December MCC 2018 Round 3 - The Captain of Her Heart
Good team is very important. But what else? Good leader or co-leader for a team. Commander is the one of the most well known multiplayer formats here, so now I am asking you for a Commander card.
Main Challenge: Design a legendary creature with color identity including all colors of your designs from rounds 1-2.
Subchallenge 1: Your card refers to your teammates or your team without having a "Partner with" ability. Subchallenge 2: Your creature's color identity is different from its colors.
Main Challenge: Your card's color identity includes all colors from your first and second designs' color identities (listed below) - which basically means your commander can use these cards in its commander deck. This is necessary! However, your card's color identity may include any additional colors of your choice.
Subchallenge 1: It may include "your teammates", "target teammate", "your team controls" and so on. Just refering to another player, however, is not enough. And make sure your card is not a Partner with (anyone). Subchallenge 2: It sounds tricky, but basically it means that your card's mana cost doesn't include all colors from its color identity. For example, if your previous designs were green and white, your card can be green with white mana symbol(s) printed in rules text or vice versa, or maybe even colorless with green and white mana symbol(s) printed in rules text.
Please feel free to ask additional questions if you have any in the MCC Discussion thread.
Design Deadline: All submissions are to be final and submitted by December 27th 11:59 PM EST
Judging Deadline: All judgements are to be final and completed by January 2nd 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.
The Short Man1B
Legendary Creature - Imp Advisor (R)
Lifelink 3U: Up to two target players draw a card. Any player on your team may activate this ability. 2R: Deal 2 damage to any target. Any player on your team may activate this ability.
2/1 Even given his alias, most expect Kylem's most infamous fixer to be taller.
Zhi Liu, Martial Master2WU
Legendary Creature — Human Monk (M)
Whenever you or a teammate casts a noncreature spell, creatures your team controls get +1/+1 until end of turn. 2R, T: Target creature your team controls gets +X/+0 until end of turn, where X is its power. “Knowledge flows through generations just like a river. The students of yesterday are the teachers of tomorrow.”
2/3
Private Mod Note
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MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here) CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016 DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for: "Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index.Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Javi, Arena Artist3GW
Legendary Creature - Rhino Monk {R}
Equipment your team controls have "Equipped creature gets +2/+2" and "3: Attach this Equipment to target creature your team controls. Activate this ability only any time you could cast a sorcery."
Equipped creatures your team controls can't be blocked by more than one creature. 3/5
Caolan, Steadfast Cenn2WW
Legendary Creature - Kithkin Soldier (MR)
Whenever an opponent casts a noncreature spell, create X 1/1 white Kithkin Soldier creature tokens, where X is that spell's converted mana cost. 1(G/U)W: Until end of turn, Kithkins your team controls get +2/+2 and gain "Whenever this creature deals combat damage to a player, you may draw a card". Activate this ability only once each turn and only if your team controls six or more Kithkins. Through light or darkness, a cenn's job never ends.
3/3
Design - (2.75/3) Appeal: Plenty of working parts, good appeal across the board, I think. Spike's interest is somewhat moderated by the environment, I think. (2.25/3) Elegance: I'm not sure that it's the most cohesive thematically...it's grokkable, but the pieces don't necessarily sync for me.
Development - (2.5/3) Viability: Card works, colors are mostly appropriate. Green/white is probably fine for mass pump + combat-damage based card draw. Blue/white is maaaaaybe a stretch for the mass pump side? It's a big enough effect that it would likely be MR if printed. I like the idea of white hosing non-creature spells, although it would be more natural, imo, in green. (2.5/3) Balance: The token creation is dependent on your opponent's spells, which is fine, I think. The other ability...feels a little strong for 3 mana (even once/turn and with the 6+ Kithkin and legendary restrictions). After all, if you have 6 or more Kithkin, you're getting at least +12/+12 across the board, and very likely drawing card(s)/killing opponent creatures. I suspect the card advantage would be consistently game-winning. I'd sorta like to see a cost based on the number of Kithkin your team controls, but then there's a chance it gets shut down by opponents casting too many non-creature spells... Hmm, maybe something like " :g/u: : X target Kithkin get... You may not target a Kithkin already targeted by ~ this turn."? Eh, that gets really complex... I feel like it needs something, but not sure what.
Creativity - (2.5/3) Uniqueness: There are a lot of common effects here, but it's put together in a nice new way. (1.25/3) Flavor: Name is pretty bland, flavor text is ok, but standard. Not really seeing the tie-in between name/abilities/flavor. Not sure the card would have room for flavor text, regardless.
Maskio Warscreamer2W
Legendary Creature - Human Warrior (r)
First strike
When Maskio Warscreamer attacks, you may pay R, if you do, creatures your team controls get +1/+0 until end of turn.
When Maskio Warscreamer attacks, you may pay B, if you do, creatures your opponents control get -0/-1 until end of turn.
2/3
Design - (1.75/3) Appeal: Spike and Johnny like this, but want it to do more. Timmy will play it in a pinch. (2.75/3) Elegance: Very tight package, makes sense, flows well. Could they just be +1/+1 and -1/-1? I think that would make it even tighter.
Development - (2.75/3) Viability: No rules issues, color wheel approved, rare is appropriate. Slight dock because Wizards doesn't really do -0/-1 anymore (mostly because it's harder to track, I believe). (2.25/3) Balance: 3-mana 2/3 first strike is fine, but a little underwhelming. The added abilities are nice, but are also a little underwhelming overall. Maybe I'm just misremembering how formats like 2HG and Commander work, but don't you still just attack with your creatures on your turn, so the +1/+0 will only ever matter for combat purposes for your creatures (not your teammates)? I'd sorta like it to be "Whenever one or more creatures controlled by you or a teammate attack, you may pay R..." etc. Or *maybe* even "When ~ attacks, any number of players may pay R. Creatures you control get +1/+0 for each R spent this way." etc.
Creativity - (2.5/3) Uniqueness: Some resemblance to Mana-Charged Dragon. Some new elements. Fairly solid overall. (2/3) Flavor: Pretty average. Name is very evocative and I can see how it would tie to the abilities. Flavor text would help a lot, but not sure you have space.
Javi, Arena Artist3GW
Legendary Creature - Rhino Monk {R}
Equipment your team controls have "Equipped creature gets +2/+2" and "3: Attach this Equipment to target creature your team controls. Activate this ability only any time you could cast a sorcery."
Equipped creatures your team controls can't be blocked by more than one creature. 3/5
Design - (3/3) Appeal: Timmy sees a cheap path to crazy big creatures; Johnny busts out his Argentum Armor, and Spike...well, Spike just sees a whole lot of winning going on. This fires on all cylinders. (2.75/3) Elegance: Very straightforward, appealing, clicks nicely.
Development - (3/3) Viability: Rules are fine, color wheel feels appropriate, I could *easily* see this at Mythic (see Balance, below). (.75/3) Balance: Ow. Like, maybe I'm overreacting, but this feels borderline BAH-ROKEN to me. Keep in mind that the +2/+2 doesn't replace the regular equipment rules text. So if I bust out Argentum Armor, I pay and whichever creature I slap it on gets +8/+8 AND the permanent-destroying ability AND the solo-combat effect. Grappling Hook? +2/+2 AND double strike AND the creature taunt ability AND the solo-combat effect. Heartseeker? +4/+3 AND the tap-destroy-creature ability AND the solo-combat effect. Not to mention that suddenly you have shared resources, which means that you can more easily/reliably multiply the effects of any given equipment. Tap your Heartseeker-equipped creature to destroy a critter, pay 3 mana to do it again. Out of untapped creatures? No worries, just pass it to your teammate to repeat until you're out of mana. While VERY cool, this feels like it could get out of hand very quickly. I would rather have seen something like "Each equipment your team controls has 'Equipped creature gets +2/+2' and its equip cost is increased by ..."
Creativity - (3/3) Uniqueness: I mean, Kazuul's Toll Collector and Brass Squire are things, but they've got NOTHING on this bad boy. VERY creative. (1/3) Flavor: All we really get is the name...and while I can see the connection from "arena artist" to "martial artist", and I can appreciate the imagery of a rhino so in tune with weapons that they're easier to use and more efficient, I feel like there are better descriptions you could have given him to make it work better.
Polish - (2.75/3) Quality: I think it should be "Each equipment your team controls..." (2/2) *Main Challenge: Good. (1/2) Subchallenges: Color identity is same as its colors.
Total: 19.25/25
The Short Man1B
Legendary Creature - Imp Advisor (R)
Lifelink 3U: Up to two target players draw a card. Any player on your team may activate this ability. 2R: Deal 2 damage to any target. Any player on your team may activate this ability.
2/1 Even given his alias, most expect Kylem's most infamous fixer to be taller.
Design - (2/3) Appeal: Johnny and Spike like. Timmy's a meh. (2/3) Elegance: At first glance the abilities feel a little mashed on. Thinking about it a little more...it's not half bad. Could be a little more cohesive, though.
Development - (3/3) Viability: I think everything here is fine. Color wheel is good. Rarity is good. (1.25/3) Balance: I feel like both of the ability costs are a little cheap. For the damage ability, compare to Blood Rites, Arc-Slogger, Arc Mage...I don't know that 2R is really enough, especially when you're also gaining 2 life (and any teammate can also activate). Don't kid yourself; the card draw is really 3U: Draw two cards. Just because those cards aren't both going to the same player doesn't make the effect any less powerful. Compare to Font of Fortunes, Mercurial Chemister, Mystic Archaeologist...probably too good.
Creativity - (1.5/3) Uniqueness: Nothing completely revolutionary, but a nice mash-up of abilities. (2.5/3) Flavor: I like this. It's evocative and even gives me an idea of what the art could look like (could be really fun in an Un- set).
Maraja, Newcomer General3W
Legendary Creature - Cat Soldier (R)
Creatures your team controls get +1/+1. 4G, T: You gain life equal to the highest power among creatures your team controls. Maraja, one of Naya's finest commanders, found her true home on Bant.
3/3
Design - (1.75/3) Appeal: Johnny wants to play around with this. Timmy likes the tap ability. Spike probably isn't too interested unless/until it starts defining an environment. (2.75/3) Elegance:Very slick, cohesive abilities and concept. I like.
Development - (3/3) Viability: Rules fine, colors fine, rarity appropriate. (2.5/3) Balance: I feel like the ability is a little overcosted. You could probably get away with 3G+Tap or maaaaybe even 1GG+Tap. Mostly fine, though.
Creativity - (2/3) Uniqueness:Crusade on a creature is pretty common, and the life gain ability exists, too, but this is a nifty combination. (2.5/3) Flavor: Nicely descriptive, maybe not a grand slam, but solid.
Polish - (2.75/3) Quality: Should be "greatest", not "highest". (2/2) *Main Challenge: Good. (2/2) Subchallenges: Good.
Total: 21.25/25
Zhi Liu, Martial Master2WU
Legendary Creature — Human Monk (M)
Whenever you or a teammate casts a noncreature spell, creatures your team controls get +1/+1 until end of turn. 2R, T: Target creature your team controls gets +X/+0 until end of turn, where X is its power. “Knowledge flows through generations just like a river. The students of yesterday are the teachers of tomorrow.”
2/3
Design - (2/3) Appeal: Johnny is really the only one who drools over this, as he does with any doubling concept, but both Spike and Timmy grudgingly admit it has potential. (2.75/3) Elegance: Solid synergy between abilities, extra bump in power for the 3rd color cost, overall slick concept.
Development - (3/3) Viability: No rules issues, rarity and costs are appropriate. Shouldn't warp any formats, I don't think. (3/3) Balance: I think this is just about perfect. Good mid-range cost with a standard body but a potentially ramping mass effect paired with a limited but powerful targeted booster...very nice.
Creativity - (2/3) Uniqueness:Strongarm Monk + Berserk (shifted into the correct color), but the combination is nice. (3/3) Flavor: This is probably the first flavor I've seen in a while that really hit it out of the park for me. Sweet zen flavor text.
Narlarp, Mutation Injector2G
Legendary Creature - Elf Insect Wizard (R)
Creatures you and your teammates control enter the battlefield with an additional +1/+1 counter on them. XU: Until end of turn, creatures you and your teammates control with a +1/+1 counter on them have base power and toughness X/X. "Evolution is effective but slow. I suggest a rapid method."
1/4
Design - (3/3) Appeal: Everyone can get behind this one. (2.75/3) Elegance: The abilities work together, and the flavor text ties the concept together.
Development - (2.75/3) Viability: Rules and rarity are fine. I initially thought that Mirror Entity might suggest that the second ability belongs in white, but then I remembered Biomass Mutation. (2/3) Balance: I feel like an unrestricted (and for your teammates, to boot) Metallic Mimic is a little too strong at 2G. Should probably be 3G or 2GG. The second ability feels like it might be balanced because of the restriction that creatures have to have a +1/+1 counter...but then again, practically every creature after this hits the board will have one, so...maybe a little cheap on that count, too.
Creativity - (1.75/3) Uniqueness: As referenced above, Metallic Mimic + Biomass Mutation, but an interesting combo. (2.5/3) Flavor: Strong flavor showing between the mad scientist name and matching quote. I think it would sound better as "...but slow. I suggest a more rapid method."
Polish - (2.75/3) Quality: Unless you intended it to only affect creatures with exactly one +1/+1 counter on them, it should be "...creatures you and your teammates control with one or more +1/+1 counters on them..." (2/2) *Main Challenge: Good. (2/2) Subchallenges: Good.
Narlarp, Mutation Injector2G
Legendary Creature - Elf Insect Wizard (R)
Creatures you and your teammates control enter the battlefield with an additional +1/+1 counter on them. XU: Until end of turn, creatures you and your teammates control with a +1/+1 counter on them have base power and toughness X/X. "Evolution is effective but slow. I suggest a rapid method."
1/4
Maraja, Newcomer General3W
Legendary Creature - Cat Soldier (R)
Creatures your team controls get +1/+1. 4G, T: You gain life equal to the highest power among creatures your team controls. Maraja, one of Naya's finest commanders, found her true home on Bant.
3/3
Maskio Warscreamer2W
Legendary Creature - Human Warrior (r)
First strike
When Maskio Warscreamer attacks, you may pay R, if you do, creatures your team controls get +1/+0 until end of turn.
When Maskio Warscreamer attacks, you may pay B, if you do, creatures your opponents control get -0/-1 until end of turn.
2/3
Due to unlucky circumstances, brackets can't be even this time.
Every judge have to judge all seven entries this time.
Judging period is prolonged to January, 2nd.
Bottom contestant from each bracket is eliminated.
Bracket A
StonerOfKruphix
Hemlock
Bracket B
RaikouRider
Flintlock
Bracket C ("Lucky" one)
Superbajt
Bravelion83
IcariiFA
Caolan, Steadfast Cenn2WW
Legendary Creature - Kithkin Soldier (MR)
Whenever an opponent casts a noncreature spell, create X 1/1 white Kithkin Soldier creature tokens, where X is that spell's converted mana cost. 1(G/U)W: Until end of turn, Kithkins your team controls get +2/+2 and gain "Whenever this creature deals combat damage to a player, you may draw a card". Activate this ability only once each turn and only if your team controls six or more Kithkins. Through light or darkness, a cenn's job never ends.
3/3
Design - (2,5/3) Appeal: Timmy would like to get more small guys with a chance to make them bigger by his side. Spike would appreciate the ability to compensate opponent's removal but he is less optimistic. Johnny would find a way to reach the goal faster with combo cards. (2/3) Elegance: This card makes sense but it's way too wordy. Clunky mana cost of the ability doesn't help.
Development - (3/3) Viability: This card is a great representation of white strength, but its ability feels more green than blue. However, I think blue is acceptable since you won't run it in WU Commander deck anyway. Battlebond is more questionable. Of course, mythic. No less. (2,5/3) Balance: This card looks lika a prime removal bait - kill it or you will have a lot of headache. It applies to any format but of course three times more for multiplayer. I guess this guy is not broken but pushed to the levels of being disturbing.
Creativity - (2,5/3) Uniqueness: This reminds about existing cards just a little bit, though the activating ability more, triggering ability less. (2,5/3) Flavor: The flavor is very nice at all, but there is no room for flavor text.
Polish - (3/3) Quality: No flaws. (2/2) *Main Challenge: You used original colors for your legendary creature and added another one. All fine. (2/2) Subchallenges: Yes and yes.
Total: 22/25
Maskio Warscreamer2W
Legendary Creature - Human Warrior (r)
First strike
When Maskio Warscreamer attacks, you may pay R, if you do, creatures your team controls get +1/+0 until end of turn.
When Maskio Warscreamer attacks, you may pay B, if you do, creatures your opponents control get -0/-1 until end of turn.
2/3
Design - (2,5/3) Appeal: Most of these possible combos are just too straightforward for Johnny. Timmy is intrigues by raw power and Spike by the value as well. (2,5/3) Elegance: This card is very easy and makes sense but only if you keep in mind that you may activate both abilities at the same time. Pretty sure some new players would get it wrong but well, it always happens.
Development - (3/3) Viability: Very Mardu. 100% rare (too easy for a mythic). (2,5/3) Balance: First striker mana who also pumps your team and makes your opponents' creatures suffer and also can wipe the tokens every turn? I would take two if I can. In other words, this is a bit pushed. -1/-0 would be less dangerous and lead to slightly better balance.
Creativity - (2/3) Uniqueness: The red ability is surprisingly unique as is though it resembles Battle cry and firebreathing a lot. -0/-X ability is rare enough even if you remember all these strange pre-Modern cards with -0/-1 tokens and such but not 100% unique. (3/3) Flavor: Funny name. Is he supposed to wear the mask? Is he, dare I say, a luchadore?
Polish - (1,5/3) Quality: "Whenever", not "when". And "if you do" should go after the dot, not comma. (2/2) *Main Challenge: Legendary creature with three color identity, why yes. (2/2) Subchallenges: Yes and yes.
Total: 21/25
StonerOfKruphix 22
Hemlock 21
Javi, Arena Artist3GW
Legendary Creature - Rhino Monk {R}
Equipment your team controls have "Equipped creature gets +2/+2" and "3: Attach this Equipment to target creature your team controls. Activate this ability only any time you could cast a sorcery."
Equipped creatures your team controls can't be blocked by more than one creature. 3/5
Design - (2/3) Appeal: Spike doesn't care. Johnny can try to build around it. Timmy would like to use it for fun gameplay and more raw power. (2/3) Elegance: This grants two additional abilities to Equipments (and each of them sort of repeats usual abilities of Equipments with a twist) which is unusual but actually, at least one of them can be printed on your creature instead.
Development - (3/3) Viability: Equipment mattes abilities can be white and "can't be blocked by more than one creature" is green. Rarity can be mythic or rare. (2/3) Balance: Doesn't do anything on its own to be impactful enough without Equipments which lowers its Limited possibilities.
Creativity - (3/3) Uniqueness: However, this is far enough from all equipment matters cards to give it a solid 3/3. (2,5/3) Flavor: This is clear enough to imagine the picture of Javi doing an action, but why Artist though?
Polish - (3/3) Quality: "Attach this Equipment" wording has no precedents in the game but the Cranial Plating wording looks similar so I can't say it's wrong. (2/2) *Main Challenge: This is a legendary creature with color identity of all colors of your previous designs. (1/2) Subchallenges: Your creature has the same color identity as its colors.
Total: 20,5/25
The Short Man1B
Legendary Creature - Imp Advisor (R)
Lifelink 3U: Up to two target players draw a card. Any player on your team may activate this ability. 2R: Deal 2 damage to any target. Any player on your team may activate this ability.
2/1 Even given his alias, most expect Kylem's most infamous fixer to be taller.
Design - (2,5/3) Appeal: All three players would like to play it for reasons. Johnny is just the least interested. (3/3) Elegance: This card is very easy to understand and makes sense.
Development - (3/3) Viability: Yep, the Chinese menu is hard to do wrong. However, for such powerlevel this better be mythic, but eh, that would be one boring mythics, and just because mythics should be more about uniqueness rather than raw powerlevel, I suppose the rare is okay. (1,5/3) Balance: Such a cheap card with cheap ability to deal damage to any target breaks Limited in half and impacts multiplayer such as Commander a lot (but wait, here is more - it has a lifelink which makes is even better). Drawing cards for your team for reasonable cost doesn't help either.
Creativity - (1/3) Uniqueness: This is just a small Chinese menu. The only one thing that makes it remotely unique is, of course, teammate clause. (3/3) Flavor: The flavor text and overall flavor are great, I am also a bit suspicious about Imps without flying, but they exist in the game. The name is fine (eh, I remember judges reducing my points for making a creature with a nickname instead of a first name - I am not going to do this. No. No way.)
Polish - (2/3) Quality: "Up to two players draw a card" precedent is unique IIRC, so I guess "Two target players each draw a card" as printed on Huddle Up doesn't make sense - both means two, not up to two, which means I am not going to reduce points here. However, your main mistake is "Deal 2 damage" - damage should have a source. I assume The Short Man is a source but that was your job to make it clear. (2/2) *Main Challenge: This is a Grixis color identity legendary creature. (2/2) Subchallenges: Yes and again yes.
Total: 20/25
RaikouRider 20,5
Flintlock 20
Maraja, Newcomer General3W
Legendary Creature - Cat Soldier (R)
Creatures your team controls get +1/+1. 4G, T: You gain life equal to the highest power among creatures your team controls. Maraja, one of Naya's finest commanders, found her true home on Bant.
3/3
Design - (2,5/3) Appeal: Timmy likes big things. Spike sees 4/4 for 4CMC with anthem for all team. Johnny can be moderately interested in strategies where this guy will shine the brightest. (2,5/3) Elegance: It also pumps itself which means its P/T won't be as printed, which make it a bit confusing (just like P/T pumping slivers).
Development - (3/3) Viability: Yup, this is white just as fresh snow lord with green just as spring grass ability. As I said before, rarity seems okay since this card is impactful but too easy to be mythic worthy. (2,5/3) Balance: A lord with such stats and wide pump is just a bit above the curve, but wait - here is more (thanks to an ability). However, these abilities can contradict with each other quite often because players tend to rely on small creatures while using lords for big bonus.
Creativity - (1/3) Uniqueness: It's hard to say how many times anthems and lords were made, and even the second ability exists as is thanks to Huatli, Warrior Poet and Dogsnail Engine. The only twist about it is teamwork. (2/3) Flavor: Kinda generic and uninspired but not worse than somwthing like Qasali Pridemage.
Polish - (2,5/3) Quality: Power should be "greatest", not "highest". (2/2) *Main Challenge: This is definetely a legendary creature with green-white color identity. (2/2) Subchallenges: Both yup.
Total: 20/25
Zhi Liu, Martial Master2WU
Legendary Creature — Human Monk (M)
Whenever you or a teammate casts a noncreature spell, creatures your team controls get +1/+1 until end of turn. 2R, T: Target creature your team controls gets +X/+0 until end of turn, where X is its power. “Knowledge flows through generations just like a river. The students of yesterday are the teachers of tomorrow.”
2/3
Design - (3/3) Appeal: Timmy likes high power, the higher, the better. Johnny is open for interesting strategies. Spike can't underestimate the ability to push your creatures two dufferent ways with instant speed. (3/3) Elegance: This card is simple enough and makes sense.
Development - (2,5/3) Viability: Mythic seems right but mostly for powerlevel. Second ability is red. But WU seems not really necessary because Prowess is blue and Strongarm Monk's quasi Prowess ability is white. Technically speaking, your card can be any of these colors (more like white), but both of them at the same time aren't really necessary (only if you want to make it harder to cast). (2,5/3) Balance: Wouldn't be really pushed without the second ability, but that's what actually puts it on another level. Also with instant speed!
Creativity - (1/3) Uniqueness: First ability is a Strongarm Monk on steroids. Second is repeatable Berserk, or, even closer, Fatal Frenzy but without sacrificing! Gotta admit these abilities kinda make sense together which reminds me of Shu Yun. (2,5/3) Flavor: Flavor text doesn't seem necessary since the card is quite wordy even without it. However, it's true, also I approve Jeskai being white-blue by nature with a glimpse of red just like your card.
Polish - (3/3) Quality: No problems as usual. (2/2) *Main Challenge: Legendary creature with Jeskai color identity. (2/2) Subchallenges: Both fine.
Total: 21,5/25
Narlarp, Mutation Injector2G
Legendary Creature - Elf Insect Wizard (R)
Creatures you and your teammates control enter the battlefield with an additional +1/+1 counter on them. XU: Until end of turn, creatures you and your teammates control with a +1/+1 counter on them have base power and toughness X/X. "Evolution is effective but slow. I suggest a rapid method."
1/4
Design - (2/3) Appeal: I think all three types of players are moderately interested in this. (2/3) Elegance: You made your card unnecessary wordy (see also Quality section). Also +1/+1 counter theme AND power/toughness changing theme never go well on the same card, especially for beginners.
Development - (3/3) Viability: Yup, this is GU and rare. (2,5/3) Balance: Moderate Master Biomancer for your team but also repeatable Biomass Mutation on it. Or maybe should I say it's Mirror Entity ablity but more expensive? However, it doesn't look broken or pushed over the top. Just keep only one thing in mind, this guy is 2/5 by default.
Creativity - (1,5/3) Uniqueness: I alreday mentioned some cards that resemble it above. (3/3) Flavor: Very very Simic. What more can I say?
Polish - (1,5/3) Quality: "Each creature your team controls" (see Battlebond cards) for the first line and "with +1/+1 counters on them" (see... Herald of Secret Streams, I guess?) for the second. (2/2) *Main Challenge: This is a legend with green and blue color identity. (2/2) Subchallenges: Both met.
Design - (3/3) Appeal: Timmy likes the army, Johnny likes the moving parts, Spike likes the #value. (1.5/3) Elegance: Pretty wordy, and I think the activated ability would be aesthetically better if it cost 1GU.
Development - (3/3) Viability: This definitely feels like a mythic given its splashiness and uniquness. It also feels that way in the sense of feeling like a Commander product face card. (2/3) Balance: The token generation ability seems possibly too easy to cause a blowout with in conjunction with the pump/Piracy ability.
Creativity - (2.5/3) Uniqueness: Legendary lords are a dime a dozen yet this one has quite a few unique elements. (3/3) Flavor: Pretty strong flavor.
Design - (3/3) Appeal: Timmy likes swarms, Johnny likes messing about with triggers, Spike likes mass removal. (2.5/3) Elegance: “-0/-1” is slightly awkward but necessary for symmetry.
Development - (3/3) Viability: Colors and rarity seem fine. (2.5/3) Balance: Really, really efficient - but probably fine overall assuming he can be taken out at a reasonable rate by removal or 3/xs.
Creativity - (2/3) Uniqueness: Basically has a battle cry variant, although the team aspect and the mass -0/-1 are unique. (2.5/3) Flavor: Name’s sort of generic and could have used short flavor text.
Polish - (2.5/3) Quality: The triggered abilities should (probably?) be reversed in order to put the one with the black mana symbol first; refer to the most recent Guildmage cycle. (2/2) *Main Challenge: Good. (2/2) Subchallenges: Done.
Total: 22/25
Design - (2/3) Appeal: Primarily a Timmy/Johnny card; Spike doesn’t care as much about Equipment that aren’t individually great. (2.5/3) Elegance: Slightly complex, yet elegant overall.
Development - (3/3) Viability: Good. (3/3) Balance: Strong when built-around, yet needs a lot of, well, building around.
Creativity - (3/3) Uniqueness: One of the most unique takes on an “Equipment commander” I’ve seen. (2.5/3) Flavor: Pretty evocative name but could have used some flavor text.
Polish - (3/3) Quality: Looks fine. (2/2) *Main Challenge: Good. (1/2) Subchallenges: Color identity same as its colors.
Total: 22/25
Design - (3/3) Appeal: An all-rounder! (2.5/3) Elegance: The damage ability is well related to lifelink; the draw ability is just sort of unconnected to the rest of the card mechanically although it works with the flavor.
Development - (3/3) Viability: Seems alright to me - I just wish the red activated ability was 1 damage to each of two targets to match the blue ability better. (2.5/3) Balance: Cheap repeatable removal should raise some alarm bells. Otherwise fine.
Creativity - (2/3) Uniqueness: Some well-trodden effects woven together uniquely with the team aspect. (3/3) Flavor: Very funny. Love it.
Polish - (2/3) Quality: “The Short Man deals” not just “deal” - damage has a source. (2/2) *Main Challenge: Fine. (2/2) Subchallenges: Both done.
Total: 22/25
Design - (3/3) Appeal: Timmy obviously likes this. Johnny has things to do with lifegain. Spike knows +1/+1 for your team on a body is just pure value. (3/3) Elegance: Strongly elegant.
Development - (3/3) Viability: Spot-on. (3/3) Balance: Strong but not OP.
Creativity - (1/3) Uniqueness: Anthem + Soul’s Grace (sorta) is bland but probably would play fun. (2.5/3) Flavor: Serviceable, slightly generic.
Design - (3/3) Appeal: Timmy, Johnny, AND Spike all appreciate a versatile mass pump creature like this. (3/3) Elegance: A highly elegant package.
Development - (3/3) Viability: Colors right-on, so’s the typing and the flavor. (3/3) Balance: Good stuff - impactful but hardly undercosted.
Creativity - (1.5/3) Uniqueness: Old elements coming together to make something very cool. I love how “Berserk” works with prowess here. (2.5/3) Flavor: Generically Jeskai but very solid.
Design - (2.5/3) Appeal: Timmy and Johnny both have obvious reasons for liking this. Spike can definitely fit it in a +1/+1 counter deck (Simic Ascendancy?). (2.5/3) Elegance: A bit complex, but a good object lesson in the layer system/how counters work.
Creativity - (1.5/3) Uniqueness: Apes a number of things, including Mirror Entity, but a unique effect combination. (3/3) Flavor: I dig it, especially the typeline.
Caolán, Steadfast Cenn2WW
Legendary Creature - Kithkin Soldier (MR)
Whenever an opponent casts a noncreature spell, create X 1/1 white Kithkin Soldier creature tokens, where X is that spell's converted mana cost. 1(G/U)W: Until end of turn, Kithkins your team controls get +2/+2 and gain "Whenever this creature deals combat damage to a player, you may draw a card". Activate this ability only once each turn and only if your team controls six or more Kithkins. Through light or darkness, a cenn's job never ends.
3/3
Design .:. (2/3) Appeal: Multiplayer is a natural Txmmy format. Being able to generate an absurd amount of tokens should also be interesting. Generating tokens and drawing cards on a legendary creature reads like a card Jxnny would build around. (3/3) Elegance: The card is easy to understand and makes sense.
Development .:. (3/3) Viability: The abilities fit the colors. Mythic is a good spot for this. (2,5/3) Balance: It's good to have another Kithkin commander. Multiplayer formats tend to be naturally balanced, as players usually attack the player in the best position at any time. I still think this guy is pretty strong, even for multiplayer standards. All those tokens should add up fast. Opponents that aren't far ahead or mostly creature based probably have no chance against this.
Creativity .:. (3/3) Uniqueness: Feels like a onesided Dovescape but it's so much more. (3/3) Flavor: Is legit.
Polish .:. (2,5/3) Quality: The plural of Kithkin is Kithkin. (2/2) Main Challenge: Main challenge satisfied! (2/2) Subchallenges: Both subchallenges satisfied!
Total: 23/25
Maskio Warscreamer2W
Legendary Creature - Human Warrior (r)
First strike
When Maskio Warscreamer attacks, you may pay R, if you do, creatures your team controls get +1/+0 until end of turn.
When Maskio Warscreamer attacks, you may pay B, if you do, creatures your opponents control get -0/-1 until end of turn.
2/3
Design .:. (1/3) Appeal: Multiplayer is a natural Txmmy format. Swinging into combat with this feels epic. (3/3) Elegance: The card is easy to understand and makes sense.
Development .:. (3/3) Viability: The abilities fit the colors. Rare is a good spot for this. (3/3) Balance: This should be a fun card to play with and reasonably nightmarish to play against.
Creativity .:. (2,5/3) Uniqueness: Mass increase or decrease of stats is not new. (3/3) Flavor: The warscreamer aspect is coming through.
Polish .:. (2,5/3) Quality: "If you do" should start a new sentence. (2/2) Main Challenge: Main challenge satisfied! (2/2) Subchallenges: Both subchallenges satisfied!
Total: 22/25
Javi, Arena Artist3GW
Legendary Creature - Rhino Monk {R}
Equipment your team controls have "Equipped creature gets +2/+2" and "3: Attach this Equipment to target creature your team controls. Activate this ability only any time you could cast a sorcery."
Equipped creatures your team controls can't be blocked by more than one creature. 3/5
Design .:. (1/3) Appeal: Multiplayer is a natural Txmmy format. Equipment get pretty mighty with this on the field. (3/3) Elegance: The card is easy to understand and makes sense.
Development .:. (3/3) Viability: The abilities fit the colors. Rare is a good spot for this. (3/3) Balance: Another legendary Rhino would be nice. This new equipment commander looks good and balanced.
Creativity .:. (2,5/3) Uniqueness: This would be the 9th equipment commander. (3/3) Flavor: Handing out equipment to anyone who needs it.
Polish .:. (3/3) Quality: No flaws detected. Though, the first ability modifies what equipment can do, whereas the second ability modifies equipped creatures. Both abilities could be written either way, making the equip ability just one of Javi's. What led to this version? (2/2) Main Challenge: Main challenge satisfied! (1/2) Subchallenges: Subchallenge 1 satisfied!
Total: 21,5/25
The Short Man1B
Legendary Creature - Imp Advisor (R)
Lifelink 3U: Up to two target players draw a card. Any player on your team may activate this ability. 2R: Deal 2 damage to any target. Any player on your team may activate this ability.
2/1 Even given his alias, most expect Kylem's most infamous fixer to be taller.
Design .:. (1/3) Appeal: Multiplayer is a natural Txmmy format. (3/3) Elegance: The card is easy to understand and makes sense.
Development .:. (3/3) Viability: The abilities fit the colors. Rare is a good spot for this. (2,5/3) Balance: A legendary imp! This seems like a real fun team card. Not for your opponents, of course. Having such an efficient mana sink for the whole team, that also regains life, feels really, really good.
Creativity .:. (2,5/3) Uniqueness: Dealing damage and drawing cards. Is their real name Niv-Mizzet by any chance? (3/3) Flavor: Flavor is fitting for Kylem.
Polish .:. (2/3) Quality: I think it should be "Up to two target players each draws a card.", see Huddle Up. The Short Man is the source of the damage, this has to be written out. (2/2) Main Challenge: Main challenge satisfied! (2/2) Subchallenges: Both subchallenges satisfied!
Total: 21/25
Maraja, Newcomer General3W
Legendary Creature - Cat Soldier (R)
Creatures your team controls get +1/+1. 4G, T: You gain life equal to the highest power among creatures your team controls. Maraja, one of Naya's finest commanders, found her true home on Bant.
3/3
Design .:. (1/3) Appeal: Multiplayer is a natural Txmmy format. Gaining bunches of life should be nice. (3/3) Elegance: The card is easy to understand and makes sense.
Development .:. (3/3) Viability: The abilities fit the colors. Rare is a good spot for this. (3/3) Balance: A fun and balanced team card.
Creativity .:. (2,5/3) Uniqueness: Anthem on a stick and life gaining are not really new. (3/3) Flavor: More info on Alara is always welcome!
Polish .:. (3/3) Quality: No flaws detected! (2/2) Main Challenge: Main challenge satisfied! (2/2) Subchallenges: Both subchallenges satisfied!
Total: 22,5/25
Zhi Liu, Martial Master2WU
Legendary Creature — Human Monk (M)
Whenever you or a teammate casts a noncreature spell, creatures your team controls get +1/+1 until end of turn. 2R, T: Target creature your team controls gets +X/+0 until end of turn, where X is its power. “Knowledge flows through generations just like a river. The students of yesterday are the teachers of tomorrow.”
2/3
Design .:. (1/3) Appeal: Multiplayer is a natural Txmmy format. A few spells turn a few creatures into reasonable threats. (3/3) Elegance: The card is easy to understand and makes sense.
Development .:. (3/3) Viability: The abilities fit the colors. Mythic is a good spot for this. (2/3) Balance: Zhi here is pretty powerful. Counting all the spells your team plays feels like it would get overwhelming. You can control the game and win the game with a few creatures out of nowhere.
Creativity .:. (2/3) Uniqueness: A dash of Jeskai Ascendancy, a mouthful of Wine of Blood and Iron but without the need to sacrifice. (3/3) Flavor: Legit Jeskai flavor.
Polish .:. (3/3) Quality: No flaws detected! (2/2) Main Challenge: Main challenge satisfied! (2/2) Subchallenges: Both subchallenges satisfied!
Total: 21/25
Narlarp, Mutation Injector2G
Legendary Creature - Elf Insect Wizard (R)
Creatures you and your teammates control enter the battlefield with an additional +1/+1 counter on them. XU: Until end of turn, creatures you and your teammates control with a +1/+1 counter on them have base power and toughness X/X. "Evolution is effective but slow. I suggest a rapid method."
1/4
Design .:. (2/3) Appeal: Multiplayer is a natural Txmmy format. Pumping the whole team to X is great. +1/+1 counters are a toy for Jxnny. (3/3) Elegance: The card is easy to understand and makes sense.
Development .:. (3/3) Viability: The abilities fit the colors. Rare is a good spot for this. (3/3) Balance: Buffing the whole team at a reasonable level.
Creativity .:. (2/3) Uniqueness: Kind of a simic Mirror Entity. (3/3) Flavor: That's some good simic flavor.
Polish .:. (3/3) Quality: No flaws detected! (2/2) Main Challenge: Main challenge satisfied! (2/2) Subchallenges: Both subchallenges satisfied!
Total: 23/25
Bracket A
StonerOfKruphix 23,0
Hemlock 22,0
Bracket B
RaikouRider 21,5
Flintlock 21,0
Bracket C ("Lucky" one)
Superbajt 22,5
Bravelion83 21,5
IcariiFA 23,0
I'm really sorry; I haven't had time to do more than the polish section for anyone. I'll do my best to finish them in the next 24 hours unless you want to just run with 3 judges' worth of scores.
I'm really sorry; I haven't had time to do more than the polish section for anyone. I'll do my best to finish them in the next 24 hours unless you want to just run with 3 judges' worth of scores.
Let me know when it's done.
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December MCC 2018 Round 3 - The Captain of Her Heart
Good team is very important. But what else? Good leader or co-leader for a team. Commander is the one of the most well known multiplayer formats here, so now I am asking you for a Commander card.
Main Challenge: Design a legendary creature with color identity including all colors of your designs from rounds 1-2.
Subchallenge 1: Your card refers to your teammates or your team without having a "Partner with" ability.
Subchallenge 2: Your creature's color identity is different from its colors.
Subchallenge 1: It may include "your teammates", "target teammate", "your team controls" and so on. Just refering to another player, however, is not enough. And make sure your card is not a Partner with (anyone).
Subchallenge 2: It sounds tricky, but basically it means that your card's mana cost doesn't include all colors from its color identity. For example, if your previous designs were green and white, your card can be green with white mana symbol(s) printed in rules text or vice versa, or maybe even colorless with green and white mana symbol(s) printed in rules text.
Please feel free to ask additional questions if you have any in the MCC Discussion thread.
Design Deadline: All submissions are to be final and submitted by December 27th 11:59 PM EST
Judging Deadline: All judgements are to be final and completed by January 2nd 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:
Raptorchan
void_nothing
Cantripmancer
Antiantiserum
Contestants:
StonerOfKruphix GW
IcariiFA GU
RaikouRider GW
bravelion83 URW
Superbajt GW
Flintlock UBR
Hemlock RWB
Brackets:
Bracket A
StonerOfKruphix
Hemlock
Bracket B
RaikouRider
Flintlock
Bracket C ("Lucky" one)
Superbajt
Bravelion83
IcariiFA
A helpful tip for those formatting their cards:
Legendary Creature - Imp Advisor (R)
Lifelink
3U: Up to two target players draw a card. Any player on your team may activate this ability.
2R: Deal 2 damage to any target. Any player on your team may activate this ability.
2/1
Even given his alias, most expect Kylem's most infamous fixer to be taller.
Legendary Creature — Human Monk (M)
Whenever you or a teammate casts a noncreature spell, creatures your team controls get +1/+1 until end of turn.
2R, T: Target creature your team controls gets +X/+0 until end of turn, where X is its power.
“Knowledge flows through generations just like a river. The students of yesterday are the teachers of tomorrow.”
2/3
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 Creature - Rhino Monk {R}
Equipment your team controls have "Equipped creature gets +2/+2" and "3: Attach this Equipment to target creature your team controls. Activate this ability only any time you could cast a sorcery."
Equipped creatures your team controls can't be blocked by more than one creature.
3/5
Emille, Seven-Sting Dancer Shalin Nariya
Legendary Creature - Kithkin Soldier (MR)
Whenever an opponent casts a noncreature spell, create X 1/1 white Kithkin Soldier creature tokens, where X is that spell's converted mana cost.
1(G/U)W: Until end of turn, Kithkins your team controls get +2/+2 and gain "Whenever this creature deals combat damage to a player, you may draw a card". Activate this ability only once each turn and only if your team controls six or more Kithkins.
Through light or darkness, a cenn's job never ends.
3/3
Design -
(2.75/3) Appeal: Plenty of working parts, good appeal across the board, I think. Spike's interest is somewhat moderated by the environment, I think.
(2.25/3) Elegance: I'm not sure that it's the most cohesive thematically...it's grokkable, but the pieces don't necessarily sync for me.
Development -
(2.5/3) Viability: Card works, colors are mostly appropriate. Green/white is probably fine for mass pump + combat-damage based card draw. Blue/white is maaaaaybe a stretch for the mass pump side? It's a big enough effect that it would likely be MR if printed. I like the idea of white hosing non-creature spells, although it would be more natural, imo, in green.
(2.5/3) Balance: The token creation is dependent on your opponent's spells, which is fine, I think. The other ability...feels a little strong for 3 mana (even once/turn and with the 6+ Kithkin and legendary restrictions). After all, if you have 6 or more Kithkin, you're getting at least +12/+12 across the board, and very likely drawing card(s)/killing opponent creatures. I suspect the card advantage would be consistently game-winning. I'd sorta like to see a cost based on the number of Kithkin your team controls, but then there's a chance it gets shut down by opponents casting too many non-creature spells... Hmm, maybe something like " :g/u: : X target Kithkin get... You may not target a Kithkin already targeted by ~ this turn."? Eh, that gets really complex... I feel like it needs something, but not sure what.
Creativity -
(2.5/3) Uniqueness: There are a lot of common effects here, but it's put together in a nice new way.
(1.25/3) Flavor: Name is pretty bland, flavor text is ok, but standard. Not really seeing the tie-in between name/abilities/flavor. Not sure the card would have room for flavor text, regardless.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Good.
Total: 20.75/25
Legendary Creature - Human Warrior (r)
First strike
When Maskio Warscreamer attacks, you may pay R, if you do, creatures your team controls get +1/+0 until end of turn.
When Maskio Warscreamer attacks, you may pay B, if you do, creatures your opponents control get -0/-1 until end of turn.
2/3
Design -
(1.75/3) Appeal: Spike and Johnny like this, but want it to do more. Timmy will play it in a pinch.
(2.75/3) Elegance: Very tight package, makes sense, flows well. Could they just be +1/+1 and -1/-1? I think that would make it even tighter.
Development -
(2.75/3) Viability: No rules issues, color wheel approved, rare is appropriate. Slight dock because Wizards doesn't really do -0/-1 anymore (mostly because it's harder to track, I believe).
(2.25/3) Balance: 3-mana 2/3 first strike is fine, but a little underwhelming. The added abilities are nice, but are also a little underwhelming overall. Maybe I'm just misremembering how formats like 2HG and Commander work, but don't you still just attack with your creatures on your turn, so the +1/+0 will only ever matter for combat purposes for your creatures (not your teammates)? I'd sorta like it to be "Whenever one or more creatures controlled by you or a teammate attack, you may pay R..." etc. Or *maybe* even "When ~ attacks, any number of players may pay R. Creatures you control get +1/+0 for each R spent this way." etc.
Creativity -
(2.5/3) Uniqueness: Some resemblance to Mana-Charged Dragon. Some new elements. Fairly solid overall.
(2/3) Flavor: Pretty average. Name is very evocative and I can see how it would tie to the abilities. Flavor text would help a lot, but not sure you have space.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Good.
Total: 21/25
StonerOfKruphix: 20.75
Legendary Creature - Rhino Monk {R}
Equipment your team controls have "Equipped creature gets +2/+2" and "3: Attach this Equipment to target creature your team controls. Activate this ability only any time you could cast a sorcery."
Equipped creatures your team controls can't be blocked by more than one creature.
3/5
Design -
(3/3) Appeal: Timmy sees a cheap path to crazy big creatures; Johnny busts out his Argentum Armor, and Spike...well, Spike just sees a whole lot of winning going on. This fires on all cylinders.
(2.75/3) Elegance: Very straightforward, appealing, clicks nicely.
Development -
(3/3) Viability: Rules are fine, color wheel feels appropriate, I could *easily* see this at Mythic (see Balance, below).
(.75/3) Balance: Ow. Like, maybe I'm overreacting, but this feels borderline BAH-ROKEN to me. Keep in mind that the +2/+2 doesn't replace the regular equipment rules text. So if I bust out Argentum Armor, I pay and whichever creature I slap it on gets +8/+8 AND the permanent-destroying ability AND the solo-combat effect. Grappling Hook? +2/+2 AND double strike AND the creature taunt ability AND the solo-combat effect. Heartseeker? +4/+3 AND the tap-destroy-creature ability AND the solo-combat effect. Not to mention that suddenly you have shared resources, which means that you can more easily/reliably multiply the effects of any given equipment. Tap your Heartseeker-equipped creature to destroy a critter, pay 3 mana to do it again. Out of untapped creatures? No worries, just pass it to your teammate to repeat until you're out of mana. While VERY cool, this feels like it could get out of hand very quickly. I would rather have seen something like "Each equipment your team controls has 'Equipped creature gets +2/+2' and its equip cost is increased by ..."
Creativity -
(3/3) Uniqueness: I mean, Kazuul's Toll Collector and Brass Squire are things, but they've got NOTHING on this bad boy. VERY creative.
(1/3) Flavor: All we really get is the name...and while I can see the connection from "arena artist" to "martial artist", and I can appreciate the imagery of a rhino so in tune with weapons that they're easier to use and more efficient, I feel like there are better descriptions you could have given him to make it work better.
Polish -
(2.75/3) Quality: I think it should be "Each equipment your team controls..."
(2/2) *Main Challenge: Good.
(1/2) Subchallenges: Color identity is same as its colors.
Total: 19.25/25
Legendary Creature - Imp Advisor (R)
Lifelink
3U: Up to two target players draw a card. Any player on your team may activate this ability.
2R: Deal 2 damage to any target. Any player on your team may activate this ability.
2/1
Even given his alias, most expect Kylem's most infamous fixer to be taller.
Design -
(2/3) Appeal: Johnny and Spike like. Timmy's a meh.
(2/3) Elegance: At first glance the abilities feel a little mashed on. Thinking about it a little more...it's not half bad. Could be a little more cohesive, though.
Development -
(3/3) Viability: I think everything here is fine. Color wheel is good. Rarity is good.
(1.25/3) Balance: I feel like both of the ability costs are a little cheap. For the damage ability, compare to Blood Rites, Arc-Slogger, Arc Mage...I don't know that 2R is really enough, especially when you're also gaining 2 life (and any teammate can also activate). Don't kid yourself; the card draw is really 3U: Draw two cards. Just because those cards aren't both going to the same player doesn't make the effect any less powerful. Compare to Font of Fortunes, Mercurial Chemister, Mystic Archaeologist...probably too good.
Creativity -
(1.5/3) Uniqueness: Nothing completely revolutionary, but a nice mash-up of abilities.
(2.5/3) Flavor: I like this. It's evocative and even gives me an idea of what the art could look like (could be really fun in an Un- set).
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Good.
Total: 19.25/25
Flintlock: 19.25
Maraja, Newcomer General 3W
Legendary Creature - Cat Soldier (R)
Creatures your team controls get +1/+1.
4G, T: You gain life equal to the highest power among creatures your team controls.
Maraja, one of Naya's finest commanders, found her true home on Bant.
3/3
Design -
(1.75/3) Appeal: Johnny wants to play around with this. Timmy likes the tap ability. Spike probably isn't too interested unless/until it starts defining an environment.
(2.75/3) Elegance: Very slick, cohesive abilities and concept. I like.
Development -
(3/3) Viability: Rules fine, colors fine, rarity appropriate.
(2.5/3) Balance: I feel like the ability is a little overcosted. You could probably get away with 3G+Tap or maaaaybe even 1GG+Tap. Mostly fine, though.
Creativity -
(2/3) Uniqueness: Crusade on a creature is pretty common, and the life gain ability exists, too, but this is a nifty combination.
(2.5/3) Flavor: Nicely descriptive, maybe not a grand slam, but solid.
Polish -
(2.75/3) Quality: Should be "greatest", not "highest".
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Good.
Total: 21.25/25
Legendary Creature — Human Monk (M)
Whenever you or a teammate casts a noncreature spell, creatures your team controls get +1/+1 until end of turn.
2R, T: Target creature your team controls gets +X/+0 until end of turn, where X is its power.
“Knowledge flows through generations just like a river. The students of yesterday are the teachers of tomorrow.”
2/3
Design -
(2/3) Appeal: Johnny is really the only one who drools over this, as he does with any doubling concept, but both Spike and Timmy grudgingly admit it has potential.
(2.75/3) Elegance: Solid synergy between abilities, extra bump in power for the 3rd color cost, overall slick concept.
Development -
(3/3) Viability: No rules issues, rarity and costs are appropriate. Shouldn't warp any formats, I don't think.
(3/3) Balance: I think this is just about perfect. Good mid-range cost with a standard body but a potentially ramping mass effect paired with a limited but powerful targeted booster...very nice.
Creativity -
(2/3) Uniqueness: Strongarm Monk + Berserk (shifted into the correct color), but the combination is nice.
(3/3) Flavor: This is probably the first flavor I've seen in a while that really hit it out of the park for me. Sweet zen flavor text.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Good.
Total: 22.75/25
Legendary Creature - Elf Insect Wizard (R)
Creatures you and your teammates control enter the battlefield with an additional +1/+1 counter on them.
XU: Until end of turn, creatures you and your teammates control with a +1/+1 counter on them have base power and toughness X/X.
"Evolution is effective but slow. I suggest a rapid method."
1/4
Design -
(3/3) Appeal: Everyone can get behind this one.
(2.75/3) Elegance: The abilities work together, and the flavor text ties the concept together.
Development -
(2.75/3) Viability: Rules and rarity are fine. I initially thought that Mirror Entity might suggest that the second ability belongs in white, but then I remembered Biomass Mutation.
(2/3) Balance: I feel like an unrestricted (and for your teammates, to boot) Metallic Mimic is a little too strong at 2G. Should probably be 3G or 2GG. The second ability feels like it might be balanced because of the restriction that creatures have to have a +1/+1 counter...but then again, practically every creature after this hits the board will have one, so...maybe a little cheap on that count, too.
Creativity -
(1.75/3) Uniqueness: As referenced above, Metallic Mimic + Biomass Mutation, but an interesting combo.
(2.5/3) Flavor: Strong flavor showing between the mad scientist name and matching quote. I think it would sound better as "...but slow. I suggest a more rapid method."
Polish -
(2.75/3) Quality: Unless you intended it to only affect creatures with exactly one +1/+1 counter on them, it should be "...creatures you and your teammates control with one or more +1/+1 counters on them..."
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Good.
Total: 21.5/25
IcariiFA: 21.5
Superbajt: 21.25
Legendary Creature - Elf Insect Wizard (R)
Creatures you and your teammates control enter the battlefield with an additional +1/+1 counter on them.
XU: Until end of turn, creatures you and your teammates control with a +1/+1 counter on them have base power and toughness X/X.
"Evolution is effective but slow. I suggest a rapid method."
1/4
Legendary Creature - Cat Soldier (R)
Creatures your team controls get +1/+1.
4G, T: You gain life equal to the highest power among creatures your team controls.
Maraja, one of Naya's finest commanders, found her true home on Bant.
3/3
Legendary Creature - Human Warrior (r)
First strike
When Maskio Warscreamer attacks, you may pay R, if you do, creatures your team controls get +1/+0 until end of turn.
When Maskio Warscreamer attacks, you may pay B, if you do, creatures your opponents control get -0/-1 until end of turn.
2/3
Every judge have to judge all seven entries this time.
Judging period is prolonged to January, 2nd.
Bottom contestant from each bracket is eliminated.
Bracket A
StonerOfKruphix
Hemlock
Bracket B
RaikouRider
Flintlock
Bracket C ("Lucky" one)
Superbajt
Bravelion83
IcariiFA
May I have an hour or two to fix it? If not, no big deal and brackets can become even again as I.would be disqualified
Sorry, christmas had me dizzy
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Legendary Creature - Kithkin Soldier (MR)
Whenever an opponent casts a noncreature spell, create X 1/1 white Kithkin Soldier creature tokens, where X is that spell's converted mana cost.
1(G/U)W: Until end of turn, Kithkins your team controls get +2/+2 and gain "Whenever this creature deals combat damage to a player, you may draw a card". Activate this ability only once each turn and only if your team controls six or more Kithkins.
Through light or darkness, a cenn's job never ends.
3/3
Design -
(2,5/3) Appeal: Timmy would like to get more small guys with a chance to make them bigger by his side. Spike would appreciate the ability to compensate opponent's removal but he is less optimistic. Johnny would find a way to reach the goal faster with combo cards.
(2/3) Elegance: This card makes sense but it's way too wordy. Clunky mana cost of the ability doesn't help.
Development -
(3/3) Viability: This card is a great representation of white strength, but its ability feels more green than blue. However, I think blue is acceptable since you won't run it in WU Commander deck anyway. Battlebond is more questionable. Of course, mythic. No less.
(2,5/3) Balance: This card looks lika a prime removal bait - kill it or you will have a lot of headache. It applies to any format but of course three times more for multiplayer. I guess this guy is not broken but pushed to the levels of being disturbing.
Creativity -
(2,5/3) Uniqueness: This reminds about existing cards just a little bit, though the activating ability more, triggering ability less.
(2,5/3) Flavor: The flavor is very nice at all, but there is no room for flavor text.
Polish -
(3/3) Quality: No flaws.
(2/2) *Main Challenge: You used original colors for your legendary creature and added another one. All fine.
(2/2) Subchallenges: Yes and yes.
Total: 22/25
Legendary Creature - Human Warrior (r)
First strike
When Maskio Warscreamer attacks, you may pay R, if you do, creatures your team controls get +1/+0 until end of turn.
When Maskio Warscreamer attacks, you may pay B, if you do, creatures your opponents control get -0/-1 until end of turn.
2/3
Design -
(2,5/3) Appeal: Most of these possible combos are just too straightforward for Johnny. Timmy is intrigues by raw power and Spike by the value as well.
(2,5/3) Elegance: This card is very easy and makes sense but only if you keep in mind that you may activate both abilities at the same time. Pretty sure some new players would get it wrong but well, it always happens.
Development -
(3/3) Viability: Very Mardu. 100% rare (too easy for a mythic).
(2,5/3) Balance: First striker mana who also pumps your team and makes your opponents' creatures suffer and also can wipe the tokens every turn? I would take two if I can. In other words, this is a bit pushed. -1/-0 would be less dangerous and lead to slightly better balance.
Creativity -
(2/3) Uniqueness: The red ability is surprisingly unique as is though it resembles Battle cry and firebreathing a lot. -0/-X ability is rare enough even if you remember all these strange pre-Modern cards with -0/-1 tokens and such but not 100% unique.
(3/3) Flavor: Funny name. Is he supposed to wear the mask? Is he, dare I say, a luchadore?
Polish -
(1,5/3) Quality: "Whenever", not "when". And "if you do" should go after the dot, not comma.
(2/2) *Main Challenge: Legendary creature with three color identity, why yes.
(2/2) Subchallenges: Yes and yes.
Total: 21/25
Hemlock 21
Legendary Creature - Rhino Monk {R}
Equipment your team controls have "Equipped creature gets +2/+2" and "3: Attach this Equipment to target creature your team controls. Activate this ability only any time you could cast a sorcery."
Equipped creatures your team controls can't be blocked by more than one creature.
3/5
Design -
(2/3) Appeal: Spike doesn't care. Johnny can try to build around it. Timmy would like to use it for fun gameplay and more raw power.
(2/3) Elegance: This grants two additional abilities to Equipments (and each of them sort of repeats usual abilities of Equipments with a twist) which is unusual but actually, at least one of them can be printed on your creature instead.
Development -
(3/3) Viability: Equipment mattes abilities can be white and "can't be blocked by more than one creature" is green. Rarity can be mythic or rare.
(2/3) Balance: Doesn't do anything on its own to be impactful enough without Equipments which lowers its Limited possibilities.
Creativity -
(3/3) Uniqueness: However, this is far enough from all equipment matters cards to give it a solid 3/3.
(2,5/3) Flavor: This is clear enough to imagine the picture of Javi doing an action, but why Artist though?
Polish -
(3/3) Quality: "Attach this Equipment" wording has no precedents in the game but the Cranial Plating wording looks similar so I can't say it's wrong.
(2/2) *Main Challenge: This is a legendary creature with color identity of all colors of your previous designs.
(1/2) Subchallenges: Your creature has the same color identity as its colors.
Total: 20,5/25
Legendary Creature - Imp Advisor (R)
Lifelink
3U: Up to two target players draw a card. Any player on your team may activate this ability.
2R: Deal 2 damage to any target. Any player on your team may activate this ability.
2/1
Even given his alias, most expect Kylem's most infamous fixer to be taller.
Design -
(2,5/3) Appeal: All three players would like to play it for reasons. Johnny is just the least interested.
(3/3) Elegance: This card is very easy to understand and makes sense.
Development -
(3/3) Viability: Yep, the Chinese menu is hard to do wrong. However, for such powerlevel this better be mythic, but eh, that would be one boring mythics, and just because mythics should be more about uniqueness rather than raw powerlevel, I suppose the rare is okay.
(1,5/3) Balance: Such a cheap card with cheap ability to deal damage to any target breaks Limited in half and impacts multiplayer such as Commander a lot (but wait, here is more - it has a lifelink which makes is even better). Drawing cards for your team for reasonable cost doesn't help either.
Creativity -
(1/3) Uniqueness: This is just a small Chinese menu. The only one thing that makes it remotely unique is, of course, teammate clause.
(3/3) Flavor: The flavor text and overall flavor are great, I am also a bit suspicious about Imps without flying, but they exist in the game. The name is fine (eh, I remember judges reducing my points for making a creature with a nickname instead of a first name - I am not going to do this. No. No way.)
Polish -
(2/3) Quality: "Up to two players draw a card" precedent is unique IIRC, so I guess "Two target players each draw a card" as printed on Huddle Up doesn't make sense - both means two, not up to two, which means I am not going to reduce points here. However, your main mistake is "Deal 2 damage" - damage should have a source. I assume The Short Man is a source but that was your job to make it clear.
(2/2) *Main Challenge: This is a Grixis color identity legendary creature.
(2/2) Subchallenges: Yes and again yes.
Total: 20/25
Flintlock 20
Maraja, Newcomer General 3W
Legendary Creature - Cat Soldier (R)
Creatures your team controls get +1/+1.
4G, T: You gain life equal to the highest power among creatures your team controls.
Maraja, one of Naya's finest commanders, found her true home on Bant.
3/3
Design -
(2,5/3) Appeal: Timmy likes big things. Spike sees 4/4 for 4CMC with anthem for all team. Johnny can be moderately interested in strategies where this guy will shine the brightest.
(2,5/3) Elegance: It also pumps itself which means its P/T won't be as printed, which make it a bit confusing (just like P/T pumping slivers).
Development -
(3/3) Viability: Yup, this is white just as fresh snow lord with green just as spring grass ability. As I said before, rarity seems okay since this card is impactful but too easy to be mythic worthy.
(2,5/3) Balance: A lord with such stats and wide pump is just a bit above the curve, but wait - here is more (thanks to an ability). However, these abilities can contradict with each other quite often because players tend to rely on small creatures while using lords for big bonus.
Creativity -
(1/3) Uniqueness: It's hard to say how many times anthems and lords were made, and even the second ability exists as is thanks to Huatli, Warrior Poet and Dogsnail Engine. The only twist about it is teamwork.
(2/3) Flavor: Kinda generic and uninspired but not worse than somwthing like Qasali Pridemage.
Polish -
(2,5/3) Quality: Power should be "greatest", not "highest".
(2/2) *Main Challenge: This is definetely a legendary creature with green-white color identity.
(2/2) Subchallenges: Both yup.
Total: 20/25
Legendary Creature — Human Monk (M)
Whenever you or a teammate casts a noncreature spell, creatures your team controls get +1/+1 until end of turn.
2R, T: Target creature your team controls gets +X/+0 until end of turn, where X is its power.
“Knowledge flows through generations just like a river. The students of yesterday are the teachers of tomorrow.”
2/3
Design -
(3/3) Appeal: Timmy likes high power, the higher, the better. Johnny is open for interesting strategies. Spike can't underestimate the ability to push your creatures two dufferent ways with instant speed.
(3/3) Elegance: This card is simple enough and makes sense.
Development -
(2,5/3) Viability: Mythic seems right but mostly for powerlevel. Second ability is red. But WU seems not really necessary because Prowess is blue and Strongarm Monk's quasi Prowess ability is white. Technically speaking, your card can be any of these colors (more like white), but both of them at the same time aren't really necessary (only if you want to make it harder to cast).
(2,5/3) Balance: Wouldn't be really pushed without the second ability, but that's what actually puts it on another level. Also with instant speed!
Creativity -
(1/3) Uniqueness: First ability is a Strongarm Monk on steroids. Second is repeatable Berserk, or, even closer, Fatal Frenzy but without sacrificing! Gotta admit these abilities kinda make sense together which reminds me of Shu Yun.
(2,5/3) Flavor: Flavor text doesn't seem necessary since the card is quite wordy even without it. However, it's true, also I approve Jeskai being white-blue by nature with a glimpse of red just like your card.
Polish -
(3/3) Quality: No problems as usual.
(2/2) *Main Challenge: Legendary creature with Jeskai color identity.
(2/2) Subchallenges: Both fine.
Total: 21,5/25
Legendary Creature - Elf Insect Wizard (R)
Creatures you and your teammates control enter the battlefield with an additional +1/+1 counter on them.
XU: Until end of turn, creatures you and your teammates control with a +1/+1 counter on them have base power and toughness X/X.
"Evolution is effective but slow. I suggest a rapid method."
1/4
Design -
(2/3) Appeal: I think all three types of players are moderately interested in this.
(2/3) Elegance: You made your card unnecessary wordy (see also Quality section). Also +1/+1 counter theme AND power/toughness changing theme never go well on the same card, especially for beginners.
Development -
(3/3) Viability: Yup, this is GU and rare.
(2,5/3) Balance: Moderate Master Biomancer for your team but also repeatable Biomass Mutation on it. Or maybe should I say it's Mirror Entity ablity but more expensive? However, it doesn't look broken or pushed over the top. Just keep only one thing in mind, this guy is 2/5 by default.
Creativity -
(1,5/3) Uniqueness: I alreday mentioned some cards that resemble it above.
(3/3) Flavor: Very very Simic. What more can I say?
Polish -
(1,5/3) Quality: "Each creature your team controls" (see Battlebond cards) for the first line and "with +1/+1 counters on them" (see... Herald of Secret Streams, I guess?) for the second.
(2/2) *Main Challenge: This is a legend with green and blue color identity.
(2/2) Subchallenges: Both met.
Total: 19,5/25
bravelion83 21,5
IcariiFA 19,5
(3/3) Appeal: Timmy likes the army, Johnny likes the moving parts, Spike likes the #value.
(1.5/3) Elegance: Pretty wordy, and I think the activated ability would be aesthetically better if it cost 1GU.
Development -
(3/3) Viability: This definitely feels like a mythic given its splashiness and uniquness. It also feels that way in the sense of feeling like a Commander product face card.
(2/3) Balance: The token generation ability seems possibly too easy to cause a blowout with in conjunction with the pump/Piracy ability.
Creativity -
(2.5/3) Uniqueness: Legendary lords are a dime a dozen yet this one has quite a few unique elements.
(3/3) Flavor: Pretty strong flavor.
Polish -
(3/3) Quality: Looks good.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 22/25
(3/3) Appeal: Timmy likes swarms, Johnny likes messing about with triggers, Spike likes mass removal.
(2.5/3) Elegance: “-0/-1” is slightly awkward but necessary for symmetry.
Development -
(3/3) Viability: Colors and rarity seem fine.
(2.5/3) Balance: Really, really efficient - but probably fine overall assuming he can be taken out at a reasonable rate by removal or 3/xs.
Creativity -
(2/3) Uniqueness: Basically has a battle cry variant, although the team aspect and the mass -0/-1 are unique.
(2.5/3) Flavor: Name’s sort of generic and could have used short flavor text.
Polish -
(2.5/3) Quality: The triggered abilities should (probably?) be reversed in order to put the one with the black mana symbol first; refer to the most recent Guildmage cycle.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Done.
Total: 22/25
(2/3) Appeal: Primarily a Timmy/Johnny card; Spike doesn’t care as much about Equipment that aren’t individually great.
(2.5/3) Elegance: Slightly complex, yet elegant overall.
Development -
(3/3) Viability: Good.
(3/3) Balance: Strong when built-around, yet needs a lot of, well, building around.
Creativity -
(3/3) Uniqueness: One of the most unique takes on an “Equipment commander” I’ve seen.
(2.5/3) Flavor: Pretty evocative name but could have used some flavor text.
Polish -
(3/3) Quality: Looks fine.
(2/2) *Main Challenge: Good.
(1/2) Subchallenges: Color identity same as its colors.
Total: 22/25
(3/3) Appeal: An all-rounder!
(2.5/3) Elegance: The damage ability is well related to lifelink; the draw ability is just sort of unconnected to the rest of the card mechanically although it works with the flavor.
Development -
(3/3) Viability: Seems alright to me - I just wish the red activated ability was 1 damage to each of two targets to match the blue ability better.
(2.5/3) Balance: Cheap repeatable removal should raise some alarm bells. Otherwise fine.
Creativity -
(2/3) Uniqueness: Some well-trodden effects woven together uniquely with the team aspect.
(3/3) Flavor: Very funny. Love it.
Polish -
(2/3) Quality: “The Short Man deals” not just “deal” - damage has a source.
(2/2) *Main Challenge: Fine.
(2/2) Subchallenges: Both done.
Total: 22/25
(3/3) Appeal: Timmy obviously likes this. Johnny has things to do with lifegain. Spike knows +1/+1 for your team on a body is just pure value.
(3/3) Elegance: Strongly elegant.
Development -
(3/3) Viability: Spot-on.
(3/3) Balance: Strong but not OP.
Creativity -
(1/3) Uniqueness: Anthem + Soul’s Grace (sorta) is bland but probably would play fun.
(2.5/3) Flavor: Serviceable, slightly generic.
Polish -
(3/3) Quality: Looks good.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 22.5/25
(3/3) Appeal: Timmy, Johnny, AND Spike all appreciate a versatile mass pump creature like this.
(3/3) Elegance: A highly elegant package.
Development -
(3/3) Viability: Colors right-on, so’s the typing and the flavor.
(3/3) Balance: Good stuff - impactful but hardly undercosted.
Creativity -
(1.5/3) Uniqueness: Old elements coming together to make something very cool. I love how “Berserk” works with prowess here.
(2.5/3) Flavor: Generically Jeskai but very solid.
Polish -
(3/3) Quality: Looking good.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 23/25
(2.5/3) Appeal: Timmy and Johnny both have obvious reasons for liking this. Spike can definitely fit it in a +1/+1 counter deck (Simic Ascendancy?).
(2.5/3) Elegance: A bit complex, but a good object lesson in the layer system/how counters work.
Development -
(3/3) Viability: Seems alright.
(3/3) Balance: Nothing wrong here.
Creativity -
(1.5/3) Uniqueness: Apes a number of things, including Mirror Entity, but a unique effect combination.
(3/3) Flavor: I dig it, especially the typeline.
Polish -
(3/3) Quality: Looks fine.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: Good.
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.͇̣̙̝
Legendary Creature - Kithkin Soldier (MR)
Whenever an opponent casts a noncreature spell, create X 1/1 white Kithkin Soldier creature tokens, where X is that spell's converted mana cost.
1(G/U)W: Until end of turn, Kithkins your team controls get +2/+2 and gain "Whenever this creature deals combat damage to a player, you may draw a card". Activate this ability only once each turn and only if your team controls six or more Kithkins.
Through light or darkness, a cenn's job never ends.
3/3
Design .:.
(2/3) Appeal: Multiplayer is a natural Txmmy format. Being able to generate an absurd amount of tokens should also be interesting. Generating tokens and drawing cards on a legendary creature reads like a card Jxnny would build around.
(3/3) Elegance: The card is easy to understand and makes sense.
Development .:.
(3/3) Viability: The abilities fit the colors. Mythic is a good spot for this.
(2,5/3) Balance: It's good to have another Kithkin commander. Multiplayer formats tend to be naturally balanced, as players usually attack the player in the best position at any time. I still think this guy is pretty strong, even for multiplayer standards. All those tokens should add up fast. Opponents that aren't far ahead or mostly creature based probably have no chance against this.
Creativity .:.
(3/3) Uniqueness: Feels like a onesided Dovescape but it's so much more.
(3/3) Flavor: Is legit.
Polish .:.
(2,5/3) Quality: The plural of Kithkin is Kithkin.
(2/2) Main Challenge: Main challenge satisfied!
(2/2) Subchallenges: Both subchallenges satisfied!
Total: 23/25
Legendary Creature - Human Warrior (r)
First strike
When Maskio Warscreamer attacks, you may pay R, if you do, creatures your team controls get +1/+0 until end of turn.
When Maskio Warscreamer attacks, you may pay B, if you do, creatures your opponents control get -0/-1 until end of turn.
2/3
Design .:.
(1/3) Appeal: Multiplayer is a natural Txmmy format. Swinging into combat with this feels epic.
(3/3) Elegance: The card is easy to understand and makes sense.
Development .:.
(3/3) Viability: The abilities fit the colors. Rare is a good spot for this.
(3/3) Balance: This should be a fun card to play with and reasonably nightmarish to play against.
Creativity .:.
(2,5/3) Uniqueness: Mass increase or decrease of stats is not new.
(3/3) Flavor: The warscreamer aspect is coming through.
Polish .:.
(2,5/3) Quality: "If you do" should start a new sentence.
(2/2) Main Challenge: Main challenge satisfied!
(2/2) Subchallenges: Both subchallenges satisfied!
Total: 22/25
Legendary Creature - Rhino Monk {R}
Equipment your team controls have "Equipped creature gets +2/+2" and "3: Attach this Equipment to target creature your team controls. Activate this ability only any time you could cast a sorcery."
Equipped creatures your team controls can't be blocked by more than one creature.
3/5
Design .:.
(1/3) Appeal: Multiplayer is a natural Txmmy format. Equipment get pretty mighty with this on the field.
(3/3) Elegance: The card is easy to understand and makes sense.
Development .:.
(3/3) Viability: The abilities fit the colors. Rare is a good spot for this.
(3/3) Balance: Another legendary Rhino would be nice. This new equipment commander looks good and balanced.
Creativity .:.
(2,5/3) Uniqueness: This would be the 9th equipment commander.
(3/3) Flavor: Handing out equipment to anyone who needs it.
Polish .:.
(3/3) Quality: No flaws detected. Though, the first ability modifies what equipment can do, whereas the second ability modifies equipped creatures. Both abilities could be written either way, making the equip ability just one of Javi's. What led to this version?
(2/2) Main Challenge: Main challenge satisfied!
(1/2) Subchallenges: Subchallenge 1 satisfied!
Total: 21,5/25
Legendary Creature - Imp Advisor (R)
Lifelink
3U: Up to two target players draw a card. Any player on your team may activate this ability.
2R: Deal 2 damage to any target. Any player on your team may activate this ability.
2/1
Even given his alias, most expect Kylem's most infamous fixer to be taller.
Design .:.
(1/3) Appeal: Multiplayer is a natural Txmmy format.
(3/3) Elegance: The card is easy to understand and makes sense.
Development .:.
(3/3) Viability: The abilities fit the colors. Rare is a good spot for this.
(2,5/3) Balance: A legendary imp! This seems like a real fun team card. Not for your opponents, of course. Having such an efficient mana sink for the whole team, that also regains life, feels really, really good.
Creativity .:.
(2,5/3) Uniqueness: Dealing damage and drawing cards. Is their real name Niv-Mizzet by any chance?
(3/3) Flavor: Flavor is fitting for Kylem.
Polish .:.
(2/3) Quality: I think it should be "Up to two target players each draws a card.", see Huddle Up. The Short Man is the source of the damage, this has to be written out.
(2/2) Main Challenge: Main challenge satisfied!
(2/2) Subchallenges: Both subchallenges satisfied!
Total: 21/25
Legendary Creature - Cat Soldier (R)
Creatures your team controls get +1/+1.
4G, T: You gain life equal to the highest power among creatures your team controls.
Maraja, one of Naya's finest commanders, found her true home on Bant.
3/3
Design .:.
(1/3) Appeal: Multiplayer is a natural Txmmy format. Gaining bunches of life should be nice.
(3/3) Elegance: The card is easy to understand and makes sense.
Development .:.
(3/3) Viability: The abilities fit the colors. Rare is a good spot for this.
(3/3) Balance: A fun and balanced team card.
Creativity .:.
(2,5/3) Uniqueness: Anthem on a stick and life gaining are not really new.
(3/3) Flavor: More info on Alara is always welcome!
Polish .:.
(3/3) Quality: No flaws detected!
(2/2) Main Challenge: Main challenge satisfied!
(2/2) Subchallenges: Both subchallenges satisfied!
Total: 22,5/25
Legendary Creature — Human Monk (M)
Whenever you or a teammate casts a noncreature spell, creatures your team controls get +1/+1 until end of turn.
2R, T: Target creature your team controls gets +X/+0 until end of turn, where X is its power.
“Knowledge flows through generations just like a river. The students of yesterday are the teachers of tomorrow.”
2/3
Design .:.
(1/3) Appeal: Multiplayer is a natural Txmmy format. A few spells turn a few creatures into reasonable threats.
(3/3) Elegance: The card is easy to understand and makes sense.
Development .:.
(3/3) Viability: The abilities fit the colors. Mythic is a good spot for this.
(2/3) Balance: Zhi here is pretty powerful. Counting all the spells your team plays feels like it would get overwhelming. You can control the game and win the game with a few creatures out of nowhere.
Creativity .:.
(2/3) Uniqueness: A dash of Jeskai Ascendancy, a mouthful of Wine of Blood and Iron but without the need to sacrifice.
(3/3) Flavor: Legit Jeskai flavor.
Polish .:.
(3/3) Quality: No flaws detected!
(2/2) Main Challenge: Main challenge satisfied!
(2/2) Subchallenges: Both subchallenges satisfied!
Total: 21/25
Legendary Creature - Elf Insect Wizard (R)
Creatures you and your teammates control enter the battlefield with an additional +1/+1 counter on them.
XU: Until end of turn, creatures you and your teammates control with a +1/+1 counter on them have base power and toughness X/X.
"Evolution is effective but slow. I suggest a rapid method."
1/4
Design .:.
(2/3) Appeal: Multiplayer is a natural Txmmy format. Pumping the whole team to X is great. +1/+1 counters are a toy for Jxnny.
(3/3) Elegance: The card is easy to understand and makes sense.
Development .:.
(3/3) Viability: The abilities fit the colors. Rare is a good spot for this.
(3/3) Balance: Buffing the whole team at a reasonable level.
Creativity .:.
(2/3) Uniqueness: Kind of a simic Mirror Entity.
(3/3) Flavor: That's some good simic flavor.
Polish .:.
(3/3) Quality: No flaws detected!
(2/2) Main Challenge: Main challenge satisfied!
(2/2) Subchallenges: Both subchallenges satisfied!
Total: 23/25
StonerOfKruphix 23,0
Hemlock 22,0
Bracket B
RaikouRider 21,5
Flintlock 21,0
Bracket C
("Lucky" one)
Superbajt 22,5
Bravelion83 21,5
IcariiFA 23,0
Let me know when it's done.