Welcome to the first MCC of the new year! Prepare for a month of challenges that will test your metal as you fill in cards late into a sets development! Be ready to try and tie your design and development skills.
Standard has taken shape with the most recent block, and it's not doing so well. A clear, top tier deck dominates the format: Red deck wins! Development is putting in some last minute silver bullets to the newest set to help fix the problem, and they identified the card they most want to target: Brackeon Spell-Rider. Not only does it enable the RDW archetype, it makes a goblin tribal variant overly potent too.
Brackeon Spell-Rider2RR
Creature - Goblin Shaman (M)
First Strike, haste
Whenever Brackeon Spell-Rider attacks, exile an instant or sorcery card with a converted mana cost 3 or less from your graveyard.
Whenever Brackeon Spell-Rider deals combat damage to a player, you may cast a card exiled with it this turn without paying its mana cost.
3/4
Main Challenge: Design a card for this fictitious standard that would help hose Brackeon Spell-Rider! Subchallenge 1 : Your card has a converted mana cost of 3 or less. (It needs to be cheap to be effective!) Subchallenge 2: Your card isn't red. (We don't need to make RDW more powerful!)
If you have questions about the challenge, please post in the MCC discussion thread. Best of luck!
Design Deadline: All submissions are to be final and submitted by January 15th 11:59 PM EST
Judging Deadline: All judgements are to be final and completed by January 18th 11:59 PM EST
Design - (X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? (X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development - (X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity? (X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity - (X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”? (X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish - (X/3) Quality: Points deducted for incorrect spelling, grammar, and templating. (X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge? (X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
A reminder to everyone: In the MCC, putting rarity on cards is mandatory! If you don't put a rarity on your card, expect huge deductions in both Viability AND Quality.
Also, you should format your text cards accordingly to the forum rules (see the "this formatting looks best" spoiler in the linked OP). Again, expect deductions in Quality otherwise.
Bishop of the Beyond2W
Creature - Human Cleric (U)
Lifelink (Damage dealt by this creature also causes you to gain that much life)
Whenever a card is exiled, untap Bishop of the Beyond. It gets +1/+1 until end of turn. "Yet another beleiver enters the beyond. I must not waver"
2/4
Public Hanging1BB
Enchantment (M)
Flash
When Public Hanging enters the battlefield, exile target monocolored creature.
Creatures that share a color with a card exiled with Public Hanging get -1/-0. "Their courage is mere peacockery. Cowardice is in their bones."
Porcupine Formation1W
Enchantment (U)
Creatures with first strike or double strike can't attack you or planeswalkers you control. 5: Put a +1/+1 counter on target creature. It gains first strike for as long as it has a +1/+1 counter on it.
Sigil of the Sun1WW
Artifact (R) T: Target creature you control gets +1/+1 until end of turn. W, T: Prevent all combat damage that would be dealt to you by target attacking creature this turn. WW, T: Exile all cards from all graveyards. The sun has many different rays, each following its own path.
Private Mod Note
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MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here) CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016 DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for: "Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index.Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Peaceful Oblivion1WW
Enchantment (R)
Players can't cast spells from exile.
Permanents can't enter the battlefield from exile.
Whenever a card is put into exile from anywhere, you gain 1 life. Reality is harsh, cruel, alive. Oblivion is calm, peaceful, and dead.
Venomblade DuelistWB
Creature - Human Assassin (R)
First strike, deathtouch 1WB: Target creature blocking or blocked by Venomblade Duelist loses first strike and double strike until end of turn. She practices the most subtle and cruel form of warfare.
1/1
Sacred Respite1WU
Enchantment (R)
When Sacred Respite enters the battlefield, exile all cards from all graveyards.
Creatures with power greater than the number of cards in their controller’s graveyard can't attack. “Speak not about your future near a graveyard, lest the spirits get jealous.”
Judgements. Solid round over all. This challenge required a lot of mental playtesting, which is a very difficult skill to develop. While a lot of entries where solidly designed cards, most lost a point over whether they would hold up against a deck of cards versus just Spell-Rider in a vacuum.
Bravelion83
Sigil of the Sun 1WW
Artifact (R)
T: Target creature you control gets +1/+1 until end of turn.
W, T: Prevent all combat damage that would be dealt to you by target attacking creature this turn.
WW, T: Exile all cards from all graveyards.
The sun has many different rays, each following its own path.
Design -
(2/3) Appeal: All the effects are kinda small for timmy, though there may be some interest in preventing damage every turn. The free tap effect in particular gives johnny something to think about. This is really a spike card in terms of a swiss army knife of repeatable options.
(3/3) Elegance: Three simple and clean effects make this card easy to grok. Creates a decent amount to track during combat, but for a rare this is acceptable.
Development -
(3/3) Viability: Looks on point to me.
(2.5/3) Balance: The first thing that came to mind was Scepter of Dominance and thinking about how much play that had in the (jund) standard of it’s time. It definitely made some control lists and saw fringe play, though I don’t think it’s fair to say it was huge. I feel your card fills a similar zone. Each effect it has is weaker than the scepters but often relevant. Now for our fictitious standard I think this card certainly would be tried, but would probably be insufficient. That’s ok for the cards balance in a vacuum, but will affect the main challenge. It’s also still very limited relevant, and might find some homes in EDH lists since it offers a suite of counters at a low mana cost.
Creativity -
(2/3) Uniqueness: None of these effects are unique, and I feel similar white artifacts have been done before (Scepter of Dominance, Spear of Heliod) but the suite of options feels fresh and different from say, staff of dominance.
(2.5/3) Flavor: The flavor is solid and fair, though the flavor text feels a bit abstract in describing this as an artifact. It almost feels more enchantment-like.
Polish -
(3/3) Quality: On point.
(1.0/2) *Main Challenge: This card does hose both major attributes of Brakeon Spell-Rider, but probably won’t be an effective counter to the standard environment. It is still a notable mana investment to prevent the damage every turn (at least against a RDW clock) and is less versatile in stopping RDW that I think Scepter of Dominance would be. It is also an artifact, with RDW could side against.
(2/2) Subchallenges: All good here.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
Forestsguy
Bishop of the Beyond 2W
Creature - Human Cleric (U)
Lifelink (Damage dealt by this creature also causes you to gain that much life)
Whenever a card is exiled, untap Bishop of the Beyond. It gets +1/+1 until end of turn.
"Yet another beleiver enters the beyond. I must not waver"
2/4
Design -
(1.5/3) Appeal: Timmy will pass this over. Johnny has some interesting in abusing the untap clause and/or growing power since the trigger is free. Spike would play this in limited for sure, standard perhaps.
(2.5/3) Elegance: I think many people will pass over the fact that it cares about cards regardless of where it’s exiled from or by whom. But otherwise fine.
Development -
(3/3) Viability: Seems about on point. It actually pushes towards being rare, but that would weigh heavily on what cards were available to exile things.
(2.5/3) Balance: Four toughness is a big but for an uncommon with decent, potentially growing stats. Though it probably needed that extra point, otherwise it would of been too easy for RDW to work around. Most standards have some 3 damage spell at 2CC that would of picked this off before it was relevant. The power of this card in most standard environments would be fair, but certain mechanics would push this more into rare territory (like madness or delve.) Strong in limited even before the trigger.
Creativity -
(2.5/3) Uniqueness: I don’t believe there is a card that triggers off of exiling like this. Despite how simple this is, it’s quite new and potentially lenticular.
(2.5/3) Flavor: I do like how the flavor text ties into the mechanics of the card. A little on the nose of exiling/beyond.
Polish -
(2.5/3) Quality: Believer is spelled wrong.
(1.0/2) *Main Challenge: This does stop spell-rider in a vacuum, and gains life on offense and defense doing it which makes it a must answer to RDW. However, it will likely still be killed on block by the spell riders first strike damage plus a shock. So it often will be answered by RDW and not net life doing so.
(2/2) Subchallenges: Done and done.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
StonerOfKruphix
Archive Sanctifier 1WU
Creature - Human Wizard (R)
When Archive Sanctifier enters the battlefield, exile all instant and sorcery cards from all opponents' graveyards. You gain 1 life for each card exiled this way.
Your opponents can’t cast spells with the same name as a card exiled with Archive Sanctifier.
"The past belongs to those who will respect it."
¼
Design -
(1.5/3) Appeal: Timmy likes the potential big surger of life gain he can get. Johnny might have some fun setting it up too, but it isn;t really his style. Spike appreciates how this can powerfully hose certain decks.
(2.5/3) Elegance: The mechanics of the card are easy enough to understand though include enough caveats that I think some folks might stumble. If anything the flavor concept of the card is the most confusing.
Development -
(3/3) Viability: The colors, rarity, and rules are on point.
(2.5/3) Balance: This card will be a powerful hoser in the right environment, so long as it can net some cards in the graveyard. Though it seems very fair in doing so. It’s effect can be very interesting and quite strong or almost irrelevant. Swingy. Is it fast enough to stop RDW since it needs spells in their graveyard first though? It almost feels better versus control. Super EDH card though.
Creativity -
(2.5/3) Uniqueness: Reminds me of meddling mage, but is clearly distinct with it’s own niche.
(1.5/3) Flavor: This is where I’m most confused. It sanctifies archives… by getting rid of them? I don’t understand the flavor concept here. I think there is a serious disconnect between the name and the mechanics, as well as the name and the flavor text.
Polish -
(3/3) Quality: Looks good.
(1/2) *Main Challenge: As stated, I think this card almost does better against a control deck then RDW. Especially a goblin aggro variant. The fact that this triggers on ETB means it needs to hit the relevant instant/sorceries on that first cast or otherwise the Spell-Rider will be cast, attacking into it, and win with the help of a shock. This feels a little to easy to play around if you’re trying to stabalize against RDW.
(2/2) Subchallenges: Both yes.
Total: 19.5/25
*An entry with 0 points here is subject to disqualification.
TheDrB
Testing Grounds 1GW
Enchantment (R)
Whenever a creature attacks or blocks, it loses all abilities until end of combat.
Everything falls away, and your true strength is revealed.
Design -
(1.5/3) Appeal: timmy ignores cards like these. Johnny looks into creatures that normally have drawbacks that this would negate. Spike sees potential sideboard material.
(3/3) Elegance: Quite simple to understand
Development -
(2/3) Viability: I could almost see this as mono colored though. It still works a WG. Sadly, you can't have a creature lose all abilities and not set it's P/T, since cards like Maro would cease to have a P/T and that isn't allowed in the game rules.
(2/3) Balance: This is a total sideboard card that will only be relevant in specific environments with key cards this needs to hamper. That said, it feels fair. Dead weight in limited. Probably won’t stop RDW.
Creativity -
(2.5/3) Uniqueness: The name and colors feel like a reference to dueling grounds, though the effects and triggers are quite different. Conditional humility hasn’t been done like this before.
(3/3) Flavor: I quite like the flavor. It ties well into the mechanics as well as well as gives the card character.
Polish -
(2/3) Quality: As stated above, the ability doesn't work. It needs to set a P/T somewhere.
(1.5/2) *Main Challenge: This does hose the spell-rider pretty well, though it’ll still get to attack with haste before it’s abilities are negated, and a ¾ nonability creature is still relevant against your also ability negated creatures. RDW would have trouble siding against it, maybe have to go straight burn. This card would have to be used in combination with a deck that played bigger bodied creatures and/or vigilance to out maneuver the RDW. It’s possible, but it feels more like “Anti RDW” and would do poorly against any other deck in a standard format. It be an affinity environment all over again if that makes sense.
(2/2) Subchallenges: Both done.
Total: 19.5/25
*An entry with 0 points here is subject to disqualification.
War Time Economy1W
Enchantment (R)
Whenever a creature attacks, its controller can't cast spells this turn. Aggression is inherently messier than peace.
Design - (1,5/3) Appeal: Timmy doesn't care because thie card is more defensive than offesive, Spike can be sure his opponent won't use nasty combat tricks while attacking but has the same issues with his own combat tricks as Timmy, Johnny will find a way to abuse it with building around. (2/3) Elegance: This is a bit confising - some can mistook it with "as long as creature attacks...", but it actually negates the casting in combat phase and postcombat main phase.
Development - (3/3) Viability: Yes, this is white and Silence-like effect is rare no less. (1,5/3) Balance: This card is very specific and double-edged. It doesn't prevent your opponent from casting combat trick during your attack phase (the same is true for them though). It requires sorcery-heavy deck (or at least more defensive combat tricks) and more creatures that better to be cast before combat phase.
Creativity - (2,5/3) Uniqueness: The most similar effect has Wardscale Dragon but not so similar. (2,5/3) Flavor: A name is a bit awkward and uninspired, flavor text is okay I guess.
Polish - (2,5/3) Quality: "...until end of turn" seems more appropriate. (1,5/2) *Main Challenge: It stops Brackeon Spell-Rider from recasting spells but 3/4 first striker with haste is still a threat. (2/2) Subchallenges: Both yes.
Total: 19/25
*An entry with 0 points here is subject to disqualification.
Venomblade DuelistWB
Creature - Human Assassin (R)
First strike, deathtouch 1WB: Target creature blocking or blocked by Venomblade Duelist loses first strike and double strike until end of turn. She practices the most subtle and cruel form of warfare.
1/1
Design -
(2/3) Appeal: Good blocking engine but mostly useless attacker for Timmy, sideboard material for Spike, good killer abusable with Lure effects for Johnny.
(2,5/3) Elegance: Would've been perfect with keywords only. The second ability adds some complexity.
Development - (3/3) Viability: Yes, this is white-black and dangerous enough to be a rare. (2,5/3) Balance: Good example of cheap yet efficent creature, but I've seen more powerful two-drops.
Creativity - (2,5/3) Uniqueness: Combination of furst strike and deathtouch is nothing new but the negating ability adds enough spice. (3/3) Flavor: A perfect mix or white and black, everything on point.
Polish - (3/3) Quality: All okay. (1/2) *Main Challenge: It stops Brackeon Spell-Rider by blocking it but two-colored sideboard card is borderline acceptable IMO. (2/2) Subchallenges: Both yes.
Total: 21,5/25
*An entry with 0 points here is subject to disqualification.
Peaceful Oblivion1WW
Enchantment (R)
Players can't cast spells from exile.
Permanents can't enter the battlefield from exile.
Whenever a card is put into exile from anywhere, you gain 1 life. Reality is harsh, cruel, alive. Oblivion is calm, peaceful, and dead.
Design -
(1/3) Appeal: Timmy and Spike mostly don't care. Johnny knows it can make any Oblivion Ring effect deadly.
(2,5/3) Elegance: Three abilities are complex enough but they're all on the same theme.
Development -
(3/3) Viability: White and rare, all okay.
(2/3) Balance: Very specific to be a playable on its own, as I said in Appeal section.
Creativity -
(3/3) Uniqueness: A card that relies to exile so heavy is pretty unique, sure.
(2,5/3) Flavor: I guess the connection between exile and death is not true.
Polish -
(2,5/3) Quality: One extra space is the flavor text.
(1/2) *Main Challenge: Double mana cost is borderline acceptable if this supposed to be a panacea for any player who wants to play against Brackeon Spell-Rider. IMO the best choice should have been colorless so no one here perfected the card.
(2/2) Subchallenges: Both yes.
Total: 19,5/25
*An entry with 0 points here is subject to disqualification.
Man! I really wanted to post these last night, but life always gets in the way. I hate not giving people a chance to reply if I missed something egregious.
Public Hanging1BB
Enchantment (M)
Flash
When Public Hanging enters the battlefield, exile target monocolored creature.
Creatures that share a color with a card exiled with Public Hanging get -1/-0. "Their courage is mere peacockery. Cowardice is in their bones."
Design - (5/6)
(2.5/3) Appeal: I don't feel like this card excites Timmy too much. Johnny is interested in breaking the symmetry of the card, although that wouldn't be very difficult to do in a control deck. Spike likes the cheap removal with upside quite a bit, even if it does come with limitations.
(3/3) Elegance: Everything looks go to me.
Development - (4.5/6)
(2/3) Viability: Giving negative power without giving negative toughness is more associated with blue, but black certainly has had cards with it in the past (Cast into Darkness for instance). I'm not sure that this card strikes me as a mythic though. The effect is certainly powerful enough, but very rarely is removal printed at mythic.
(2/3) Balance: I'm hemming and hawing about whether or not this needs to cost 1 more, and I definitely think it needs to lose flash. I'm thinking you should maybe drop the flash even if you did bump up the cost by 1. This card really does a number on any mono-colored, creature-based deck. Even a multi-colored, creature deck would feel this things effects mightily. Permanently reducing the power of potentially all creatures your opponent controls is really strong. The fact that it is symmetrical helps to tone it down a bit, but most control decks aren't going to care too much about the symmetry. I definitely could see this getting played in Standard. I'm not sure there aren't better ways to hose the Spell Rider though. This is basically just removal, and I'm assuming the set already has some removal in it. Of course this is very powerful removal, which would probably make it the go-to, black, spot removal card, but it still hoses Spell Rider about as much as any other removal card would (other than reducing any subsequent Spell Rider's power a bit of course). Still, it does work to hose what it's supposed to hose. Beyond Standard, I could see this card seeing play in some EDH decks, and in limited. As it's currently written, it might even see some Modern play. It would certainly be sweet in Mono-Black Devotion.
Creativity - (5.5/6)
(2.5/3) Uniqueness: This card isn't really breaking any major ground, but it still feels quite fresh to me.
(3/3) Flavor: Love the flavor. Good work. The idea that a public hanging would work to instill trepidation in other creatures from the same walk of life really works. Also, any flavor text that uses the term peacockery is ok in my book.
Polish - (6.5/7)
(3/3) Quality: Looks good.
(1.5/2) *Main Challenge: Please see the balance section for an explaination of my half point reduction.
(2/2) Subchallenges: All good.
Total: 21.5/25
*An entry with 0 points here is subject to disqualification.
Holy Fusillade deals 2 damage divided as you choose among any number of target attacking creatures.
Holy Fusillade deals 4 damage divided as you choose among any number of target attacking Goblins.
Design - (4/6)
(1/3) Appeal: Timmy isn't impressed, and this is a bit too straight forward for Johnny. Spike might like this if a Goblin deck was popular in Standard, he would definitely like it for limited, especially if there a lot of Goblins running around.
(3/3) Elegance: Everything seems easy enough to comprehend.
Development - (4.5/6)
(3/3) Viability: White and uncommon seem good to me.
(1.5/3) Balance: Arrow Volley Trap says this card is about right. Unfortunately, I don't recall Arrow Volley Trap being played at all. I could see drafting this card for sure, but I just don't think it's powerful enough to see play anywhere else. Maybe in a Standard sideboard if Goblins was a thing. If Spell Rider was dominating Standard, I would think that white would already have better removal for it than this. I suppose your card could work well if Spell Rider was in a tribal Goblin deck, but I don't think that is what the Spell Rider seems like it is designed to do. It seems like it would be in RDW, or a U/R Spellslinger deck. If I asked my team to come up with something to combat the Spell Rider deck, I would hope they would come back with something better than more removal.
Creativity - (2.5/6)
(1/3) Uniqueness: Everything here has been done before. Even the spell becoming better when it targets a specific creature.
(1.5/3) Flavor: This has printable, but generic flavor.
Polish - (5.5/7)
(2.5/3) Quality: The colon after "Choose one" should be an em dash. I would have accepted a hyphen, but a colon is incorrect. Everything else looks good.
(1/2) *Main Challenge: Although this technically works to stop the Spell Rider, I'm just not sure this would be deckable against the deck I'm picturing the card being played in. I see it in a more spell based deck.
(2/2) Subchallenges: All good.
Total: 16.5/25
*An entry with 0 points here is subject to disqualification.
Sacred Respite1WU
Enchantment (R)
When Sacred Respite enters the battlefield, exile all cards from all graveyards.
Creatures with power greater than the number of cards in their controller’s graveyard can't attack. “Speak not about your future near a graveyard, lest the spirits get jealous.”
Design - (5.5/6)
(3/3) Appeal: What category do griefers fall in? I'm thinking Johnny, so Johnny would love this. It's a powerful enough control card to excite Spike as well. Timmy doesn't really see the point.
(2.5/3) Elegance: This card comes together rather nicely, and everything here is pretty easy to understand, although I fear that keeping a running tab on the number of cards in each player's graveyard might be a bit cumbersome.
Development - (4/6)
(3/3) Viability: Colors and rarity work for me.
(1/3) Balance: This card brings Ensnaring Bridge to mind, which is a card that I don't think could see print these days. Sure it costs more, and is harder to cast, but it also doesn't limit your hand size. I just feel like this card is a bit too griefer for what Magic is trying to do these days. If they did print this, I feel like it would cost at least 5 CMC. If there was any other graveyard hate at all in Standard, I'm pretty sure this card would spawn a control deck, which, if it was powerful enough, seems like it would take a serious bite out of the deck I picture Spell Rider thiving in. Even if there weren't enough GY hate to warrant a whole deck around your card, it would still work nicely to stop the Spell Rider on its own. I think this card could potentially spawn a new Modern U/W control deck (Rest in Peace mill?), which could potentially hamper a couple of current Modern archetypes if it actually worked. It might also be playable in the right EDH deck. It would be a bomb in limited.
Creativity - (5/6)
(3/3) Uniqueness: Although I keep comparing this card to Ensnaring Bridge, it still seems very fresh to me.
(2/3) Flavor: I like the name and the flavor text individually, but they don't seem to go together to me. I think the name works better for the card than the flavor text.
Polish - (7/7)
(3/3) Quality: Looks good to me.
(2/2) *Main Challenge: Depending on what Standard looked like, I could see this card spawning a control deck that would probably be a nightmare for the type of deck Spell Rider would be found in.
(2/2) Subchallenges: Yup.
Total: 21.5/25
*An entry with 0 points here is subject to disqualification.
Porcupine Formation1W
Enchantment (U)
Creatures with first strike or double strike can't attack you or planeswalkers you control. 5: Put a +1/+1 counter on target creature. It gains first strike for as long as it has a +1/+1 counter on it.
Design - (3.5/6)
(1/3) Appeal: Timmy doesn't get it. The ability costs too much for Spike to get too excited about, although he might give it a look in EDH I suppose. This is weird enough for Johnny to be intrigued.
(2.5/3) Elegance: I could see people missing the control aspect of this, but that's their own problem. There are some memory issues here if there are any other ways to put +1/+1 counters on creatures in the set, which I would assume there would be.
Development - (4/6)
(2/3) Viability: White is correct. Decks that are running a lot of first strike creatures would wish it were a rare, but uncommon seems ok to me. The biggest problem I have with the viability of this card is, I just don't think Wizards would print such targeted hate these days. I suppose I could be wrong.
(2/3) Balance: Man, this card really hates on a narrow band of creatures. If you're not playing first strike or double strike creatures it seems ok, but if you just happen to be playing creatures with those abilities, oh boy do you hate this card. Still, very few decks rely solely on such creatures. This card seems a bit too slow for all but the most dedicated of control decks to see much play in Standard. It certainly does stop Spell Rider in its tracks, but it's very narrowly hating on him. I suppose if Spell Rider is really the engine that makes the deck, this card would be in people's sideboards, but I definitely can't see it being maindecked outside of a FS/DS themed set. I'm not sure I can picture myself drafting this, unless it was late and I was in white. I don't see it being played in any other formats other than maybe some table top EDH decks.
Creativity - (4.5/6)
(2.5/3) Uniqueness: This is pretty unique. I can't think of another card that specifically hates on an evergreen ability to this degree. The activated ability seems pretty unique as well.
(2/3) Flavor: I love the name. It works with the card's abilities pretty well too. I'm pretty sure there's a bit of room for some short flavor text though.
Polish - (6/7)
(3/3) Quality: Looks good.
(1/2) *Main Challenge: Although this definitely stops Spell Rider, this is the kind of card that someone would sideboard begrudgingly. It really doesn't do much beyond stopping the Spell Rider. This is probably a dead card against RDW or U/R spell slinger if your opponent never even draws the Spell Rider.
(2/2) Subchallenges: All good.
Total: 18/25
*An entry with 0 points here is subject to disqualification.
(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)
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January MCC 2018 Round 2 - Fixing Standard
Welcome to the first MCC of the new year! Prepare for a month of challenges that will test your metal as you fill in cards late into a sets development! Be ready to try and tie your design and development skills.
Standard has taken shape with the most recent block, and it's not doing so well. A clear, top tier deck dominates the format: Red deck wins! Development is putting in some last minute silver bullets to the newest set to help fix the problem, and they identified the card they most want to target: Brackeon Spell-Rider. Not only does it enable the RDW archetype, it makes a goblin tribal variant overly potent too.
Brackeon Spell-Rider 2RR
Creature - Goblin Shaman (M)
First Strike, haste
Whenever Brackeon Spell-Rider attacks, exile an instant or sorcery card with a converted mana cost 3 or less from your graveyard.
Whenever Brackeon Spell-Rider deals combat damage to a player, you may cast a card exiled with it this turn without paying its mana cost.
3/4
Main Challenge: Design a card for this fictitious standard that would help hose Brackeon Spell-Rider!
Subchallenge 1 : Your card has a converted mana cost of 3 or less. (It needs to be cheap to be effective!)
Subchallenge 2: Your card isn't red. (We don't need to make RDW more powerful!)
If you have questions about the challenge, please post in the MCC discussion thread. Best of luck!
Design Deadline: All submissions are to be final and submitted by January 15th 11:59 PM EST
Judging Deadline: All judgements are to be final and completed by January 18th 11:59 PM EST
(X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card?
(X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development -
(X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
(X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity -
(X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”?
(X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish -
(X/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
(X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
(X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
Judges:
IcariiFA
Raptorchan
Flatline
Contestants:
bravelion83
Controll
Forestsguy
Jimmy Groove
kjsharp
Orenj_Deuce
picnic_bomber
RickyRister
StonerOfKruphix
Sub_Silentio
TheDrB
void_nothing
A helpful tip for those formatting their cards:
Creature - Human Cleric (U)
Lifelink (Damage dealt by this creature also causes you to gain that much life)
Whenever a card is exiled, untap Bishop of the Beyond. It gets +1/+1 until end of turn.
"Yet another beleiver enters the beyond. I must not waver"
2/4
Enchantment (M)
Flash
When Public Hanging enters the battlefield, exile target monocolored creature.
Creatures that share a color with a card exiled with Public Hanging get -1/-0.
"Their courage is mere peacockery. Cowardice is in their bones."
Enchantment (U)
Creatures with first strike or double strike can't attack you or planeswalkers you control.
5: Put a +1/+1 counter on target creature. It gains first strike for as long as it has a +1/+1 counter on it.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Enchantment (R)
Whenever a creature attacks or blocks, it loses all abilities until end of combat.
Everything falls away, and your true strength is revealed.
Artifact (R)
T: Target creature you control gets +1/+1 until end of turn.
W, T: Prevent all combat damage that would be dealt to you by target attacking creature this turn.
WW, T: Exile all cards from all graveyards.
The sun has many different rays, each following its own path.
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here)
CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016
DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for:
"Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index. Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Enchantment (R)
Players can't cast spells from exile.
Permanents can't enter the battlefield from exile.
Whenever a card is put into exile from anywhere, you gain 1 life.
Reality is harsh, cruel, alive. Oblivion is calm, peaceful, and dead.
Creature - Human Assassin (R)
First strike, deathtouch
1WB: Target creature blocking or blocked by Venomblade Duelist loses first strike and double strike until end of turn.
She practices the most subtle and cruel form of warfare.
1/1
Enchantment (R)
When Sacred Respite enters the battlefield, exile all cards from all graveyards.
Creatures with power greater than the number of cards in their controller’s graveyard can't attack.
“Speak not about your future near a graveyard, lest the spirits get jealous.”
IcariiFA
bravelion83
Forestsguy
StonerOfKruphix
TheDrB
Raptorchan
Controll
Jimmy Groove
Orenj_Deuce
RickyRister
Flatline
kjsharp
picnic_bomber
Sub_Silentio
void_nothing
Design -
(2/3) Appeal: All the effects are kinda small for timmy, though there may be some interest in preventing damage every turn. The free tap effect in particular gives johnny something to think about. This is really a spike card in terms of a swiss army knife of repeatable options.
(3/3) Elegance: Three simple and clean effects make this card easy to grok. Creates a decent amount to track during combat, but for a rare this is acceptable.
Development -
(3/3) Viability: Looks on point to me.
(2.5/3) Balance: The first thing that came to mind was Scepter of Dominance and thinking about how much play that had in the (jund) standard of it’s time. It definitely made some control lists and saw fringe play, though I don’t think it’s fair to say it was huge. I feel your card fills a similar zone. Each effect it has is weaker than the scepters but often relevant. Now for our fictitious standard I think this card certainly would be tried, but would probably be insufficient. That’s ok for the cards balance in a vacuum, but will affect the main challenge. It’s also still very limited relevant, and might find some homes in EDH lists since it offers a suite of counters at a low mana cost.
Creativity -
(2/3) Uniqueness: None of these effects are unique, and I feel similar white artifacts have been done before (Scepter of Dominance, Spear of Heliod) but the suite of options feels fresh and different from say, staff of dominance.
(2.5/3) Flavor: The flavor is solid and fair, though the flavor text feels a bit abstract in describing this as an artifact. It almost feels more enchantment-like.
Polish -
(3/3) Quality: On point.
(1.0/2) *Main Challenge: This card does hose both major attributes of Brakeon Spell-Rider, but probably won’t be an effective counter to the standard environment. It is still a notable mana investment to prevent the damage every turn (at least against a RDW clock) and is less versatile in stopping RDW that I think Scepter of Dominance would be. It is also an artifact, with RDW could side against.
(2/2) Subchallenges: All good here.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
2/4
Design -
(1.5/3) Appeal: Timmy will pass this over. Johnny has some interesting in abusing the untap clause and/or growing power since the trigger is free. Spike would play this in limited for sure, standard perhaps.
(2.5/3) Elegance: I think many people will pass over the fact that it cares about cards regardless of where it’s exiled from or by whom. But otherwise fine.
Development -
(3/3) Viability: Seems about on point. It actually pushes towards being rare, but that would weigh heavily on what cards were available to exile things.
(2.5/3) Balance: Four toughness is a big but for an uncommon with decent, potentially growing stats. Though it probably needed that extra point, otherwise it would of been too easy for RDW to work around. Most standards have some 3 damage spell at 2CC that would of picked this off before it was relevant. The power of this card in most standard environments would be fair, but certain mechanics would push this more into rare territory (like madness or delve.) Strong in limited even before the trigger.
Creativity -
(2.5/3) Uniqueness: I don’t believe there is a card that triggers off of exiling like this. Despite how simple this is, it’s quite new and potentially lenticular.
(2.5/3) Flavor: I do like how the flavor text ties into the mechanics of the card. A little on the nose of exiling/beyond.
Polish -
(2.5/3) Quality: Believer is spelled wrong.
(1.0/2) *Main Challenge: This does stop spell-rider in a vacuum, and gains life on offense and defense doing it which makes it a must answer to RDW. However, it will likely still be killed on block by the spell riders first strike damage plus a shock. So it often will be answered by RDW and not net life doing so.
(2/2) Subchallenges: Done and done.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Design -
(1.5/3) Appeal: Timmy likes the potential big surger of life gain he can get. Johnny might have some fun setting it up too, but it isn;t really his style. Spike appreciates how this can powerfully hose certain decks.
(2.5/3) Elegance: The mechanics of the card are easy enough to understand though include enough caveats that I think some folks might stumble. If anything the flavor concept of the card is the most confusing.
Development -
(3/3) Viability: The colors, rarity, and rules are on point.
(2.5/3) Balance: This card will be a powerful hoser in the right environment, so long as it can net some cards in the graveyard. Though it seems very fair in doing so. It’s effect can be very interesting and quite strong or almost irrelevant. Swingy. Is it fast enough to stop RDW since it needs spells in their graveyard first though? It almost feels better versus control. Super EDH card though.
Creativity -
(2.5/3) Uniqueness: Reminds me of meddling mage, but is clearly distinct with it’s own niche.
(1.5/3) Flavor: This is where I’m most confused. It sanctifies archives… by getting rid of them? I don’t understand the flavor concept here. I think there is a serious disconnect between the name and the mechanics, as well as the name and the flavor text.
Polish -
(3/3) Quality: Looks good.
(1/2) *Main Challenge: As stated, I think this card almost does better against a control deck then RDW. Especially a goblin aggro variant. The fact that this triggers on ETB means it needs to hit the relevant instant/sorceries on that first cast or otherwise the Spell-Rider will be cast, attacking into it, and win with the help of a shock. This feels a little to easy to play around if you’re trying to stabalize against RDW.
(2/2) Subchallenges: Both yes.
Total: 19.5/25
*An entry with 0 points here is subject to disqualification.
Design -
(1.5/3) Appeal: timmy ignores cards like these. Johnny looks into creatures that normally have drawbacks that this would negate. Spike sees potential sideboard material.
(3/3) Elegance: Quite simple to understand
Development -
(2/3) Viability: I could almost see this as mono colored though. It still works a WG. Sadly, you can't have a creature lose all abilities and not set it's P/T, since cards like Maro would cease to have a P/T and that isn't allowed in the game rules.
(2/3) Balance: This is a total sideboard card that will only be relevant in specific environments with key cards this needs to hamper. That said, it feels fair. Dead weight in limited. Probably won’t stop RDW.
Creativity -
(2.5/3) Uniqueness: The name and colors feel like a reference to dueling grounds, though the effects and triggers are quite different. Conditional humility hasn’t been done like this before.
(3/3) Flavor: I quite like the flavor. It ties well into the mechanics as well as well as gives the card character.
Polish -
(2/3) Quality: As stated above, the ability doesn't work. It needs to set a P/T somewhere.
(1.5/2) *Main Challenge: This does hose the spell-rider pretty well, though it’ll still get to attack with haste before it’s abilities are negated, and a ¾ nonability creature is still relevant against your also ability negated creatures. RDW would have trouble siding against it, maybe have to go straight burn. This card would have to be used in combination with a deck that played bigger bodied creatures and/or vigilance to out maneuver the RDW. It’s possible, but it feels more like “Anti RDW” and would do poorly against any other deck in a standard format. It be an affinity environment all over again if that makes sense.
(2/2) Subchallenges: Both done.
Total: 19.5/25
*An entry with 0 points here is subject to disqualification.
Enchantment (R)
Whenever a creature attacks, its controller can't cast spells this turn.
Aggression is inherently messier than peace.
Design -
(1,5/3) Appeal: Timmy doesn't care because thie card is more defensive than offesive, Spike can be sure his opponent won't use nasty combat tricks while attacking but has the same issues with his own combat tricks as Timmy, Johnny will find a way to abuse it with building around.
(2/3) Elegance: This is a bit confising - some can mistook it with "as long as creature attacks...", but it actually negates the casting in combat phase and postcombat main phase.
Development -
(3/3) Viability: Yes, this is white and Silence-like effect is rare no less.
(1,5/3) Balance: This card is very specific and double-edged. It doesn't prevent your opponent from casting combat trick during your attack phase (the same is true for them though). It requires sorcery-heavy deck (or at least more defensive combat tricks) and more creatures that better to be cast before combat phase.
Creativity -
(2,5/3) Uniqueness: The most similar effect has Wardscale Dragon but not so similar.
(2,5/3) Flavor: A name is a bit awkward and uninspired, flavor text is okay I guess.
Polish -
(2,5/3) Quality: "...until end of turn" seems more appropriate.
(1,5/2) *Main Challenge: It stops Brackeon Spell-Rider from recasting spells but 3/4 first striker with haste is still a threat.
(2/2) Subchallenges: Both yes.
Total: 19/25
*An entry with 0 points here is subject to disqualification.
Creature - Human Assassin (R)
First strike, deathtouch
1WB: Target creature blocking or blocked by Venomblade Duelist loses first strike and double strike until end of turn.
She practices the most subtle and cruel form of warfare.
1/1
Design -
(2/3) Appeal: Good blocking engine but mostly useless attacker for Timmy, sideboard material for Spike, good killer abusable with Lure effects for Johnny.
(2,5/3) Elegance: Would've been perfect with keywords only. The second ability adds some complexity.
Development -
(3/3) Viability: Yes, this is white-black and dangerous enough to be a rare.
(2,5/3) Balance: Good example of cheap yet efficent creature, but I've seen more powerful two-drops.
Creativity -
(2,5/3) Uniqueness: Combination of furst strike and deathtouch is nothing new but the negating ability adds enough spice.
(3/3) Flavor: A perfect mix or white and black, everything on point.
Polish -
(3/3) Quality: All okay.
(1/2) *Main Challenge: It stops Brackeon Spell-Rider by blocking it but two-colored sideboard card is borderline acceptable IMO.
(2/2) Subchallenges: Both yes.
Total: 21,5/25
*An entry with 0 points here is subject to disqualification.
Enchantment (R)
Players can't cast spells from exile.
Permanents can't enter the battlefield from exile.
Whenever a card is put into exile from anywhere, you gain 1 life.
Reality is harsh, cruel, alive. Oblivion is calm, peaceful, and dead.
Design -
(1/3) Appeal: Timmy and Spike mostly don't care. Johnny knows it can make any Oblivion Ring effect deadly.
(2,5/3) Elegance: Three abilities are complex enough but they're all on the same theme.
Development -
(3/3) Viability: White and rare, all okay.
(2/3) Balance: Very specific to be a playable on its own, as I said in Appeal section.
Creativity -
(3/3) Uniqueness: A card that relies to exile so heavy is pretty unique, sure.
(2,5/3) Flavor: I guess the connection between exile and death is not true.
Polish -
(2,5/3) Quality: One extra space is the flavor text.
(1/2) *Main Challenge: Double mana cost is borderline acceptable if this supposed to be a panacea for any player who wants to play against Brackeon Spell-Rider. IMO the best choice should have been colorless so no one here perfected the card.
(2/2) Subchallenges: Both yes.
Total: 19,5/25
*An entry with 0 points here is subject to disqualification.
Jimmy Groove 21,5
RickyRister 19,5
Design - (5/6)
(2.5/3) Appeal: I don't feel like this card excites Timmy too much. Johnny is interested in breaking the symmetry of the card, although that wouldn't be very difficult to do in a control deck. Spike likes the cheap removal with upside quite a bit, even if it does come with limitations.
(3/3) Elegance: Everything looks go to me.
Development - (4.5/6)
(2/3) Viability: Giving negative power without giving negative toughness is more associated with blue, but black certainly has had cards with it in the past (Cast into Darkness for instance). I'm not sure that this card strikes me as a mythic though. The effect is certainly powerful enough, but very rarely is removal printed at mythic.
(2/3) Balance: I'm hemming and hawing about whether or not this needs to cost 1 more, and I definitely think it needs to lose flash. I'm thinking you should maybe drop the flash even if you did bump up the cost by 1. This card really does a number on any mono-colored, creature-based deck. Even a multi-colored, creature deck would feel this things effects mightily. Permanently reducing the power of potentially all creatures your opponent controls is really strong. The fact that it is symmetrical helps to tone it down a bit, but most control decks aren't going to care too much about the symmetry. I definitely could see this getting played in Standard. I'm not sure there aren't better ways to hose the Spell Rider though. This is basically just removal, and I'm assuming the set already has some removal in it. Of course this is very powerful removal, which would probably make it the go-to, black, spot removal card, but it still hoses Spell Rider about as much as any other removal card would (other than reducing any subsequent Spell Rider's power a bit of course). Still, it does work to hose what it's supposed to hose. Beyond Standard, I could see this card seeing play in some EDH decks, and in limited. As it's currently written, it might even see some Modern play. It would certainly be sweet in Mono-Black Devotion.
Creativity - (5.5/6)
(2.5/3) Uniqueness: This card isn't really breaking any major ground, but it still feels quite fresh to me.
(3/3) Flavor: Love the flavor. Good work. The idea that a public hanging would work to instill trepidation in other creatures from the same walk of life really works. Also, any flavor text that uses the term peacockery is ok in my book.
Polish - (6.5/7)
(3/3) Quality: Looks good.
(1.5/2) *Main Challenge: Please see the balance section for an explaination of my half point reduction.
(2/2) Subchallenges: All good.
Total: 21.5/25
*An entry with 0 points here is subject to disqualification.
Design - (4/6)
(1/3) Appeal: Timmy isn't impressed, and this is a bit too straight forward for Johnny. Spike might like this if a Goblin deck was popular in Standard, he would definitely like it for limited, especially if there a lot of Goblins running around.
(3/3) Elegance: Everything seems easy enough to comprehend.
Development - (4.5/6)
(3/3) Viability: White and uncommon seem good to me.
(1.5/3) Balance: Arrow Volley Trap says this card is about right. Unfortunately, I don't recall Arrow Volley Trap being played at all. I could see drafting this card for sure, but I just don't think it's powerful enough to see play anywhere else. Maybe in a Standard sideboard if Goblins was a thing. If Spell Rider was dominating Standard, I would think that white would already have better removal for it than this. I suppose your card could work well if Spell Rider was in a tribal Goblin deck, but I don't think that is what the Spell Rider seems like it is designed to do. It seems like it would be in RDW, or a U/R Spellslinger deck. If I asked my team to come up with something to combat the Spell Rider deck, I would hope they would come back with something better than more removal.
Creativity - (2.5/6)
(1/3) Uniqueness: Everything here has been done before. Even the spell becoming better when it targets a specific creature.
(1.5/3) Flavor: This has printable, but generic flavor.
Polish - (5.5/7)
(2.5/3) Quality: The colon after "Choose one" should be an em dash. I would have accepted a hyphen, but a colon is incorrect. Everything else looks good.
(1/2) *Main Challenge: Although this technically works to stop the Spell Rider, I'm just not sure this would be deckable against the deck I'm picturing the card being played in. I see it in a more spell based deck.
(2/2) Subchallenges: All good.
Total: 16.5/25
*An entry with 0 points here is subject to disqualification.
Design - (5.5/6)
(3/3) Appeal: What category do griefers fall in? I'm thinking Johnny, so Johnny would love this. It's a powerful enough control card to excite Spike as well. Timmy doesn't really see the point.
(2.5/3) Elegance: This card comes together rather nicely, and everything here is pretty easy to understand, although I fear that keeping a running tab on the number of cards in each player's graveyard might be a bit cumbersome.
Development - (4/6)
(3/3) Viability: Colors and rarity work for me.
(1/3) Balance: This card brings Ensnaring Bridge to mind, which is a card that I don't think could see print these days. Sure it costs more, and is harder to cast, but it also doesn't limit your hand size. I just feel like this card is a bit too griefer for what Magic is trying to do these days. If they did print this, I feel like it would cost at least 5 CMC. If there was any other graveyard hate at all in Standard, I'm pretty sure this card would spawn a control deck, which, if it was powerful enough, seems like it would take a serious bite out of the deck I picture Spell Rider thiving in. Even if there weren't enough GY hate to warrant a whole deck around your card, it would still work nicely to stop the Spell Rider on its own. I think this card could potentially spawn a new Modern U/W control deck (Rest in Peace mill?), which could potentially hamper a couple of current Modern archetypes if it actually worked. It might also be playable in the right EDH deck. It would be a bomb in limited.
Creativity - (5/6)
(3/3) Uniqueness: Although I keep comparing this card to Ensnaring Bridge, it still seems very fresh to me.
(2/3) Flavor: I like the name and the flavor text individually, but they don't seem to go together to me. I think the name works better for the card than the flavor text.
Polish - (7/7)
(3/3) Quality: Looks good to me.
(2/2) *Main Challenge: Depending on what Standard looked like, I could see this card spawning a control deck that would probably be a nightmare for the type of deck Spell Rider would be found in.
(2/2) Subchallenges: Yup.
Total: 21.5/25
*An entry with 0 points here is subject to disqualification.
Design - (3.5/6)
(1/3) Appeal: Timmy doesn't get it. The ability costs too much for Spike to get too excited about, although he might give it a look in EDH I suppose. This is weird enough for Johnny to be intrigued.
(2.5/3) Elegance: I could see people missing the control aspect of this, but that's their own problem. There are some memory issues here if there are any other ways to put +1/+1 counters on creatures in the set, which I would assume there would be.
Development - (4/6)
(2/3) Viability: White is correct. Decks that are running a lot of first strike creatures would wish it were a rare, but uncommon seems ok to me. The biggest problem I have with the viability of this card is, I just don't think Wizards would print such targeted hate these days. I suppose I could be wrong.
(2/3) Balance: Man, this card really hates on a narrow band of creatures. If you're not playing first strike or double strike creatures it seems ok, but if you just happen to be playing creatures with those abilities, oh boy do you hate this card. Still, very few decks rely solely on such creatures. This card seems a bit too slow for all but the most dedicated of control decks to see much play in Standard. It certainly does stop Spell Rider in its tracks, but it's very narrowly hating on him. I suppose if Spell Rider is really the engine that makes the deck, this card would be in people's sideboards, but I definitely can't see it being maindecked outside of a FS/DS themed set. I'm not sure I can picture myself drafting this, unless it was late and I was in white. I don't see it being played in any other formats other than maybe some table top EDH decks.
Creativity - (4.5/6)
(2.5/3) Uniqueness: This is pretty unique. I can't think of another card that specifically hates on an evergreen ability to this degree. The activated ability seems pretty unique as well.
(2/3) Flavor: I love the name. It works with the card's abilities pretty well too. I'm pretty sure there's a bit of room for some short flavor text though.
Polish - (6/7)
(3/3) Quality: Looks good.
(1/2) *Main Challenge: Although this definitely stops Spell Rider, this is the kind of card that someone would sideboard begrudgingly. It really doesn't do much beyond stopping the Spell Rider. This is probably a dead card against RDW or U/R spell slinger if your opponent never even draws the Spell Rider.
(2/2) Subchallenges: All good.
Total: 18/25
*An entry with 0 points here is subject to disqualification.
picnic_bomber: 16.5
Sub_Silentio: 21.5
void_nothing: 18