It's a multicolor(...ish) month here at the MCC! Not much else to explain, the challenges should be self-explanatory.
Main Challenge: Design an artifact that has two or more colors in its color identity. Subchallenge 1: Your card is not a creature. Subchallenge 2: Your card has the word "life" in its text box.
If you have questions about the challenge, please post in the MCC discussion thread. Best of luck!
Main Challenge: "A card's color identity is its color plus the color of any mana symbols in the card's rules text."
Subchallenge 2: The challenge means what it says and doesn't have to refer to the Magic game term "life." Other uses of the actual word "life" in the card text are acceptable.
Design Deadline: All submissions are to be final and submitted by April 14th 11:59 PM EST
Judging Deadline: All judgements are to be final and completed by April 16th 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.
Vampire’s Relic3
Artifact (R)
When Vampire’s Relic enters the battlefield, search your library for a card and exile that card. Then shuffle your library. 1W, T: Create a 1/1 white Vampire creature token with lifelink. 1B, T, Sacrifice three Vampires: Put the exiled card into your hand. Exile Vampire’s Relic. “You must give up your life to achieve the eternal prize.”
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.)
The Throne of Nachia 4
Legendary Artifact (R)
At the beginning of your upkeep, each player who controls a creature with power greater than their life total loses the game. Then you may pay RWB. If you do, put four +1/+1 counters on a creature with the greatest power among creatures on the battlefield. "Strength invites challenge."
--Somniarchus XCVII
Enyara's Monument2
Artifact (R)
Whenever a creature enters the battlefield or dies, you gain 1 life. WB, Pay 4 life: Enyara's Monument becomes an Angel artifact creature with flying and "This creature's power and toughness are each equal to your current life total minus your starting life total."
(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)
Duelists' Blade3
Artifact - Equipment
Prevent all combat damage to each creature equipped creature is blocking. 2RW: Prevent all combat damage that would be dealt to equipped creature by target creature this turn. Deal X damage to that creature, where X is the amount of damage prevented this way. Activate this ability only during combat after blockers are declared.
Equip 0
So much for the adage 'Don't bring a sword to a baloth fight'.
Breya's LifestaffRW
Artifact - Equipment (R)
Equipped creature gets +1/+0, has haste, and attacks each combat if able.
At the beginning of combat on your turn, you may return target creature card with converted mana cost 2 or less from your graveyard to the battlefield and attach Breya's Lifestaff to it.
Corpse Catapult5
Artifact (R)
Whenever a nontoken creature you control dies, you may pay 1B. If you do, create a 2/2 black Zombie creature token and each opponent loses 2 life. 1R, T, Sacrifice a creature: Corpse Catapult deals damage equal to the sacrificed creature's power to target creature or planeswalker. For the open-minded, corpses can have many uses.
Porcelain Shackles3(W/P)(U/P)
Legendary Artifact {R} ((W/P) can be paid with either W or 2 life. (U/P) can be paid with either U or 2 life.)
You may choose not to untap Porcelain Shackles during your untap step. T: Gain control of target creature with converted mana cost less than the number of creatures you control for as long as Porcelain Shackles remains tapped. Commissioned by The Orthodoxy. Perfected by The Progress Engine.
Book of Whispering Blood2BR
Artifact (Rare)
Whenever you lose life, exile that many cards from the top of your library. Until end of turn, you may cast those cards. T: You lose 1 life. The book tells the stories that your blood tries to scream to you.
Suntwin Shroud
Artifact - Equipment (r)
Whenever equipped creature attacks, you may pay , if you do, create a token that's a copy of equipped creature tapped and attacking. Exile that token at the begining of the next end step unless Suntwin Shroud is attached to it.
Equip token creature
Equip
Satu's Hourglass4
Legendary Artifact (R) 4W, T: Double your life total. Activate this ability only as long as you have 10 or less life. 4B, T: Target opponent loses half their life total, rounded up. Activate this ability only as long as you have 10 or more life.
Design .:. (1,5/3) Appeal: Very Johnny-ish! Not sure if this fits the Timmy box, though. It's about relatively big creatures but not in the usual way . . . (3/3) Elegance: The card is easy to understand and makes sense.
Development .:. (2/3) Viability: Rare is fine. Black, lose the game, yes. White, +1/+1 counter thing, kind of, e.g. Triumph of Gerrard. But what is red about this card? (3/3) Balance: The card opens up fun ways to build new decks without being too powerful.
Creativity .:. (3/3) Uniqueness: A fresh new "lose the game" card. (2/3) Flavor: From a flavor stand point I don't fully understand what I am looking here. It is a throne, it has to do with might. But if the powers of my troops are too high I die. It feels like there's something more special going on but I have no clue what it is.
Polish .:. (3/3) Quality: No flaws detected! (2/2) *Main Challenge: Main challenge satisfied! (2/2) Subchallenges: Both subchallenges satisfied!
Total: 21,5/25
Design .:. (1/3) Appeal: Johnny likes playing around with this. (3/3) Elegance: The card is easy to understand and makes sense.
Development .:. (3/3) Viability: Rarity and colors are fine. (3/3) Balance: This card does a lot but is also costet very safe.
Creativity .:. (2/3) Uniqueness: This is a neat combination of known concepts. (3/3) Flavor: After Arcane Flight things that tend to the silly side seem to be more possible again. Like throwing around dead bodies.
Polish .:. (3/3) Quality: No flaws detected! (2/2) *Main Challenge: Main challenge satisfied! (2/2) Subchallenges: Both subchallenges satisfied!
Total: 22/25
Design .:. (1,5/3) Appeal: Timmy uses many creatures to gain control of a big creature? It also has a similar power level as Vedalken Shackles, Spike would play this. (3/3) Elegance: The card is easy to understand and makes sense.
Development .:. (3/3) Viability: Rarity and colors make sense. (3/3) Balance: Compared to the aforementioned shackles this seems to have a similar powerlevel. While you can generally get creatures faster than Islands, here you pay more/life and also need to keep your creatures. Being legendary also helps balancing this card.
Creativity .:. (1/3) Uniqueness: This card is a nice callback but almost identical to an existing card. (2/3) Flavor: Sometimes artifacts are legendary and the only reason seems to be power level. Gonti's Aether Heart? Sure, it's their heart after all. Aetherworks Marvel? Maybe it's really complicated to build but most stuff on Kaladesh seems to be mass produced ... Without further explanation the new shackles feel like the latter.
Polish .:. (3/3) Quality: No flaws detected! (2/2) *Main Challenge: Main challenge satisfied! (2/2) Subchallenges: Both subchallenges satisfied!
Total: 20,5/25
Design .:. (2/3) Appeal: Johnny's drooling over this card. Spike probably as well. (3/3) Elegance: The card is easy to understand and makes sense.
Development .:. (3/3) Viability: Very red and black and rare seems correct. (1/3) Balance: Losing an arbitrary amount of life seldom is a real drawback for really powerful effects. Drawing cards is powerful, that the text says exile instead of draw is just camouflage for combo decks. There are so many cards that enable this card along the way, it's probably broken.
Creativity .:. (3/3) Uniqueness: I think the closest relative to this card would be Necropotence but it is something different. (3/3) Flavor: The flavor is great.
Polish .:. (3/3) Quality: No flaws detected! (2/2) *Main Challenge: Main challenge satisfied! (2/2) Subchallenges: Both subchallenges satisfied!
Design - (2/3) Appeal: Lifegain has always been popular with the beginning crowd, so there will be takers there. Timmy/Tammy might like this to attempt large life totals and getting a big creature out of it. Losing 4 life usually doesn't sit too well with them though. Johnny/Jenny like a build-around-me card and there's quite some combo potential here. I doubt Spike could be bothered to try this. (2/3) Elegance: So, involving maths like this is always a brain-jerker. Other than that it's simple enough. Maybe tracking lifegain with counters would be a better approach, albeit that'd make for an entirely different card.
Development - (2/3) Viability: Lifegain in small increments fits well on an artifact. Rare is a good fit, you don't want this to show up in drafts too much. Caring about life totals is a white and black thing to do. I would have made it so, that the power and toughness is set to that amount on activation, instead of becoming a static ability that changes the amount whenever your life total changes. That involves quite some tracking, especially during the end of combat. It becomes weird when lightning bolt to the face becomes an answer to this, while it's already attacking. (2/3) Balance: So, right off the bat, this is a -4/-4, yes? Because you lose 4 life, are at 16 and then minus your starting life total is 16-20=-4. So you have to have at least 5 creatures enter the battlefield or die, while not losing any life, for this to be a 1/1 flying. I really don't think the life payment was necessary here. It's already a hurdle to get over your starting life total and managing to gain over 4 life each round might become frustrating easily.
Creativity - (3/3) Uniqueness: This way to reward life over starting life is pretty interesting. (3/3) Flavor: Monuments have been well established in Magic and this one is a nice execution on that flavor.
Polish - (2.5/3) Quality: "Current life" is not a thing. Use "life total" instead. I know, it's tempting to avoid confusion with starting life. (2/2) Main Challenge: Check. (2/2) Subchallenges: Both met.
Total: 20.5/25
Design - (3/3) Appeal: Spike would be all over this thing. Even Timmy/Tammy might enjoy getting their things back and to get to attack immediately. Johnny/Jenny could have fun with repeated graveyard interaction. There's something for everyone. (3/3) Elegance: Fairly simple. People might be confused about whether beginning of combat is soon enough to still be able to declare it as an attacker, but it's strongly implied.
Development - (2/3) Viability: Rare is a good fit. Red and white are both well represented. I know, having to equip ability feels exciting, but it's really not a good idea, as it will confuse players and feel very off. Equipments are supposed to have an equip cost and when you don't want the regular equip be a thing to use, just have it have a ridiculously high cost, like 5 or 6. (2/3) Balance: It's very much on the strong side. It works the turn you play it, it costs very little and it prevents your opponent from removing your aggressive creatures for good. Since this already works best a little bit later in the game, I'd have upped the mana cost by 2 or at least 1. It wouldn't hurt the gameplay too much, while lessing the efficiency. Of course, every set needs some high profile cards, so this could be one of those.
Creativity - (3/3) Uniqueness: It's an old concept with a very fresh approach. (3/3) Flavor: While the card fits well with red and white, there's some dark twist to the way it feels, which suits Breya very well.
Polish - (3/3) Quality: I checked, the name's the same in both instances! (2/2) Main Challenge: Mana cost is a very direct way to ensure color identity. (2/2) Subchallenges: Checks out.
Total: 23/25
Design - (3/3) Appeal: Timmy/Tammy would be all over this. Johnny and Jenny do like copying things. Spike might also get a kick out of some potential value. (3/3) Elegance: A fairly complex effect, well expressed makes for an elegant card.
Development - (3/3) Viability: Rare is a good fit for copy effects. Copying until end of turn is very red. It's an interesting choice how white isn't needed here, but being the color of tokens and equipments it gets a benefit here. (3/3) Balance: Aggressive casting cost meets expensive upkeep costs. 4 mana to double something is a fair prize. This is well costed and requires a strong creature on the board that is ready to attack.
Creativity - (3/3) Uniqueness: I like how you adapted that newly established equip mechanic for your purposes and combined it with a very interesting new way to use a token until end of turn. (3/3) Flavor: With the sun being associated with both, red and white, it's a good fit. Shroud is a good fit for something that also protects.
Polish - (2/3) Quality: "[...] you may pay RR. If you do [...]" - missing an n in beginning - I read this as Sunt Win until google pointed it out to me. I think Sun-Twin would be a better way to write it. (2/2) Main Challenge: The white part feels a bit tacked on, but it also feels natural. Probably because I this was designed to meet requirements. (1/2) Subchallenges: Not a creature. Good call not to force more into this.
Total: 23/25
Design - (2.5/3) Appeal: Lifegain has a wide target audience. The effects read with quite some impact, so Timmy/Tammy would be a fan. Johnny/Jenny likes doubling things, this is rather restricted though. Spike will shy away from big mana costs. (3/3) Elegance: I very much expected the second ability to care about your opponent. Once you get used to this way of doing this parallel effect it's good though.
Development - (3/3) Viability: White gains life, black makes people lose life. I like it. Going forward I heard something about them cutting down on lifeloss in favor of damage. Keep an eye out for that. (1.5/3) Balance: 9 mana before you get around to a single activation is quite the cost. Gaining around 8 life that way isn't very good. Having the option to do it turn after turn, makes you quite hard to bring down, but only if you have a large surplus of mana to spent. It should take around 3 activations to get into range of winning with the second ability. All in all, it feels very clunky and like a card that will only see play in formats with large amounts of mana to spend. Commander might be a good place for it, with the large life totals.
Creativity - (3/3) Uniqueness: Bringing doubling and halving together on a card like this, especially repeatable, hasn't been done. (3/3) Flavor: An hourglass seems like a good fit for what's going on.
Polish - (3/3) Quality: Looks good. (2/2) Main Challenge: Check. (2/2) Subchallenges: Both met.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Design - (2.5/3) Appeal: Timmy likes a token machine that can later fetch his finisher. Johnny likes a combo enabler with defensive functions. It's all a bit slow for Spike but he does like the flexibility. (2.5/3) Elegance: Wordy - but necessarily so. Elegant effects overall.
Development - (3/3) Viability: Bit of a Chinese-menu effect but the colors involved feel right. So does the rarity. (3/3) Balance: If the "big ability" of the card is the tutor then the payoff is a bit expensive and slow. Ultimately I think this could have called for tapping untapped Vamps rather than sacrificing them, and this still would have been a fair card, but a bit stronger.
Creativity - (1.5/3) Uniqueness: Vampire token makers are all over Ixalan and tutors obviously have a lot of precedent but the whole "crack open the prize" bit is unique. (2.5/3) Flavor: Solid overall flavor, generic flavor text.
Total: 22/25
*An entry with 0 points here is subject to disqualification.
Design - (1/3) Appeal: Might theoretically be a Timmy card, but ultimately has too punishing of a drawback for too little of a payoff. Johnny might be able to do something odd with that same drawback. Spike sees it as a hard pass. (2/3) Elegance: Really, really wordy. However, it still does one cohesive thing.
Development - (1/3) Viability: Red and white seem fine. No rarity included, so can't judge that. Uncommon would be fine. (2/3) Balance: Really quite underpowered - always winning creature-to-creature combat with one creature is fairly nice but having to pay 3 to start plus 2RW per combat is way too expensive. Plus, there's a drawback if you're not using it. You'll usually get better results from such relatively unimpressive cards as Sword of Vengeance in Constructed and it's all too unreliable even for Limited. And since the card is apparently just meant for blocking, Peregrine Mask might even be a better option.
Creativity - (2/3) Uniqueness: Relatively unique but not without precedent. (1/3) Flavor: There's a lot I don't get here. Why does a dueling sword prevent the wielder from dealing its own damage? Why the judo-ish "opponent's own momentum against them" effect on, again, a simple dueling weapon? This flavor thus far seems more like some sort of martial artist's sash. And the flavor text is nonsensical, as the expression "knife to a gun fight" refers to having an insufficient weapon for a conflict, but then a baloth is not a weapon...
Polish - (0.5/3) Quality: "Prevent all damage that would be dealt by equipped creature to creatures it's blocking." No rarity. Damage needs to have a source. Single rather than double quotes in the flavor text and an unnecessary extra space between the bottom line of the text and the flavor text. (2/2) *Main Challenge: Done. (1/2) Subchallenges: No "life."
Total: 12.5/25
*An entry with 0 points here is subject to disqualification.
Design - (2.5/3) Appeal: Timmy likes the gainz but the effect usually isn't splashy enough for him - however, he does also like ramp. Johnny smells good combo fuel. Spike's all over a good mana rock with a utility effect like this particularly in Limited. (3/3) Elegance: Hella.
Development - (2.5/3) Viability: All looks good. Feels like it pushes the boundaries of uncommon though. (3/3) Balance: A relatively strong mana artifact but nothing out of the question.
Creativity - (0.5/3) Uniqueness: Dumb amount of precedent but these effects have bizarrely never been combined. (2.5/3) Flavor: Awesome flavor but doggerel flavor text.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
Design - (2/3) Appeal: Timmy loves the repeatable lifegain and ramp. Johnny loves all the moving parts (and ramp). All a bit too slow for Spike overall. (2.5/3) Elegance: Wordy yet elegant and easily memorable in its effects.
Development - (2.5/3) Viability: Generally feels right, if on the borderline of uncommon/rare. (3/3) Balance: Seems fine.
Creativity - (1.5/3) Uniqueness: Feels rather obviously like a riff on Deathrite Shaman. (2.5/3) Flavor: Good flavor, if generically Golgari. Flavor text is slightly hard to parse.
April MCC 2018 Round 2 - Obey the Machine
It's a multicolor(...ish) month here at the MCC! Not much else to explain, the challenges should be self-explanatory.
Main Challenge: Design an artifact that has two or more colors in its color identity.
Subchallenge 1: Your card is not a creature.
Subchallenge 2: Your card has the word "life" in its text box.
If you have questions about the challenge, please post in the MCC discussion thread. Best of luck!
Main Challenge: "A card's color identity is its color plus the color of any mana symbols in the card's rules text."
Subchallenge 2: The challenge means what it says and doesn't have to refer to the Magic game term "life." Other uses of the actual word "life" in the card text are acceptable.
Design Deadline: All submissions are to be final and submitted by April 14th 11:59 PM EST
Judging Deadline: All judgements are to be final and completed by April 16th 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
Antiantiserum
doomfish
Contestants:
bravelion83
Cardz5000
netn10
Gerrard's Mom
Kypster
Hemlock
Marco
IcariiFA
Flatline
Seeonee
rkohn1357
Rudyard
StonerOfKruphix
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.͇̣̙̝
Artifact (R)
When Vampire’s Relic enters the battlefield, search your library for a card and exile that card. Then shuffle your library.
1W, T: Create a 1/1 white Vampire creature token with lifelink.
1B, T, Sacrifice three Vampires: Put the exiled card into your hand. Exile Vampire’s Relic.
“You must give up your life to achieve the eternal prize.”
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.)
Legendary Artifact (R)
At the beginning of your upkeep, each player who controls a creature with power greater than their life total loses the game. Then you may pay RWB. If you do, put four +1/+1 counters on a creature with the greatest power among creatures on the battlefield.
"Strength invites challenge."
--Somniarchus XCVII
Edit: Sorry I missed the deadline.
Artifact (R)
Whenever a creature enters the battlefield or dies, you gain 1 life.
WB, Pay 4 life: Enyara's Monument becomes an Angel artifact creature with flying and "This creature's power and toughness are each equal to your current life total minus your starting life total."
Artifact - Equipment
Prevent all combat damage to each creature equipped creature is blocking.
2RW: Prevent all combat damage that would be dealt to equipped creature by target creature this turn. Deal X damage to that creature, where X is the amount of damage prevented this way. Activate this ability only during combat after blockers are declared.
Equip 0
So much for the adage 'Don't bring a sword to a baloth fight'.
Artifact - Equipment (R)
Equipped creature gets +1/+0, has haste, and attacks each combat if able.
At the beginning of combat on your turn, you may return target creature card with converted mana cost 2 or less from your graveyard to the battlefield and attach Breya's Lifestaff to it.
Artifact (R)
Whenever a nontoken creature you control dies, you may pay 1B. If you do, create a 2/2 black Zombie creature token and each opponent loses 2 life.
1R, T, Sacrifice a creature: Corpse Catapult deals damage equal to the sacrificed creature's power to target creature or planeswalker.
For the open-minded, corpses can have many uses.
Legendary Artifact {R}
((W/P) can be paid with either W or 2 life. (U/P) can be paid with either U or 2 life.)
You may choose not to untap Porcelain Shackles during your untap step.
T: Gain control of target creature with converted mana cost less than the number of creatures you control for as long as Porcelain Shackles remains tapped.
Commissioned by The Orthodoxy. Perfected by The Progress Engine.
Artifact (C)
W, T: Gain 1 life.
T, Pay 1 life: Add B.
Drink the light, bleed the night.
Artifact (Rare)
Whenever you lose life, exile that many cards from the top of your library. Until end of turn, you may cast those cards.
T: You lose 1 life.
The book tells the stories that your blood tries to scream to you.
Artifact - Equipment (r)
Whenever equipped creature attacks, you may pay , if you do, create a token that's a copy of equipped creature tapped and attacking. Exile that token at the begining of the next end step unless Suntwin Shroud is attached to it.
Equip token creature
Equip
Legendary Artifact (R)
4W, T: Double your life total. Activate this ability only as long as you have 10 or less life.
4B, T: Target opponent loses half their life total, rounded up. Activate this ability only as long as you have 10 or more life.
void_nothing:
bravelion83
Kypster
Rudyard
StonerOfKruphix
Antiantiserum:
Seeonee
rkohn1357
Cardz5000
netn10
doomfish:
Flatline
Gerrard's Mom
Hemlock
IcariiFA
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
(1,5/3) Appeal: Very Johnny-ish! Not sure if this fits the Timmy box, though. It's about relatively big creatures but not in the usual way . . .
(3/3) Elegance: The card is easy to understand and makes sense.
Development .:.
(2/3) Viability: Rare is fine. Black, lose the game, yes. White, +1/+1 counter thing, kind of, e.g. Triumph of Gerrard. But what is red about this card?
(3/3) Balance: The card opens up fun ways to build new decks without being too powerful.
Creativity .:.
(3/3) Uniqueness: A fresh new "lose the game" card.
(2/3) Flavor: From a flavor stand point I don't fully understand what I am looking here. It is a throne, it has to do with might. But if the powers of my troops are too high I die. It feels like there's something more special going on but I have no clue what it is.
Polish .:.
(3/3) Quality: No flaws detected!
(2/2) *Main Challenge: Main challenge satisfied!
(2/2) Subchallenges: Both subchallenges satisfied!
Total: 21,5/25
(1/3) Appeal: Johnny likes playing around with this.
(3/3) Elegance: The card is easy to understand and makes sense.
Development .:.
(3/3) Viability: Rarity and colors are fine.
(3/3) Balance: This card does a lot but is also costet very safe.
Creativity .:.
(2/3) Uniqueness: This is a neat combination of known concepts.
(3/3) Flavor: After Arcane Flight things that tend to the silly side seem to be more possible again. Like throwing around dead bodies.
Polish .:.
(3/3) Quality: No flaws detected!
(2/2) *Main Challenge: Main challenge satisfied!
(2/2) Subchallenges: Both subchallenges satisfied!
Total: 22/25
(1,5/3) Appeal: Timmy uses many creatures to gain control of a big creature? It also has a similar power level as Vedalken Shackles, Spike would play this.
(3/3) Elegance: The card is easy to understand and makes sense.
Development .:.
(3/3) Viability: Rarity and colors make sense.
(3/3) Balance: Compared to the aforementioned shackles this seems to have a similar powerlevel. While you can generally get creatures faster than Islands, here you pay more/life and also need to keep your creatures. Being legendary also helps balancing this card.
Creativity .:.
(1/3) Uniqueness: This card is a nice callback but almost identical to an existing card.
(2/3) Flavor: Sometimes artifacts are legendary and the only reason seems to be power level. Gonti's Aether Heart? Sure, it's their heart after all. Aetherworks Marvel? Maybe it's really complicated to build but most stuff on Kaladesh seems to be mass produced ... Without further explanation the new shackles feel like the latter.
Polish .:.
(3/3) Quality: No flaws detected!
(2/2) *Main Challenge: Main challenge satisfied!
(2/2) Subchallenges: Both subchallenges satisfied!
Total: 20,5/25
(2/3) Appeal: Johnny's drooling over this card. Spike probably as well.
(3/3) Elegance: The card is easy to understand and makes sense.
Development .:.
(3/3) Viability: Very red and black and rare seems correct.
(1/3) Balance: Losing an arbitrary amount of life seldom is a real drawback for really powerful effects. Drawing cards is powerful, that the text says exile instead of draw is just camouflage for combo decks. There are so many cards that enable this card along the way, it's probably broken.
Creativity .:.
(3/3) Uniqueness: I think the closest relative to this card would be Necropotence but it is something different.
(3/3) Flavor: The flavor is great.
Polish .:.
(3/3) Quality: No flaws detected!
(2/2) *Main Challenge: Main challenge satisfied!
(2/2) Subchallenges: Both subchallenges satisfied!
Total: 22/25
(2/3) Appeal: Lifegain has always been popular with the beginning crowd, so there will be takers there. Timmy/Tammy might like this to attempt large life totals and getting a big creature out of it. Losing 4 life usually doesn't sit too well with them though. Johnny/Jenny like a build-around-me card and there's quite some combo potential here. I doubt Spike could be bothered to try this.
(2/3) Elegance: So, involving maths like this is always a brain-jerker. Other than that it's simple enough. Maybe tracking lifegain with counters would be a better approach, albeit that'd make for an entirely different card.
Development -
(2/3) Viability: Lifegain in small increments fits well on an artifact. Rare is a good fit, you don't want this to show up in drafts too much. Caring about life totals is a white and black thing to do. I would have made it so, that the power and toughness is set to that amount on activation, instead of becoming a static ability that changes the amount whenever your life total changes. That involves quite some tracking, especially during the end of combat. It becomes weird when lightning bolt to the face becomes an answer to this, while it's already attacking.
(2/3) Balance: So, right off the bat, this is a -4/-4, yes? Because you lose 4 life, are at 16 and then minus your starting life total is 16-20=-4. So you have to have at least 5 creatures enter the battlefield or die, while not losing any life, for this to be a 1/1 flying. I really don't think the life payment was necessary here. It's already a hurdle to get over your starting life total and managing to gain over 4 life each round might become frustrating easily.
Creativity -
(3/3) Uniqueness: This way to reward life over starting life is pretty interesting.
(3/3) Flavor: Monuments have been well established in Magic and this one is a nice execution on that flavor.
Polish -
(2.5/3) Quality: "Current life" is not a thing. Use "life total" instead. I know, it's tempting to avoid confusion with starting life.
(2/2) Main Challenge: Check.
(2/2) Subchallenges: Both met.
Total: 20.5/25
(3/3) Appeal: Spike would be all over this thing. Even Timmy/Tammy might enjoy getting their things back and to get to attack immediately. Johnny/Jenny could have fun with repeated graveyard interaction. There's something for everyone.
(3/3) Elegance: Fairly simple. People might be confused about whether beginning of combat is soon enough to still be able to declare it as an attacker, but it's strongly implied.
Development -
(2/3) Viability: Rare is a good fit. Red and white are both well represented. I know, having to equip ability feels exciting, but it's really not a good idea, as it will confuse players and feel very off. Equipments are supposed to have an equip cost and when you don't want the regular equip be a thing to use, just have it have a ridiculously high cost, like 5 or 6.
(2/3) Balance: It's very much on the strong side. It works the turn you play it, it costs very little and it prevents your opponent from removing your aggressive creatures for good. Since this already works best a little bit later in the game, I'd have upped the mana cost by 2 or at least 1. It wouldn't hurt the gameplay too much, while lessing the efficiency. Of course, every set needs some high profile cards, so this could be one of those.
Creativity -
(3/3) Uniqueness: It's an old concept with a very fresh approach.
(3/3) Flavor: While the card fits well with red and white, there's some dark twist to the way it feels, which suits Breya very well.
Polish -
(3/3) Quality: I checked, the name's the same in both instances!
(2/2) Main Challenge: Mana cost is a very direct way to ensure color identity.
(2/2) Subchallenges: Checks out.
Total: 23/25
(3/3) Appeal: Timmy/Tammy would be all over this. Johnny and Jenny do like copying things. Spike might also get a kick out of some potential value.
(3/3) Elegance: A fairly complex effect, well expressed makes for an elegant card.
Development -
(3/3) Viability: Rare is a good fit for copy effects. Copying until end of turn is very red. It's an interesting choice how white isn't needed here, but being the color of tokens and equipments it gets a benefit here.
(3/3) Balance: Aggressive casting cost meets expensive upkeep costs. 4 mana to double something is a fair prize. This is well costed and requires a strong creature on the board that is ready to attack.
Creativity -
(3/3) Uniqueness: I like how you adapted that newly established equip mechanic for your purposes and combined it with a very interesting new way to use a token until end of turn.
(3/3) Flavor: With the sun being associated with both, red and white, it's a good fit. Shroud is a good fit for something that also protects.
Polish -
(2/3) Quality: "[...] you may pay RR. If you do [...]" - missing an n in beginning - I read this as Sunt Win until google pointed it out to me. I think Sun-Twin would be a better way to write it.
(2/2) Main Challenge: The white part feels a bit tacked on, but it also feels natural. Probably because I this was designed to meet requirements.
(1/2) Subchallenges: Not a creature. Good call not to force more into this.
Total: 23/25
(2.5/3) Appeal: Lifegain has a wide target audience. The effects read with quite some impact, so Timmy/Tammy would be a fan. Johnny/Jenny likes doubling things, this is rather restricted though. Spike will shy away from big mana costs.
(3/3) Elegance: I very much expected the second ability to care about your opponent. Once you get used to this way of doing this parallel effect it's good though.
Development -
(3/3) Viability: White gains life, black makes people lose life. I like it. Going forward I heard something about them cutting down on lifeloss in favor of damage. Keep an eye out for that.
(1.5/3) Balance: 9 mana before you get around to a single activation is quite the cost. Gaining around 8 life that way isn't very good. Having the option to do it turn after turn, makes you quite hard to bring down, but only if you have a large surplus of mana to spent. It should take around 3 activations to get into range of winning with the second ability. All in all, it feels very clunky and like a card that will only see play in formats with large amounts of mana to spend. Commander might be a good place for it, with the large life totals.
Creativity -
(3/3) Uniqueness: Bringing doubling and halving together on a card like this, especially repeatable, hasn't been done.
(3/3) Flavor: An hourglass seems like a good fit for what's going on.
Polish -
(3/3) Quality: Looks good.
(2/2) Main Challenge: Check.
(2/2) Subchallenges: Both met.
Total: 23/25
23 Gerrard's Mom
23 Hemlock
23 IcariiFA
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
(2.5/3) Appeal: Timmy likes a token machine that can later fetch his finisher. Johnny likes a combo enabler with defensive functions. It's all a bit slow for Spike but he does like the flexibility.
(2.5/3) Elegance: Wordy - but necessarily so. Elegant effects overall.
Development -
(3/3) Viability: Bit of a Chinese-menu effect but the colors involved feel right. So does the rarity.
(3/3) Balance: If the "big ability" of the card is the tutor then the payoff is a bit expensive and slow. Ultimately I think this could have called for tapping untapped Vamps rather than sacrificing them, and this still would have been a fair card, but a bit stronger.
Creativity -
(1.5/3) Uniqueness: Vampire token makers are all over Ixalan and tutors obviously have a lot of precedent but the whole "crack open the prize" bit is unique.
(2.5/3) Flavor: Solid overall flavor, generic flavor text.
Polish -
(3/3) Quality: A-okay.
(2/2) *Main Challenge: Looks good.
(2/2) Subchallenges: Done.
Total: 22/25
*An entry with 0 points here is subject to disqualification.
(1/3) Appeal: Might theoretically be a Timmy card, but ultimately has too punishing of a drawback for too little of a payoff. Johnny might be able to do something odd with that same drawback. Spike sees it as a hard pass.
(2/3) Elegance: Really, really wordy. However, it still does one cohesive thing.
Development -
(1/3) Viability: Red and white seem fine. No rarity included, so can't judge that. Uncommon would be fine.
(2/3) Balance: Really quite underpowered - always winning creature-to-creature combat with one creature is fairly nice but having to pay 3 to start plus 2RW per combat is way too expensive. Plus, there's a drawback if you're not using it. You'll usually get better results from such relatively unimpressive cards as Sword of Vengeance in Constructed and it's all too unreliable even for Limited. And since the card is apparently just meant for blocking, Peregrine Mask might even be a better option.
Creativity -
(2/3) Uniqueness: Relatively unique but not without precedent.
(1/3) Flavor: There's a lot I don't get here. Why does a dueling sword prevent the wielder from dealing its own damage? Why the judo-ish "opponent's own momentum against them" effect on, again, a simple dueling weapon? This flavor thus far seems more like some sort of martial artist's sash. And the flavor text is nonsensical, as the expression "knife to a gun fight" refers to having an insufficient weapon for a conflict, but then a baloth is not a weapon...
Polish -
(0.5/3) Quality: "Prevent all damage that would be dealt by equipped creature to creatures it's blocking." No rarity. Damage needs to have a source. Single rather than double quotes in the flavor text and an unnecessary extra space between the bottom line of the text and the flavor text.
(2/2) *Main Challenge: Done.
(1/2) Subchallenges: No "life."
Total: 12.5/25
*An entry with 0 points here is subject to disqualification.
(2.5/3) Appeal: Timmy likes the gainz but the effect usually isn't splashy enough for him - however, he does also like ramp. Johnny smells good combo fuel. Spike's all over a good mana rock with a utility effect like this particularly in Limited.
(3/3) Elegance: Hella.
Development -
(2.5/3) Viability: All looks good. Feels like it pushes the boundaries of uncommon though.
(3/3) Balance: A relatively strong mana artifact but nothing out of the question.
Creativity -
(0.5/3) Uniqueness: Dumb amount of precedent but these effects have bizarrely never been combined.
(2.5/3) Flavor: Awesome flavor but doggerel flavor text.
Polish -
(3/3) Quality: Nice.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Life twice over!
Total: 21/25
*An entry with 0 points here is subject to disqualification.
(2/3) Appeal: Timmy loves the repeatable lifegain and ramp. Johnny loves all the moving parts (and ramp). All a bit too slow for Spike overall.
(2.5/3) Elegance: Wordy yet elegant and easily memorable in its effects.
Development -
(2.5/3) Viability: Generally feels right, if on the borderline of uncommon/rare.
(3/3) Balance: Seems fine.
Creativity -
(1.5/3) Uniqueness: Feels rather obviously like a riff on Deathrite Shaman.
(2.5/3) Flavor: Good flavor, if generically Golgari. Flavor text is slightly hard to parse.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝