This month is going to be about how cards can relate to one another. For the second round, we'll be doing cards that are familiar on a first-name basis.
Main Challenge: Design a card with the name of a specific existing card in its text. Subchallenge 1: The referred-to card is not legendary nor a land. Subchallenge 2: Your card does not search a library for the referred-to card.
If you have questions about the challenge, please post in the MCC discussion thread. Best of luck!
The referred-to card must be a real, printed Magic card.
Design Deadline: All submissions are to be final and submitted by February 16th 11:59 PM EST
Judging Deadline: All judgements are to be final and completed by February 19th 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.
Druidic Ritual1GG
Sorcery (U)
Create two 1/1 green Elf Druid creature tokens named Llanowar Elves. They have "t: Add G to your mana pool." Elvish druids of every tribe travel from every corner of the vast Llanowar forest to take part in the yearly ritual.
(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)
Birthing Frenzy5RRR
Tribal Sorcery - Dinosaur (M)
For each creature on the battlefield, create a 1/1 red Dinosaur creature token named Raptor Hatchling with “Whenever Raptor Hatchling is dealt damage, create a 3/3 green Dinosaur creature token with trample.” Each Raptor Hatchling created this way fights a different one of those creatures. The raptors' hatching ground is commonly called "The Blood Dome".
Thousand-ChittersBB
Legendary Creature - Rat Wizard (R)
Whenever a nonlegendary creature not named Relentless Rats enters the battlefield under your control, that creature's name becomes Relentless Rats, its creature type becomes Rat, and it gains "This creature gets +1/+1 for each other creature on the battlefield named Relentless Rats." BB: Target creature named Relentless Rats gains menace until end of turn.
1/1
Elite NecrosageUB
Creature - Zombie Advisor (R) 1UB, discard a card named Divination or Mind Rot: Target player draws two cards or discards two cards. 1UB, discard a card named Cancel or Murder: Counter target spell or destroy target creature. 4UB: Exile Elite Necrosage and all cards in all graveyards. Create an X/X blue and black Horror creature token, where X is the number of instant and sorcery cards in exile. Smart agents never fail to consult the necrosages.
2/2
Curse of Plentiful Herds4WW
Enchantment — Aura Curse [R]
Enchant player
Each creature enchanted player controls loses all abilities and is a white Ox named Pillarfield Ox with base power and toughness 2/4. "I liked them better as eldrazi."
—Bruse Tarl, Goma Fada nomad
Titan Strike4
Sorcery - {R}
Titan Strike deals 2 damage to target creature or player. If you control two or more cards named Darksteel Colossus, Titan Strike deals 22 damage to that creature or player instead. Cower in the shadows of the titans.
Rootwalla Mother 1GG [1GG for those with unworking mana tags]
Creature - Lizard (((U)))
Flash. (You may cast this spell any time you could cast an instant.)
Discard a card named Basking Rootwalla: Rootwalla Mother gets +2/+2 and Hexproof until end of turn. Contrary to most animal species, it is the offpring of the rootwalla which is protective towards their hatcher. 1/3
(For those not in the know, Basking Rootwalla is a 1/1 with Madness 0 cost, meaning you can cast it for free at instant speed if you discard it. It also self-pumps for 1G: +2/+2 once a turn, and was a common.
With this card you hardcast it on flash and can immediately discard-cast your other rootwallas for a neat combat trick. Also, if your opponent has removal, you can keep them guessing if you have or not a rootwalla on your hand to defend the mother.)
[Was told I dont "qualify" for not being at the start]
Guardian of Renewal1GG
Creature - Elf Druid (R)
When Guardian of Renewal enters the battlefield, you may exile up to one target creature card from your graveyard. If you do, create a colorless Forest land token with " : Add to your mana pool." If the exiled card was named Llanowar Elves or Elvish Mystic, create two of those tokens instead.
2/2
Chittering MadnessXBBB
Sorcery {R}
Create X 1/1 black Rat creature tokens named Ravenous Rats. They have "When this creature enters the battlefield, target opponent discards a card."
Private Mod Note
():
Rollback Post to RevisionRollBack
A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
Meandering Munitions1
Artifact (R)
At the beginning of your upkeep, you may have target player gain control of another target permanent you control. If you do, put a charge counter on Meandering Munitions. 1, T, Remove three charge counters from Meandering Munitions: Create a 4/1 colorless Construct artifact creature token named Bronze Bombshell. It has “When a player other than Bronze Bombshell's owner controls it, that player sacrifices it. If the player does, Bronze Bombshell deals 7 damage to him or her.”
Life's Candle2
Artifact (R) XB, t, Sacrifice Life's Candle: Each player loses X life. Create a 13/13 black Avatar creature token named Death's Shadow. It has "This creature gets -X/-X, where X is your life total."
Fists of the Sun
Instant (u)
Untap target creature. It gets +3/+3 and gains vigilance until end of turn.
If you control an equipment named Sunforger, put Fists of the Sun in the bottom of its owner's library. Any deadly technique can become even deadlier with the right weapon
Design - (2/3) Appeal: Timmy can't deny how explosive a card like this is. Johnny has little to do, except maybe abuse the tokens it generates. This is a bit expensive for spike, though it'll likely generate good value. Likely, but not a gaurentee. (2/3) Elegance: It's a pretty long effect, embedded with the fact it creates and fights with you own creatures too. Also, tribal is gone for a reason.
Development - (2.5/3) Viability: Tribal is gone for a reason, otherwise on point. Debatable how much of a token army red should create this way. (2.5/3) Balance: It's a big swingy effect for casual/commander, and in a standard set would be mythic to steer clear of limited. The fact that you have a bunch of 1/1s deal the damage at first actual makes this weaker than Ezuri's Predation in most scenarios, even if you do generate more tokens. Likely to stay at the kitchen table.
Creativity - (1.5/3) Uniqueness: This is Ezuri's Predation with some dino themed tweaks. (2.5/3) Flavor: Blood Dome sounds a little WWE for me, but otherwise good.
Polish - (2.5/3) Quality: "each of those Dinosaurs fights a different one of those creatures." (2/2) *Main Challenge: Yup. (2/2) Subchallenges: Got em both.
Total: 19.5/25
*An entry with 0 points here is subject to disqualification.
Design - (3/3) Appeal: Timmy is excited to make a huge creature out of the graveyard, and johnny wants to find ways to feed into it's abilities. It has a lot of options for spike at aggressive costs too. (1.5/3) Elegance: The effects are simple enough, but there are a lot of options that tie in here. The specific cards being costs adds a lot of pressure, and while they all helo fill the graveyard, I think there is one too many things going on here. The instant speed nature of the horror token is also tricky.
Development - (3/3) Viability: Seems about rare. Could maybe even be a mythic with a beefier body. (2/3) Balance: This is hard to judge. Murder, cancel, divination, and mind rot are all subpar cards competitively. But turning each one of those into much more versatile cards? On a cheap creature with a relevant tribe? All with a super splashy in graveyard effect that serves even more purposes? This card pushes in a lot of different directions and I think one of them is bound to get some play in a standard environment. It feels risky. I also worry this card is a bit too much of a trap in terms of requiring decks to run several specific cards to get the full value. Somethign a lot of casual players will shy away from (I dont have all those/enough copys of those cards, I only have cancels. I'm not gonna play this!)
Creativity - (3/3) Uniqueness: This card is very unique in how it uses named cards, and the suite of abilities synergize well. (1.5/3) Flavor: The flavor is very generic. It doesn't creates character here despite the card feeling so distinct.
Polish - (2/3) Quality: Start your effects with Capital letters. (2/2) *Main Challenge: Sure. (2/2) Subchallenges:
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Design - (2/3) Appeal: Any army or discard rats does have appeal for timmy. Johnny does like finding ways to feed his X spells too. Despite having a variable cost, this seems a little out of range for spikes prime interest. It's just not aggressive enough. (3/3) Elegance: For this kind of challenge, this was a great way to be elegant.
Development - (3/3) Viability: Everything here lines up well. (2/3) Balance: This card isn't very aggressive. Even playing 3+ for this card doesn;t feel very impressive against most decks. It could have a niche roll, but more than likely will be a commander card. There it'll certainly shine with its option and flexibily to suit all kinds of multiplayer scenarios too.
Creativity - (2/3) Uniqueness: Creating tokens and discarding together are pretty standard effects for black, and while this card makes a good classic reference, it doesn't feel that fresh. (2/3) Flavor: A good name in desperate need of some flavor text to make it a home run.
Polish - (3/3) Quality: Looks fine. (2/2) *Main Challenge: Got it. (2/2) Subchallenges: Spot on.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
Design - (1.5/3) Appeal: That's a lot of life loss and a big creature, but timmy isn't sure about hurting himself so much! Johnny wonders about breaking the symmetry of the card or ways to get extra value out of the trigger/token. Spike is... concerned, but appreciates a hanging kill switch that he can use when in the lead or create a big token when he is behind. (2.5/3) Elegance: Theres a pretty singnificant chaing of events going on here, but more complciated thigns see print and the mechanics and flavor tie well.
Development - (3/3) Viability: I think as an artifact with a black ability this works fine. (2/3) Balance: This card is probably "fair", but man, is it super greify. It doesn't seem like the most fun card to play against, and I feel a large audience will shy away from the symmetry. The self synergy of giving Death's Shadow a life lose tie will warrant testing. Most likely a standard/limited thing if anything.
Creativity - (2/3) Uniqueness: This feels pretty distinct with its well know effect's creature by fitting well into the narrative concepts wizards wants with a lot of their cards. I wouldn't call it "fresh." More, "current." (2.5/3) Flavor: The idea of a candle of life that creates deaths shadow is great. My one flavor snub is: If a candle goes out, how is it casting a shadow?
Meandering Munitions1
Artifact (R)
At the beginning of your upkeep, you may have target player gain control of another target permanent you control. If you do, put a charge counter on Meandering Munitions. 1, T, Remove three charge counters from Meandering Munitions: Create a 4/1 colorless Construct artifact creature token named Bronze Bombshell. It has “When a player other than Bronze Bombshell's owner controls it, that player sacrifices it. If the player does, Bronze Bombshell deals 7 damage to him or her.”
Design .:. (3/3) Appeal: Being able to deal 7 damage at one time to an opponent sounds like a Timmy thing. Johnny can combine this card with several other cards that are good when given away. In the written form even Spike is interested in this card. (1/3) Elegance: The card almost makes sense. The only issue is that it says "... you may have target player gain control ..." instead of "... you may have target opponent gain control ...". This is probably not intentional. I'll judge the card as written anyways. Doing not would distort the whole judgement.
Development .:. (3/3) Viability: As an artifact this card does not break the color wheel. It creates a token of an artifact creature already in the game. There are also artifacts that involve the exchange of or abandoning of someone's permanents. As the bombshell this card is good at rare. (0/3) Balance: As written this card has no drawback. You can create a 4/1 for 1 each third turn and give it away for 7 damage if you want and that's way too good. Other than a small mana investmend from time to time you don't have to do anything to get to use this card to its full potential. Outside of multi player formats this card is very oppressive.
Creativity .:. (2,5/3) Uniqueness: Doing control shenanigans for damage is reminiscent of cards like Jinxed Idol. Here we have a very complex new card that works similiar but also different. (1/3) Flavor: I'm not sure I fully understand the flavour. Your permanents are supposed to be the munition? How is it that shooting stuff around charges the ... gun? I have first to charge a weapon to be able to shoot, don't I? The meandering part conveys some of this card's mechanics.
Polish .:. (3/3) Quality: No flaws detected. (2/2) *Main Challenge: The card satisfies the main challenge. (2/2) Subchallenges: Both subchallenges satisfied.
Total: 17,5/25
*An entry with 0 points here is subject to disqualification.
Guardian of Renewal1GG
Creature - Elf Druid (R)
When Guardian of Renewal enters the battlefield, you may exile up to one target creature card from your graveyard. If you do, create a colorless Forest land token with " : Add to your mana pool." If the exiled card was named Llanowar Elves or Elvish Mystic, create two of those tokens instead.
2/2
Design .:. (2/3) Appeal: For Timmy this card is not impressive enough. The card calls for Johnny. He takes the call and is looking for a way to really use this card right now. A ramp card with hoops is not for Spike. (2/3) Elegance: Having both "may" and "up to" seems redundant. As I understand it you can exile 0 cards from your graveyard and still meet the criteria to receive a Forest. There's only one other card to compare this in Rysorian Badger, but even this can't be really compared as the badger has no benefit if you exile 0 cards. Are there rules that explain how exactly "up to" effects work? I'm thinking, if I it counts to make a pile with 0 cards with Fact or Fiction, it also counts if I exile 0 creatures. If it's worded wrong it would be a quality issue. Anyways, this inconvenience can be avoided without affecting the function by simply deleting "up to one." The rest of the card is very fine.
Development .:. (3/3) Viability: This is a ramp card and fits perfectly in what green's usually doing. Exiling single cards from graveyards is also available. The rarity is appropriate, if alone for the ability to create a land token which I find problematic. Out of experience I can say that even creature tokens that aren't represented with actual cards are not easy to track. If for example a die is used, the state of being tapped or not must be remembered at all times. As long as players are allowed to use anything as token, cards that create land tokens should be rare, if at all. (2,5/3) Balance: This card is not broken and makes for an interesting build around card. But I think it should be a little stronger and make it possible to exile a card from an opponent's graveyard, much like Deathgorge Scavenger for example.
Creativity .:.
(3/3) Uniqueness: Land tokens are very unique. Very fresh design. (3/3) Flavor: Turning the dead into soil is a well know theme. This card transports this idea perfectly.
Polish .:.
(3/3) Quality: No flaws detected. Interestingly there does not seem to be a convention when it comes to added if clauses, or I could not find one. Festering Newt has "Effect instead if criteria is met.", Akoum Hellkite has "If criteria is met, effect instead." I personally would have liked the wording here more if it was in the Newt's word order. (2/2) *Main Challenge: The card satisfies the main challenge. (2/2) Subchallenges: Both subchallenges satisfied. Although one of three mentioned existing cards is a land.
Total: 22,5/25
*An entry with 0 points here is subject to disqualification.
Fists of the Sun
Instant (u)
Untap target creature. It gets +3/+3 and gains vigilance until end of turn.
If you control an equipment named Sunforger, put Fists of the Sun in the bottom of its owner's library. Any deadly technique can become even deadlier with the right weapon
Design .:.
(2/3) Appeal: Possibly repeatedly pumping a creature might be interesting for Timmy. Repeatedly untapping a creature pleases Johnny. I don't know if there was ever a red and/or white one time (and possibly more in this case) pump spell that was relevant on a competitive level. So Spike is not interested. (2/3) Elegance: I find the interaction of untapping and giving vigilance in red and white weird. In these colors you're most likely tapping just to attack and vigilance doesn't add anything mid combat. Sure this card can be used to either make an attacker bigger or to generate a blocker during the opponent's turn. It also should be noted that the name strongly overlaps with Fist of Suns. Other than that the card is fine.
Development .:.
(3/3) Viability: Colors and rarity are fine. (3/3) Balance: This is a good limited card and might be interesting in a fun constructed build. While there generally are several more interesting targets for Sunforger, the fist adds the aforementioned flexibility in combat.
Creativity .:.
(1/3) Uniqueness: It's just another combat trick. Untapping and vigilance has not been done yet, though. (2/3) Flavor: With a name that involves a body part I would think that you're fighting with that body part. However, here the fists are enhanced to better wield a weapon, compared to directly enhancing the weapon. The flavour is not fully there.
Polish .:.
(2,5/3) Quality: The flavor text is missing a point. Rest is fine. (2/2) *Main Challenge: The card satisfies the main challenge. (2/2) Subchallenges: Both subchallenges satisfied.
Total: 19,5/25
*An entry with 0 points here is subject to disqualification.
Design - (2.5/3) Appeal: Timmy likes the prospect of ramping by two mana as well as token makers. Johnny would abuse the ramp even further with Parallel Lives and similar. Spike likes efficiency and versatility but wishes this were an instant. (3/3) Elegance: Extremely elegant.
Development - (3/3) Viability: Color and rarity both seem like obvious choices. (3/3) Balance: Nothing wrong here.
Creativity - (0.5/3) Uniqueness: Literally a double Llanowar Elves or two Llanowar Mentor activations. (2.5/3) Flavor: Solid, sense-making flavor, but it all feels rather generic and core-set.
Design - (2.5/3) Appeal: Timmy loves a unique card with special flavor such as this one, especially one calling back to a very "swarm-Timmy" card. Johnny also loves a card with odd and unique implications. Spike isn't that interested since the "nontoken" clause prevents blatant abuse since this is mostly a strange build-around for wonkiness, but would maybe consider it in a token deck. (2/3) Elegance: A little wordy, but gets its point across - the menace-granting ability is very useful but seems superfluous to the design.
Development - (3/3) Viability: Black and rare both seem obvious. (3/3) Balance: Seemingly designed to get out of hand in Commander, but a lot of things get out of hand in that format. In normal games this definitely requires skillful play to overwhelm opponents with and is fragile.
Creativity - (2.5/3) Uniqueness: While Relentless Rats (obviously) already exists, the name-changing aspect is very unique. (2.5/3) Flavor: No flavor text, otherwise delightful.
Design - (2/3) Appeal: Timmy would love the experience of turning an opponent's threats (or his own Saprolings) into the infamous Pillarfield Ox. Johnny definitely has things he can do with a bunch of creatures with all the same name. Spike is not paying six mana for mass removal that leaves a bunch of 2 power guys behind. (3/3) Elegance: Nice and elegant.
Development - (3/3) Viability: White and rare are both good. (2.5/3) Balance: Sort of underwhelming for its cost - being as this is a Curse its primary use should be on opponents, and yet turning their creatures into 2/4s is actually an upgrade in some cases.
Creativity - (1/3) Uniqueness: Feels like a direct mash-up of Pillarfield Ox and Overwhelming Splendor. (2.5/3) Flavor: Name/effect/flavor text combination is wonderful, but the presence of Curses on Zendikar would need at least explanation, especially if not connected to the "dungeon crawl" aspects of the plane.
Design - (1/3) Appeal: Timmy loves swingy craziness. Johnny does not appreciate having a combo spelled out for him or win-more cards. The only thing Spike is spending any more mana on if he controls two Darksteel Colossi is a way to protect those Darksteel Colossi. (3/3) Elegance: Nothing objectionable.
Development - (2/3) Viability: Rare is correct; a colorless sorcery not connected to Eldrazi requires definite justification. (0/3) Balance: Not a broken card, but a horrendously swingy and win-more one. The worse mode is worse than an Aeolipile activation. The better mode does basically what attacking with your two Colossi should already be doing. You could make the argument that this is a Commander card - but in that case, why does it require two cards that share a name?
Creativity - (1.5/3) Uniqueness: The base effect is Shock. The upgraded effect is insanity. (3/3) Flavor: I appreciate on a Vorthos-Melvin level the use of the number 22.
Polish - (2.5/3) Quality: "two or more creatures/permanents named..." (2/2) *Main Challenge: Done. (2/2) Subchallenges: And done.
February MCC 2018 Round 2 - Say My Name
This month is going to be about how cards can relate to one another. For the second round, we'll be doing cards that are familiar on a first-name basis.
Main Challenge: Design a card with the name of a specific existing card in its text.
Subchallenge 1: The referred-to card is not legendary nor a land.
Subchallenge 2: Your card does not search a library for the referred-to card.
If you have questions about the challenge, please post in the MCC discussion thread. Best of luck!
The referred-to card must be a real, printed Magic card.
Design Deadline: All submissions are to be final and submitted by February 16th 11:59 PM EST
Judging Deadline: All judgements are to be final and completed by February 19th 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:
void_nothing
IcariiFA
Antiantiserum
Contestants:
The_Hittite
PsyOp
RaikouRider
kjsharp
Flatline
Freyleyes
FreshMeat
Hemlock
Raptorchan
Gerrard's Mom
Forestsguy
Sub_Silentio
A helpful tip for those formatting their cards:
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Sorcery (U)
Create two 1/1 green Elf Druid creature tokens named Llanowar Elves. They have "t: Add G to your mana pool."
Elvish druids of every tribe travel from every corner of the vast Llanowar forest to take part in the yearly ritual.
Tribal Sorcery - Dinosaur (M)
For each creature on the battlefield, create a 1/1 red Dinosaur creature token named Raptor Hatchling with “Whenever Raptor Hatchling is dealt damage, create a 3/3 green Dinosaur creature token with trample.” Each Raptor Hatchling created this way fights a different one of those creatures.
The raptors' hatching ground is commonly called "The Blood Dome".
Legendary Creature - Rat Wizard (R)
Whenever a nonlegendary creature not named Relentless Rats enters the battlefield under your control, that creature's name becomes Relentless Rats, its creature type becomes Rat, and it gains "This creature gets +1/+1 for each other creature on the battlefield named Relentless Rats."
BB: Target creature named Relentless Rats gains menace until end of turn.
1/1
Creature - Zombie Advisor (R)
1UB, discard a card named Divination or Mind Rot: Target player draws two cards or discards two cards.
1UB, discard a card named Cancel or Murder: Counter target spell or destroy target creature.
4UB: Exile Elite Necrosage and all cards in all graveyards. Create an X/X blue and black Horror creature token, where X is the number of instant and sorcery cards in exile.
Smart agents never fail to consult the necrosages.
2/2
More than one is fine but all of your referred cards have to pass the subchallenges to get the points.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Enchantment — Aura Curse [R]
Enchant player
Each creature enchanted player controls loses all abilities and is a white Ox named Pillarfield Ox with base power and toughness 2/4.
"I liked them better as eldrazi."
—Bruse Tarl, Goma Fada nomad
Sorcery - {R}
Titan Strike deals 2 damage to target creature or player. If you control two or more cards named Darksteel Colossus, Titan Strike deals 22 damage to that creature or player instead.
Cower in the shadows of the titans.
Rootwalla Mother 1GG [1GG for those with unworking mana tags]
Creature - Lizard (((U)))
Flash. (You may cast this spell any time you could cast an instant.)
Discard a card named Basking Rootwalla: Rootwalla Mother gets +2/+2 and Hexproof until end of turn.
Contrary to most animal species, it is the offpring of the rootwalla which is protective towards their hatcher.
1/3
(For those not in the know, Basking Rootwalla is a 1/1 with Madness 0 cost, meaning you can cast it for free at instant speed if you discard it. It also self-pumps for 1G: +2/+2 once a turn, and was a common.
With this card you hardcast it on flash and can immediately discard-cast your other rootwallas for a neat combat trick. Also, if your opponent has removal, you can keep them guessing if you have or not a rootwalla on your hand to defend the mother.)
[Was told I dont "qualify" for not being at the start]
Creature - Elf Druid (R)
When Guardian of Renewal enters the battlefield, you may exile up to one target creature card from your graveyard. If you do, create a colorless Forest land token with " : Add to your mana pool." If the exiled card was named Llanowar Elves or Elvish Mystic, create two of those tokens instead.
2/2
Sorcery {R}
Create X 1/1 black Rat creature tokens named Ravenous Rats. They have "When this creature enters the battlefield, target opponent discards a card."
Emille, Seven-Sting Dancer Shalin Nariya
Artifact (R)
At the beginning of your upkeep, you may have target player gain control of another target permanent you control. If you do, put a charge counter on Meandering Munitions.
1, T, Remove three charge counters from Meandering Munitions: Create a 4/1 colorless Construct artifact creature token named Bronze Bombshell. It has “When a player other than Bronze Bombshell's owner controls it, that player sacrifices it. If the player does, Bronze Bombshell deals 7 damage to him or her.”
Artifact (R)
XB, t, Sacrifice Life's Candle: Each player loses X life. Create a 13/13 black Avatar creature token named Death's Shadow. It has "This creature gets -X/-X, where X is your life total."
Creature- Homarid (U)
T: Put a tide counter on target enchantment named "Tidal Influence".
2/2
Edit: Whoops, this is round two, and I'm not on the list of contestants. Feel free to ignore my entry.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Instant (u)
Untap target creature. It gets +3/+3 and gains vigilance until end of turn.
If you control an equipment named Sunforger, put Fists of the Sun in the bottom of its owner's library.
Any deadly technique can become even deadlier with the right weapon
void_nothing:
Flatline
Gerrard's Mom
The_Hittite
Freyleyes
IcariiFA:
kjsharp
Forestsguy
RaikouRider
Raptorchan
Antiantiserum:
Sub_Silentio
FreshMeat
Hemlock
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
(2/3) Appeal: Timmy can't deny how explosive a card like this is. Johnny has little to do, except maybe abuse the tokens it generates. This is a bit expensive for spike, though it'll likely generate good value. Likely, but not a gaurentee.
(2/3) Elegance: It's a pretty long effect, embedded with the fact it creates and fights with you own creatures too. Also, tribal is gone for a reason.
Development -
(2.5/3) Viability: Tribal is gone for a reason, otherwise on point. Debatable how much of a token army red should create this way.
(2.5/3) Balance: It's a big swingy effect for casual/commander, and in a standard set would be mythic to steer clear of limited. The fact that you have a bunch of 1/1s deal the damage at first actual makes this weaker than Ezuri's Predation in most scenarios, even if you do generate more tokens. Likely to stay at the kitchen table.
Creativity -
(1.5/3) Uniqueness: This is Ezuri's Predation with some dino themed tweaks.
(2.5/3) Flavor: Blood Dome sounds a little WWE for me, but otherwise good.
Polish -
(2.5/3) Quality: "each of those Dinosaurs fights a different one of those creatures."
(2/2) *Main Challenge: Yup.
(2/2) Subchallenges: Got em both.
Total: 19.5/25
*An entry with 0 points here is subject to disqualification.
(3/3) Appeal: Timmy is excited to make a huge creature out of the graveyard, and johnny wants to find ways to feed into it's abilities. It has a lot of options for spike at aggressive costs too.
(1.5/3) Elegance: The effects are simple enough, but there are a lot of options that tie in here. The specific cards being costs adds a lot of pressure, and while they all helo fill the graveyard, I think there is one too many things going on here. The instant speed nature of the horror token is also tricky.
Development -
(3/3) Viability: Seems about rare. Could maybe even be a mythic with a beefier body.
(2/3) Balance: This is hard to judge. Murder, cancel, divination, and mind rot are all subpar cards competitively. But turning each one of those into much more versatile cards? On a cheap creature with a relevant tribe? All with a super splashy in graveyard effect that serves even more purposes? This card pushes in a lot of different directions and I think one of them is bound to get some play in a standard environment. It feels risky. I also worry this card is a bit too much of a trap in terms of requiring decks to run several specific cards to get the full value. Somethign a lot of casual players will shy away from (I dont have all those/enough copys of those cards, I only have cancels. I'm not gonna play this!)
Creativity -
(3/3) Uniqueness: This card is very unique in how it uses named cards, and the suite of abilities synergize well.
(1.5/3) Flavor: The flavor is very generic. It doesn't creates character here despite the card feeling so distinct.
Polish -
(2/3) Quality: Start your effects with Capital letters.
(2/2) *Main Challenge: Sure.
(2/2) Subchallenges:
Total: 20/25
*An entry with 0 points here is subject to disqualification.
(2/3) Appeal: Any army or discard rats does have appeal for timmy. Johnny does like finding ways to feed his X spells too. Despite having a variable cost, this seems a little out of range for spikes prime interest. It's just not aggressive enough.
(3/3) Elegance: For this kind of challenge, this was a great way to be elegant.
Development -
(3/3) Viability: Everything here lines up well.
(2/3) Balance: This card isn't very aggressive. Even playing 3+ for this card doesn;t feel very impressive against most decks. It could have a niche roll, but more than likely will be a commander card. There it'll certainly shine with its option and flexibily to suit all kinds of multiplayer scenarios too.
Creativity -
(2/3) Uniqueness: Creating tokens and discarding together are pretty standard effects for black, and while this card makes a good classic reference, it doesn't feel that fresh.
(2/3) Flavor: A good name in desperate need of some flavor text to make it a home run.
Polish -
(3/3) Quality: Looks fine.
(2/2) *Main Challenge: Got it.
(2/2) Subchallenges: Spot on.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
(1.5/3) Appeal: That's a lot of life loss and a big creature, but timmy isn't sure about hurting himself so much! Johnny wonders about breaking the symmetry of the card or ways to get extra value out of the trigger/token. Spike is... concerned, but appreciates a hanging kill switch that he can use when in the lead or create a big token when he is behind.
(2.5/3) Elegance: Theres a pretty singnificant chaing of events going on here, but more complciated thigns see print and the mechanics and flavor tie well.
Development -
(3/3) Viability: I think as an artifact with a black ability this works fine.
(2/3) Balance: This card is probably "fair", but man, is it super greify. It doesn't seem like the most fun card to play against, and I feel a large audience will shy away from the symmetry. The self synergy of giving Death's Shadow a life lose tie will warrant testing. Most likely a standard/limited thing if anything.
Creativity -
(2/3) Uniqueness: This feels pretty distinct with its well know effect's creature by fitting well into the narrative concepts wizards wants with a lot of their cards. I wouldn't call it "fresh." More, "current."
(2.5/3) Flavor: The idea of a candle of life that creates deaths shadow is great. My one flavor snub is: If a candle goes out, how is it casting a shadow?
Polish -
(3/3) Quality: Looks good.
(2/2) *Main Challenge: Yup
(2/2) Subchallenges: Got it.
Total: 20.5/25
*An entry with 0 points here is subject to disqualification.
(3/3) Appeal: Being able to deal 7 damage at one time to an opponent sounds like a Timmy thing. Johnny can combine this card with several other cards that are good when given away. In the written form even Spike is interested in this card.
(1/3) Elegance: The card almost makes sense. The only issue is that it says "... you may have target player gain control ..." instead of "... you may have target opponent gain control ...". This is probably not intentional. I'll judge the card as written anyways. Doing not would distort the whole judgement.
Development .:.
(3/3) Viability: As an artifact this card does not break the color wheel. It creates a token of an artifact creature already in the game. There are also artifacts that involve the exchange of or abandoning of someone's permanents. As the bombshell this card is good at rare.
(0/3) Balance: As written this card has no drawback. You can create a 4/1 for 1 each third turn and give it away for 7 damage if you want and that's way too good. Other than a small mana investmend from time to time you don't have to do anything to get to use this card to its full potential. Outside of multi player formats this card is very oppressive.
Creativity .:.
(2,5/3) Uniqueness: Doing control shenanigans for damage is reminiscent of cards like Jinxed Idol. Here we have a very complex new card that works similiar but also different.
(1/3) Flavor: I'm not sure I fully understand the flavour. Your permanents are supposed to be the munition? How is it that shooting stuff around charges the ... gun? I have first to charge a weapon to be able to shoot, don't I? The meandering part conveys some of this card's mechanics.
Polish .:.
(3/3) Quality: No flaws detected.
(2/2) *Main Challenge: The card satisfies the main challenge.
(2/2) Subchallenges: Both subchallenges satisfied.
Total: 17,5/25
*An entry with 0 points here is subject to disqualification.
(2/3) Appeal: For Timmy this card is not impressive enough. The card calls for Johnny. He takes the call and is looking for a way to really use this card right now. A ramp card with hoops is not for Spike.
(2/3) Elegance: Having both "may" and "up to" seems redundant. As I understand it you can exile 0 cards from your graveyard and still meet the criteria to receive a Forest. There's only one other card to compare this in Rysorian Badger, but even this can't be really compared as the badger has no benefit if you exile 0 cards. Are there rules that explain how exactly "up to" effects work? I'm thinking, if I it counts to make a pile with 0 cards with Fact or Fiction, it also counts if I exile 0 creatures. If it's worded wrong it would be a quality issue. Anyways, this inconvenience can be avoided without affecting the function by simply deleting "up to one." The rest of the card is very fine.
Development .:.
(3/3) Viability: This is a ramp card and fits perfectly in what green's usually doing. Exiling single cards from graveyards is also available. The rarity is appropriate, if alone for the ability to create a land token which I find problematic. Out of experience I can say that even creature tokens that aren't represented with actual cards are not easy to track. If for example a die is used, the state of being tapped or not must be remembered at all times. As long as players are allowed to use anything as token, cards that create land tokens should be rare, if at all.
(2,5/3) Balance: This card is not broken and makes for an interesting build around card. But I think it should be a little stronger and make it possible to exile a card from an opponent's graveyard, much like Deathgorge Scavenger for example.
Creativity .:.
(3/3) Uniqueness: Land tokens are very unique. Very fresh design.
(3/3) Flavor: Turning the dead into soil is a well know theme. This card transports this idea perfectly.
Polish .:.
(3/3) Quality: No flaws detected. Interestingly there does not seem to be a convention when it comes to added if clauses, or I could not find one. Festering Newt has "Effect instead if criteria is met.", Akoum Hellkite has "If criteria is met, effect instead." I personally would have liked the wording here more if it was in the Newt's word order.
(2/2) *Main Challenge: The card satisfies the main challenge.
(2/2) Subchallenges: Both subchallenges satisfied. Although one of three mentioned existing cards is a land.
Total: 22,5/25
*An entry with 0 points here is subject to disqualification.
(2/3) Appeal: Possibly repeatedly pumping a creature might be interesting for Timmy. Repeatedly untapping a creature pleases Johnny. I don't know if there was ever a red and/or white one time (and possibly more in this case) pump spell that was relevant on a competitive level. So Spike is not interested.
(2/3) Elegance: I find the interaction of untapping and giving vigilance in red and white weird. In these colors you're most likely tapping just to attack and vigilance doesn't add anything mid combat. Sure this card can be used to either make an attacker bigger or to generate a blocker during the opponent's turn. It also should be noted that the name strongly overlaps with Fist of Suns. Other than that the card is fine.
Development .:.
(3/3) Viability: Colors and rarity are fine.
(3/3) Balance: This is a good limited card and might be interesting in a fun constructed build. While there generally are several more interesting targets for Sunforger, the fist adds the aforementioned flexibility in combat.
Creativity .:.
(1/3) Uniqueness: It's just another combat trick. Untapping and vigilance has not been done yet, though.
(2/3) Flavor: With a name that involves a body part I would think that you're fighting with that body part. However, here the fists are enhanced to better wield a weapon, compared to directly enhancing the weapon. The flavour is not fully there.
Polish .:.
(2,5/3) Quality: The flavor text is missing a point. Rest is fine.
(2/2) *Main Challenge: The card satisfies the main challenge.
(2/2) Subchallenges: Both subchallenges satisfied.
Total: 19,5/25
*An entry with 0 points here is subject to disqualification.
Design -
(2.5/3) Appeal: Timmy likes the prospect of ramping by two mana as well as token makers. Johnny would abuse the ramp even further with Parallel Lives and similar. Spike likes efficiency and versatility but wishes this were an instant.
(3/3) Elegance: Extremely elegant.
Development -
(3/3) Viability: Color and rarity both seem like obvious choices.
(3/3) Balance: Nothing wrong here.
Creativity -
(0.5/3) Uniqueness: Literally a double Llanowar Elves or two Llanowar Mentor activations.
(2.5/3) Flavor: Solid, sense-making flavor, but it all feels rather generic and core-set.
Polish -
(3/3) Quality: Looks fine.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 21.5/25
Design -
(2.5/3) Appeal: Timmy loves a unique card with special flavor such as this one, especially one calling back to a very "swarm-Timmy" card. Johnny also loves a card with odd and unique implications. Spike isn't that interested
since the "nontoken" clause prevents blatant abusesince this is mostly a strange build-around for wonkiness, but would maybe consider it in a token deck.(2/3) Elegance: A little wordy, but gets its point across - the menace-granting ability is very useful but seems superfluous to the design.
Development -
(3/3) Viability: Black and rare both seem obvious.
(3/3) Balance: Seemingly designed to get out of hand in Commander, but a lot of things get out of hand in that format. In normal games this definitely requires skillful play to overwhelm opponents with and is fragile.
Creativity -
(2.5/3) Uniqueness: While Relentless Rats (obviously) already exists, the name-changing aspect is very unique.
(2.5/3) Flavor: No flavor text, otherwise delightful.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 22.5/25
Design -
(2/3) Appeal: Timmy would love the experience of turning an opponent's threats (or his own Saprolings) into the infamous Pillarfield Ox. Johnny definitely has things he can do with a bunch of creatures with all the same name. Spike is not paying six mana for mass removal that leaves a bunch of 2 power guys behind.
(3/3) Elegance: Nice and elegant.
Development -
(3/3) Viability: White and rare are both good.
(2.5/3) Balance: Sort of underwhelming for its cost - being as this is a Curse its primary use should be on opponents, and yet turning their creatures into 2/4s is actually an upgrade in some cases.
Creativity -
(1/3) Uniqueness: Feels like a direct mash-up of Pillarfield Ox and Overwhelming Splendor.
(2.5/3) Flavor: Name/effect/flavor text combination is wonderful, but the presence of Curses on Zendikar would need at least explanation, especially if not connected to the "dungeon crawl" aspects of the plane.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 21/25
Design -
(1/3) Appeal: Timmy loves swingy craziness. Johnny does not appreciate having a combo spelled out for him or win-more cards. The only thing Spike is spending any more mana on if he controls two Darksteel Colossi is a way to protect those Darksteel Colossi.
(3/3) Elegance: Nothing objectionable.
Development -
(2/3) Viability: Rare is correct; a colorless sorcery not connected to Eldrazi requires definite justification.
(0/3) Balance: Not a broken card, but a horrendously swingy and win-more one. The worse mode is worse than an Aeolipile activation. The better mode does basically what attacking with your two Colossi should already be doing. You could make the argument that this is a Commander card - but in that case, why does it require two cards that share a name?
Creativity -
(1.5/3) Uniqueness: The base effect is Shock. The upgraded effect is insanity.
(3/3) Flavor: I appreciate on a Vorthos-Melvin level the use of the number 22.
Polish -
(2.5/3) Quality: "two or more creatures/permanents named..."
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 17/25
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝