It's a multicolor(...ish) month here at the MCC! Not much else to explain, the challenges should be self-explanatory.
Main Challenge: Design a colored card that has either a color word it isn't or a mana symbol of a color it isn't in its text. Subchallenge 1: Your card is exactly one color. Subchallenge 2: Your card is mythic rare.
If you have questions about the challenge, please post in the MCC discussion thread. Best of luck!
None yet.
Design Deadline: All submissions are to be final and submitted by April 21st 11:59 PM EST
Judging Deadline: All judgements are to be final and completed by April 24th 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.
Bethel, Eternal Famine4BB
Legendary Creature - Demon (M)
Flying, hexproof from white
When Bethel, Eternal Famine enters the battlefield, put a -1/-1 counter on each other creature.
Whenever a creature with a -1/-1 counter on it dies, you may put a -1/-1 counter on target creature.
5/5
All Sun's Alignment8GG
Sorcery (M)
Search your library for a white creature card, a blue creature card, a black creature card, a red creature card, and a green creature card. Reveal those cards and put them onto the battlefield. Then shuffle your library. "This is our one chance to take this world back. The suns are pure. They will be the lens to my cure."
—Melira
Note: I'm intentionally applying the Dominaria wording changes.
Tajem, Stealer of Secrets2U
Legendary Creature — Human Rogue (M)
Each opponent plays with their hand revealed. 3B: Choose a card in target opponent’s hand. That player discards that card. Activate this ability only any time you could cast a sorcery. Secrets are the bricks House Dimir is built with. Someone has to retrieve them, or the house will fall.
1/4
Private Mod Note
():
Rollback Post to RevisionRollBack
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.)
Rite of the Eternal Flame2WW
Legendary Enchantment (M)
You don't lose the game for having 0 or less life as long as you have unspent red mana.
You don't lose unspent red mana as steps and phases end.
Whenever you lose life, lose an unspent red mana.
Archangel of Spectrums2WW
Creature - Elemental Spirit (m)
Kicker (You may pay an additional U as you cast this spell)
Flying
Red spells cost more to cast.
If a red source would deal damage to a creature or player, prevent 1 of that damage.
When Archangel of Spectrums enters the battlefield, if it was kicked, change the text of target permanent by replacing all instances of one color word with another.
4/4
So, with six contestants having entered, this can be a proper versus round. netn10 and Rudyard are auto-eliminated for having no entry by the deadline. Here are the brackets. Only the top total scorer in each pairing advances:
void_nothing:
StonerOfKruphix vs. Hemlock
rkohn1357 vs. Gerrard's Mom
Antiantiserum:
rkohn1357 vs. Gerrard's Mom
IcariiFA vs. bravelion83
doomfish:
IcariiFA vs. bravelion83
StonerOfKruphix vs. Hemlock
Design - (2.5/3) Appeal: As much as Timmy likes huge effects, he's less likely to play a hard lock than a more interactive card. Johnny will do evil ***** with Painter's Servant and whatnot. Spike likes game-ending sideboard cards. (3/3) Elegance: Fairly elegant - a blunt instrument, even.
Development - (1.5/3) Viability: Mythic rare feels viscerally wrong for a color hoser, and besides color hosers this potent just aren't printed any longer. (0/3) Balance: Either this card does nothing or it's an auto-scoop. This was the problem with the likes of Choke, Boil, and Anarchy, and even these cards were fair by comparison - at least you could continue playing, albeit severely hampered, if your color was hosed.
Creativity - (1/3) Uniqueness: Plenty of precedent in the old harsh color hosers. This is essentially a color-locked, super-version of Iona, Shield of Emeria's ability. (1/3) Flavor: No flavor text and a name that, while fitting, is really generic and on-the-nose.
Design - (3/3) Appeal: Timmy loves a flying beater that reduces the amount of damage his opponents can put out. Johnny has plenty of things that can be done with this card. Spike likes a good control card that is also a threat. (2/3) Elegance:Extremely wordy, and uses a complicated effect for the kicker bonus. However, the card obviously drives at a single identifiable point.
Development - (3/3) Viability: Colors are obviously spot-on, mythic is correct imo. (3/3) Balance: Definitely strong stuff, but nothing objectionable - even when kicked and in full hosing mode for whatever your opponent's got, can still be removed.
Creativity - (2/3) Uniqueness: Definitely reminiscent of both Iona, Shield of Emeria and Gisela, Blade of Goldnight - the kicker effect working like it does is a nice touch. I wish this were the version with flash that could also effect spells, though. (2.5/3) Flavor: You seem to have goofed with the creature type/name there.
Polish - (2.5/3) Quality: The aforementioned creature type issue. (2/2) *Main Challenge: Looks good. (2/2) Subchallenges: Done.
Total: 22/25
Design - (3/3) Appeal: Big beater for Timmy. Involves lots of counters for Johnny. A control finisher with removal abilities for Spike. (1.5/3) Elegance: Pretty wordy but relatively elegant overall. A lot of bookkeeping involved. Hexproof from white feels tacked on to meet the challenge.
Development - (2.5/3) Viability: Color and rarity seem right. Could probably be a rare, however. (3/3) Balance: Seems alright - you should get something like this for six mana.
Creativity - (1/3) Uniqueness:Soul Snuffers + Blowfly Infestation + Demon (1/3) Flavor: Decent enough flavor, but no flavor text - seems like there's room for a short line. Also, a bethel is an actual thing and that's jarring.
Design - (2/3) Appeal: Timmy and Johnny are all over this as a comboriffic way to both ramp and become immortal. Probably too odd and risky to use for Spike to care. (2.5/3) Elegance: Wordy, yet elegant in the old-school Transcendence way.
Development - (2.5/3) Viability: Obviously seems white and mythic. I question a double colored cost in a card that outright requires an off color in order to function, however. (3/3) Balance: A card that's pretty heavily build-around; no balance issues there.
Creativity - (2.5/3) Uniqueness:Upwelling/Worship combination - no outright unprecedented effects but a pretty unique and wacky resulting card. (3/3) Flavor: No flavor text, but I don't think any was needed. The whole package is pretty resonant.
Design .:. (2,5/3) Appeal: Big flyer that makes everything else small, Timmy likes this. There already are several cards that interact with -1/-1 counters in particular, Johnny wants to explore this. On six this might be a bit too slow, but a big flyer with protection that also weakens the board could be a Spike card. (3/3) Elegance: The card is easy to understand and makes sense.
Development .:. (3/3) Viability: Black to the core and mythic worthy. (2,5/3) Balance: The cheapest black wrath on a stick is a rare, costs 7 and is big dump flyer as well, that's Deathbringer Regent for you. From the stats alone I say the demon is okey, I'd compare it to Baneslayer Angel. The counter related abilities can be very strong but also depend on the right board state properly abused. Maybe make the following counters mandatory and "another", would also feel more demon like.
Creativity .:. (2/3) Uniqueness: We have several black wraths with legs and also a few demons that put -1/-1 counters on each creature. Having this as legendary is nice. (1/3) Flavor: The eternal part I can see. But this kind of ability I'd personally associate with pestilence rather than famine, dying creatures that spread their sickness and so. In an environment where people are starving, the death of one individual sometimes even means that others suddenly have a source of food!
Polish .:. (3/3) Quality: Right now the only cards to feature "hexproof from" have that text in their own line, e.g. Knight of Grace. However, that's likely just because it has reminder text and would be listed with other keywords as usual if it did not have reminder text, e.g. Akroma, Angel of Wrath. See Flatline, I remembered! So no flaws detected! (2/2) *Main Challenge: Main challenge satisfied! (2/2) Subchallenges: Both subchallenges satisfied!
Total: 21/25
Gerrard's Mom
Design .:. (2/3) Appeal: This is an obvious toy for Johnny. The power level seems high, high enough for Spike. (3/3) Elegance: The card is easy to understand and makes sense.
Development .:. (2,5/3) Viability: To me it seems weird that white would get the ability to ignore the part of the game it cares about more than other colors. On New Phyrexia I think we saw this in white, what otherwise would have been black, because all colors are secretly black aligned there. Soul Echo and Transcendence are too old. Should probably be black, unless strong flavor justification, but this effect was seen in white and in the way it is done here it is mythic worthy. (1/3) Balance: So what if you could set back your poison count each turn with Phyrexian Unlife? That's what this boils down to I think. This card is a virtual one card lock piece. If you manage to get mana sources, the things you have anyways, you just need to untap each of your turns and damage based win conditions can't come through against you. That all while you eventually ramp up to your own win condition. Kind of hard to judge but I feel like it's kind of broken. "lose that much unspent red mana"/"lose an unspent red mana for each 1 life you lost" would be a huge step in the direction of fairness.
Creativity .:. (2,5/3) Uniqueness: A fresh new "white lich". (2,5/3) Flavor: I wish I had a little bit more info about this world and the Eternal Flame as white fire themed cards are more on the unusual side.
Polish .:. (3/3) Quality: No flaws detected! (2/2) *Main Challenge: Main challenge satisfied! (2/2) Subchallenges: Both subchallenges satisfied!
Total: 20,5/25
IcariiFA
Design .:. (2/3) Appeal: Ten mana five creatures hi Timmy. Five creatures to set up a combo hi Johnny. (3/3) Elegance: The card is easy to understand and makes sense.
Development .:. (3/3) Viability: This is a very green and very mythic worthy card. (3/3) Balance: You need a lot of mana and have to play five colors to use this card to its full effect. So definately not broken.
Creativity .:. (2/3) Uniqueness:Conflux for creatures but flashy. (3/3) Flavor: Cool idea for the story.
Polish .:. (3/3) Quality: No flaws detected! (3/2) *Main Challenge: Main challenge satisfied! (2/2) Subchallenges: Both subchallenges satisfied!
Total: 23/25
bravelion83
Design .:. (2/3) Appeal: Makes you a likely target in multiplayer, masochistic Timmy wants this. Pick apart your opponents hands, Johnny. (3/3) Elegance: The card is easy to understand and makes sense.
Development .:. (3/3) Viability: A mythic worthy dimir card. (3/3) Balance: As head of a commander deck your opponents see this coming and can plan accordingly. Also this needs a lot of mana to have an overwhelming effect on the board. Generally I think it's a slow grindy control card that's fun for the people who like it while not being too strong. Only being sorcery speed is a huge deal.
Creativity .:. (2,5/3) Uniqueness: Cool recombination of things we have seen before. (2,5/3) Flavor: Fits into Dimir. Sad that it doesn't add something to the things we already know about them.
Polish .:. (2,5/3) Quality: This should read "Your opponents play with their hands revealed.", e.g. Telepathy. No other flaws detected. (2/2) *Main Challenge: Main challenge satisfied! (2/2) Subchallenges: Both subchallenges satisfied!
Design - (3/3) Appeal: Well, Timmy/Tammy would fall in love with this. Johnny/Jenny would get at finding a 5 creature kill combo. Spike sees good ramp value. (3/3) Elegance: Beatuiful like a sun's dawn. Or alignment. Never seen one of those.
Development - (2.5/3) Viability: It's a bit unusual for a mono-green card to put cards from other colors onto the battlefield. That's a minor concern. (1.5/3) Balance: It's behind a steep paywall, but if you set out to do it, 10 mana isn't that much of a hindrance. Especially when you can win the game with it. So this would need to be handled with care. Also, you'd probably want to exile this, to not end up with a loop with Anarchist.
Creativity - (2/3) Uniqueness: Tooth and Nail meets All Suns' Dawn. What a twist. (3/3) Flavor: Not sure about what a lense has to do with a cure, but sure, why not. A great choice for the name.
Polish - (2.5/3) Quality: No need for revealing when you put them onto the battlefield anyways. (2/2) Main Challenge: Met. (2/2) Subchallenges: Both.
Total: 21.5/25
vs.
Design - (3/3) Appeal: Timmy/Tammy likes the effect affecting all (other) players. Johnny/Jenny could try to make use of that information in fancy ways. Spike should also be intersted in knowledge about their opponent's options. (3/3) Elegance: A nice buildup on this card.
Development - (2/3) Viability: Blue gets to take a look, black gets to discard. Since this is a Telepathy on a stick, I don't see the reason for Mythic rare. It's not overly flash, nor complex. This could easily be a rare and feels underwhelming at Mythic. (3/3) Balance: It's not a bad card, can be very strong in the right moments too. It comes at a cost, so it's fine.
Creativity - (1/3) Uniqueness: Repeatable Seer's Vision on a creature. (3/3) Flavor: Fits very well for a rogue spy. The flavortext reads like something that should be attributed to a character, but that's a minor thing of taste.
Polish - (2/3) Quality: When this card gets killed in response to activation of the ability, you run into trouble, as the choosing happens on resolving. But at that point you don't see the cards anymore. If there's a definite answer to that problem, consider this point deducted in viability, because I feel like you'd need intricate rules knowledge. (2/2) Main Challenge: Met. (2/2) Subchallenges: Both check out.
Total: 21/25
Design - (1.5/3) Appeal: Even though powerful, I don't think Spike would enjoy this. For Spike it's about decisions that win the game. This is just oppressive. You run it in your sideboard and then you sometimes just win the game. There's some decision making about the meta you expect, but that's about it. Timmy/Tammy might get a kick out of this, as it's a very big effect. Johnny/Jenny might try to mess with the colors here, but there's other alternatives which are easier to pull off. (3/3) Elegance: Not much going on. The effects work well together.
Development - (0/3) Viability: Why would you do that? Just destroy an entire color for the game? What do you gain from that? Magic doesn't do hate in that magnitude anymore and for a long time now. (1.5/3) Balance: Well, in some games it does nothing, so it's a sideboard card for sure. It has very much the potential to warp a meta, as black decks might become rather unappealing.
Creativity - (2/3) Uniqueness: There's some predecessors, but none of them quite took it this far. Reminds me of City in a Bottle with the magnitude of hate, but that one is an entirely different story. It's reminiscent of Llawan, Cephalid Empress. (2/3) Flavor: The name is a great fit. A bit of flavortext would have been nice.
Polish - (3/3) Quality: Looks good. (2/2) Main Challenge: Check. (2/2) Subchallenges: Mythic and mono.
Total: 17/25
vs.
Design - (2/3) Appeal: This is very efficient, so Spike will like it. Timmy/Tammy might like the damage prevetion, it feels quite impactful. Johnny/Jenny aren't overly interested in a card that combos on its own and will probably dislike it very much when it disables their combos by making them too costy. (2/3) Elegance: I unsure whether making the choice of color an option was elegant or inelegant. This could just leave out the kicker, cost a mana more and make it a choice ot begin with. You wouldn't need blue for that. This way it's very clever and gets some additional application, but for the cost of lots of extra text.
Development - (2.5/3) Viability: Hating on a specific color would be a problem, but getting at any color, doesn't make any deck less viable than others. Mythic is a good choice here. The colors are also a good fit. It's rather strange how this can hate on your own spells and damage sources. That's something Magic doesn't do these days. (2/3) Balance: Oh boy is this card strong. Completly broken against a red deck anyways. Funny how it's actually bearable in limited probably. I think this one is pushed just a bit too far, but then again, creatures get to be very strong these days.
Creativity - (2/3) Uniqueness: Feels like your usual hate card. The way you get to pick what you hate on is quite a twist. (2.5/3) Flavor: The name is a neat fit. Why does the Spectrum begin at red?
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
April MCC 2018 Round 3 - The Stain
It's a multicolor(...ish) month here at the MCC! Not much else to explain, the challenges should be self-explanatory.
Main Challenge: Design a colored card that has either a color word it isn't or a mana symbol of a color it isn't in its text.
Subchallenge 1: Your card is exactly one color.
Subchallenge 2: Your card is mythic rare.
If you have questions about the challenge, please post in the MCC discussion thread. Best of luck!
None yet.
Design Deadline: All submissions are to be final and submitted by April 21st 11:59 PM EST
Judging Deadline: All judgements are to be final and completed by April 24th 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
netn10
Gerrard's Mom
Hemlock
IcariiFA
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.͇̣̙̝
Legendary Creature - Demon (M)
Flying, hexproof from white
When Bethel, Eternal Famine enters the battlefield, put a -1/-1 counter on each other creature.
Whenever a creature with a -1/-1 counter on it dies, you may put a -1/-1 counter on target creature.
5/5
Sorcery (M)
Search your library for a white creature card, a blue creature card, a black creature card, a red creature card, and a green creature card. Reveal those cards and put them onto the battlefield. Then shuffle your library.
"This is our one chance to take this world back. The suns are pure. They will be the lens to my cure."
—Melira
Tajem, Stealer of Secrets 2U
Legendary Creature — Human Rogue (M)
Each opponent plays with their hand revealed.
3B: Choose a card in target opponent’s hand. That player discards that card. Activate this ability only any time you could cast a sorcery.
Secrets are the bricks House Dimir is built with. Someone has to retrieve them, or the house will fall.
1/4
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 Enchantment (M)
You don't lose the game for having 0 or less life as long as you have unspent red mana.
You don't lose unspent red mana as steps and phases end.
Whenever you lose life, lose an unspent red mana.
Creature - Elemental Spirit (m)
Kicker (You may pay an additional U as you cast this spell)
Flying
Red spells cost more to cast.
If a red source would deal damage to a creature or player, prevent 1 of that damage.
When Archangel of Spectrums enters the battlefield, if it was kicked, change the text of target permanent by replacing all instances of one color word with another.
4/4
void_nothing:
StonerOfKruphix vs. Hemlock
rkohn1357 vs. Gerrard's Mom
Antiantiserum:
rkohn1357 vs. Gerrard's Mom
IcariiFA vs. bravelion83
doomfish:
IcariiFA vs. bravelion83
StonerOfKruphix vs. Hemlock
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
(2.5/3) Appeal: As much as Timmy likes huge effects, he's less likely to play a hard lock than a more interactive card. Johnny will do evil ***** with Painter's Servant and whatnot. Spike likes game-ending sideboard cards.
(3/3) Elegance: Fairly elegant - a blunt instrument, even.
Development -
(1.5/3) Viability: Mythic rare feels viscerally wrong for a color hoser, and besides color hosers this potent just aren't printed any longer.
(0/3) Balance: Either this card does nothing or it's an auto-scoop. This was the problem with the likes of Choke, Boil, and Anarchy, and even these cards were fair by comparison - at least you could continue playing, albeit severely hampered, if your color was hosed.
Creativity -
(1/3) Uniqueness: Plenty of precedent in the old harsh color hosers. This is essentially a color-locked, super-version of Iona, Shield of Emeria's ability.
(1/3) Flavor: No flavor text and a name that, while fitting, is really generic and on-the-nose.
Polish -
(3/3) Quality: Fine.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 16/25
(3/3) Appeal: Timmy loves a flying beater that reduces the amount of damage his opponents can put out. Johnny has plenty of things that can be done with this card. Spike likes a good control card that is also a threat.
(2/3) Elegance: Extremely wordy, and uses a complicated effect for the kicker bonus. However, the card obviously drives at a single identifiable point.
Development -
(3/3) Viability: Colors are obviously spot-on, mythic is correct imo.
(3/3) Balance: Definitely strong stuff, but nothing objectionable - even when kicked and in full hosing mode for whatever your opponent's got, can still be removed.
Creativity -
(2/3) Uniqueness: Definitely reminiscent of both Iona, Shield of Emeria and Gisela, Blade of Goldnight - the kicker effect working like it does is a nice touch. I wish this were the version with flash that could also effect spells, though.
(2.5/3) Flavor: You seem to have goofed with the creature type/name there.
Polish -
(2.5/3) Quality: The aforementioned creature type issue.
(2/2) *Main Challenge: Looks good.
(2/2) Subchallenges: Done.
Total: 22/25
(3/3) Appeal: Big beater for Timmy. Involves lots of counters for Johnny. A control finisher with removal abilities for Spike.
(1.5/3) Elegance: Pretty wordy but relatively elegant overall. A lot of bookkeeping involved. Hexproof from white feels tacked on to meet the challenge.
Development -
(2.5/3) Viability: Color and rarity seem right. Could probably be a rare, however.
(3/3) Balance: Seems alright - you should get something like this for six mana.
Creativity -
(1/3) Uniqueness: Soul Snuffers + Blowfly Infestation + Demon
(1/3) Flavor: Decent enough flavor, but no flavor text - seems like there's room for a short line. Also, a bethel is an actual thing and that's jarring.
Polish -
(3/3) Quality: Okay.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: Done.
Total: 19/25
(2/3) Appeal: Timmy and Johnny are all over this as a comboriffic way to both ramp and become immortal. Probably too odd and risky to use for Spike to care.
(2.5/3) Elegance: Wordy, yet elegant in the old-school Transcendence way.
Development -
(2.5/3) Viability: Obviously seems white and mythic. I question a double colored cost in a card that outright requires an off color in order to function, however.
(3/3) Balance: A card that's pretty heavily build-around; no balance issues there.
Creativity -
(2.5/3) Uniqueness: Upwelling/Worship combination - no outright unprecedented effects but a pretty unique and wacky resulting card.
(3/3) Flavor: No flavor text, but I don't think any was needed. The whole package is pretty resonant.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 22.5/25
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Design .:.
(2,5/3) Appeal: Big flyer that makes everything else small, Timmy likes this. There already are several cards that interact with -1/-1 counters in particular, Johnny wants to explore this. On six this might be a bit too slow, but a big flyer with protection that also weakens the board could be a Spike card.
(3/3) Elegance: The card is easy to understand and makes sense.
Development .:.
(3/3) Viability: Black to the core and mythic worthy.
(2,5/3) Balance: The cheapest black wrath on a stick is a rare, costs 7 and is big dump flyer as well, that's Deathbringer Regent for you. From the stats alone I say the demon is okey, I'd compare it to Baneslayer Angel. The counter related abilities can be very strong but also depend on the right board state properly abused. Maybe make the following counters mandatory and "another", would also feel more demon like.
Creativity .:.
(2/3) Uniqueness: We have several black wraths with legs and also a few demons that put -1/-1 counters on each creature. Having this as legendary is nice.
(1/3) Flavor: The eternal part I can see. But this kind of ability I'd personally associate with pestilence rather than famine, dying creatures that spread their sickness and so. In an environment where people are starving, the death of one individual sometimes even means that others suddenly have a source of food!
Polish .:.
(3/3) Quality: Right now the only cards to feature "hexproof from" have that text in their own line, e.g. Knight of Grace. However, that's likely just because it has reminder text and would be listed with other keywords as usual if it did not have reminder text, e.g. Akroma, Angel of Wrath. See Flatline, I remembered! So no flaws detected!
(2/2) *Main Challenge: Main challenge satisfied!
(2/2) Subchallenges: Both subchallenges satisfied!
Total: 21/25
Design .:.
(2/3) Appeal: This is an obvious toy for Johnny. The power level seems high, high enough for Spike.
(3/3) Elegance: The card is easy to understand and makes sense.
Development .:.
(2,5/3) Viability: To me it seems weird that white would get the ability to ignore the part of the game it cares about more than other colors. On New Phyrexia I think we saw this in white, what otherwise would have been black, because all colors are secretly black aligned there. Soul Echo and Transcendence are too old. Should probably be black, unless strong flavor justification, but this effect was seen in white and in the way it is done here it is mythic worthy.
(1/3) Balance: So what if you could set back your poison count each turn with Phyrexian Unlife? That's what this boils down to I think. This card is a virtual one card lock piece. If you manage to get mana sources, the things you have anyways, you just need to untap each of your turns and damage based win conditions can't come through against you. That all while you eventually ramp up to your own win condition. Kind of hard to judge but I feel like it's kind of broken. "lose that much unspent red mana"/"lose an unspent red mana for each 1 life you lost" would be a huge step in the direction of fairness.
Creativity .:.
(2,5/3) Uniqueness: A fresh new "white lich".
(2,5/3) Flavor: I wish I had a little bit more info about this world and the Eternal Flame as white fire themed cards are more on the unusual side.
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: Ten mana five creatures hi Timmy. Five creatures to set up a combo hi Johnny.
(3/3) Elegance: The card is easy to understand and makes sense.
Development .:.
(3/3) Viability: This is a very green and very mythic worthy card.
(3/3) Balance: You need a lot of mana and have to play five colors to use this card to its full effect. So definately not broken.
Creativity .:.
(2/3) Uniqueness: Conflux for creatures but flashy.
(3/3) Flavor: Cool idea for the story.
Polish .:.
(3/3) Quality: No flaws detected!
(3/2) *Main Challenge: Main challenge satisfied!
(2/2) Subchallenges: Both subchallenges satisfied!
Total: 23/25
Design .:.
(2/3) Appeal: Makes you a likely target in multiplayer, masochistic Timmy wants this. Pick apart your opponents hands, Johnny.
(3/3) Elegance: The card is easy to understand and makes sense.
Development .:.
(3/3) Viability: A mythic worthy dimir card.
(3/3) Balance: As head of a commander deck your opponents see this coming and can plan accordingly. Also this needs a lot of mana to have an overwhelming effect on the board. Generally I think it's a slow grindy control card that's fun for the people who like it while not being too strong. Only being sorcery speed is a huge deal.
Creativity .:.
(2,5/3) Uniqueness: Cool recombination of things we have seen before.
(2,5/3) Flavor: Fits into Dimir. Sad that it doesn't add something to the things we already know about them.
Polish .:.
(2,5/3) Quality: This should read "Your opponents play with their hands revealed.", e.g. Telepathy. No other flaws detected.
(2/2) *Main Challenge: Main challenge satisfied!
(2/2) Subchallenges: Both subchallenges satisfied!
Total: 22,5/25
(3/3) Appeal: Well, Timmy/Tammy would fall in love with this. Johnny/Jenny would get at finding a 5 creature kill combo. Spike sees good ramp value.
(3/3) Elegance: Beatuiful like a sun's dawn. Or alignment. Never seen one of those.
Development -
(2.5/3) Viability: It's a bit unusual for a mono-green card to put cards from other colors onto the battlefield. That's a minor concern.
(1.5/3) Balance: It's behind a steep paywall, but if you set out to do it, 10 mana isn't that much of a hindrance. Especially when you can win the game with it. So this would need to be handled with care. Also, you'd probably want to exile this, to not end up with a loop with Anarchist.
Creativity -
(2/3) Uniqueness: Tooth and Nail meets All Suns' Dawn. What a twist.
(3/3) Flavor: Not sure about what a lense has to do with a cure, but sure, why not. A great choice for the name.
Polish -
(2.5/3) Quality: No need for revealing when you put them onto the battlefield anyways.
(2/2) Main Challenge: Met.
(2/2) Subchallenges: Both.
Total: 21.5/25
(3/3) Appeal: Timmy/Tammy likes the effect affecting all (other) players. Johnny/Jenny could try to make use of that information in fancy ways. Spike should also be intersted in knowledge about their opponent's options.
(3/3) Elegance: A nice buildup on this card.
Development -
(2/3) Viability: Blue gets to take a look, black gets to discard. Since this is a Telepathy on a stick, I don't see the reason for Mythic rare. It's not overly flash, nor complex. This could easily be a rare and feels underwhelming at Mythic.
(3/3) Balance: It's not a bad card, can be very strong in the right moments too. It comes at a cost, so it's fine.
Creativity -
(1/3) Uniqueness: Repeatable Seer's Vision on a creature.
(3/3) Flavor: Fits very well for a rogue spy. The flavortext reads like something that should be attributed to a character, but that's a minor thing of taste.
Polish -
(2/3) Quality: When this card gets killed in response to activation of the ability, you run into trouble, as the choosing happens on resolving. But at that point you don't see the cards anymore. If there's a definite answer to that problem, consider this point deducted in viability, because I feel like you'd need intricate rules knowledge.
(2/2) Main Challenge: Met.
(2/2) Subchallenges: Both check out.
Total: 21/25
(1.5/3) Appeal: Even though powerful, I don't think Spike would enjoy this. For Spike it's about decisions that win the game. This is just oppressive. You run it in your sideboard and then you sometimes just win the game. There's some decision making about the meta you expect, but that's about it. Timmy/Tammy might get a kick out of this, as it's a very big effect. Johnny/Jenny might try to mess with the colors here, but there's other alternatives which are easier to pull off.
(3/3) Elegance: Not much going on. The effects work well together.
Development -
(0/3) Viability: Why would you do that? Just destroy an entire color for the game? What do you gain from that? Magic doesn't do hate in that magnitude anymore and for a long time now.
(1.5/3) Balance: Well, in some games it does nothing, so it's a sideboard card for sure. It has very much the potential to warp a meta, as black decks might become rather unappealing.
Creativity -
(2/3) Uniqueness: There's some predecessors, but none of them quite took it this far. Reminds me of City in a Bottle with the magnitude of hate, but that one is an entirely different story. It's reminiscent of Llawan, Cephalid Empress.
(2/3) Flavor: The name is a great fit. A bit of flavortext would have been nice.
Polish -
(3/3) Quality: Looks good.
(2/2) Main Challenge: Check.
(2/2) Subchallenges: Mythic and mono.
Total: 17/25
(2/3) Appeal: This is very efficient, so Spike will like it. Timmy/Tammy might like the damage prevetion, it feels quite impactful. Johnny/Jenny aren't overly interested in a card that combos on its own and will probably dislike it very much when it disables their combos by making them too costy.
(2/3) Elegance: I unsure whether making the choice of color an option was elegant or inelegant. This could just leave out the kicker, cost a mana more and make it a choice ot begin with. You wouldn't need blue for that. This way it's very clever and gets some additional application, but for the cost of lots of extra text.
Development -
(2.5/3) Viability: Hating on a specific color would be a problem, but getting at any color, doesn't make any deck less viable than others. Mythic is a good choice here. The colors are also a good fit. It's rather strange how this can hate on your own spells and damage sources. That's something Magic doesn't do these days.
(2/3) Balance: Oh boy is this card strong. Completly broken against a red deck anyways. Funny how it's actually bearable in limited probably. I think this one is pushed just a bit too far, but then again, creatures get to be very strong these days.
Creativity -
(2/3) Uniqueness: Feels like your usual hate card. The way you get to pick what you hate on is quite a twist.
(2.5/3) Flavor: The name is a neat fit. Why does the Spectrum begin at red?
Polish -
(3/3) Quality: Looks good.
(2/2) Main Challenge: Done.
(2/2) Subchallenges: Mono-colored Mythic.
Total: 20/25
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
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝