words on this card. I suppose it might all fit, but a short 1 line ability somewhere on here would've been nice. The card itself is pretty neat. I like all of the interactions between abilities and mercenaries on the card. The balance seems pretty good. The 2 starting loyalty seems low, but the second ability is pretty strong if you are playing mercenaries.
willows - This is a very flavorful card, even without any flavor text. I'm not a huge fan of the fact that it costs 4 mana for something that relies on your opponent to work, but I suppose the effect is probably powerful enough to warrant it.
Sheoldred - I love the idea of a living weapon Germ lord, and the execution of the idea is really pretty good. I really like the activated ability, but I'm a bit nervous about an anthem that costs three giving double strike, even if it is only giving the bonus to germs. It's possible that the equip cost may go a long way towards helping to balance that out though. I think the card would be better if you dropped the doubel strike, and made equip cost mana instead of what it is.
Jimmy Groove - Oh man, I had to go back and look up what a Surraker even was. It is a creature type that was only seen in the first Zendikar block, and there are only 4 of them. I'm not sure why you would go with such an under-represented creature type, especially when the idea you came up with would have worked for any creature type at all. With that aside, this seems like a pretty fair, somewhat under-powered charm. Nothing too exciting, but a printable card, assuming they ever go back and revisit, Surrakers.
2nd: willows
3rd: mirrodin71
Enchantment (R)
Shade creature spells you cast cost B less to cast.
BB: Shades you control get +1/+1 until end of turn.
Enchantment (R)
Flash
Scout spells you cast cost mana 1 less to cast.
You may cast Scout spells as though they had flash.
WU: Return target permanent you own and all Auras you own attached to it to your hand.
"All disaster can be averted. All danger can be avoided. All directives can be achieved." - Motto of the Shorestriders
void_nothing: This card has cool flavour and does a lot of things. I only wish this card would be green, that's where the nice ETB effects are. The other colors mostly have ... stuff. Kind of a dilemma here, without WU you can't add blink, but those color's Scouts don't deliver the best abuse potential.
Enchantment (R)
Whenever a Ooze creature you control dies, create X X/X green Ooze creature tokens. Where X is half power of that creature rounded down.
Legendary Planeswalker – Lorca {M}
|+2:| Put a bounty counter on up to two target creatures your opponents control. For as long as a creature has a bounty counter on it, it has "When this creature dies, each opponent draws a card and gains 2 life."
|0:| Destroy target creature with a bounty county on it. If you control a Mercenary, destroy target creature instead.
|-6:| You get an emblem with "Whenever a creature enters the battlefield under an opponent's control, you may search your library for a Mercenary card and put it onto the battlefield. Then shuffle your library."
[2]
Enchantment (R)
Whenever one or more creatures attack you or a planeswalker you control, look at the top three cards of your library. You may reveal a Dryad card from among them and put it into your hand. Put the rest on the bottom in a random order.
Artifact-Equipment R
Living Weapon
Germs you control get +1/+1 and double strike.
Whenever equipped creature deals combat damage to a player, you may return target equipment you control to its owner's hand.
Equip-Sacrifice a germ.
2. willows
3. Flatline