Main Challenge: Design a card that has indestructible and/or hexproof.
Subchallenge 1: Your card is not a creature. Subchallenge 2: Your card has both indestructible AND hexproof or can gain the one it does not naturally have through its own abilities.
Main Challenge: The card must NATURALLY have either indestructible or hexproof - this means it has to have the exact keyword printed on it. Darksteel Relic counts, Wily Bandar does not. Hexproof from a color or other quality is hexproof and does count.
Subchallenge 1: This just means the card can't have "creature" in its typeline. It's perfectly fine if it becomes a creature through its abilities, like a manland or Vehicle.
Design Deadline: All submissions are to be final and submitted by January 14th 11:59 PM EST
Judging Deadline: All judgements are to be final and completed by January 17th 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.
Darksteel Mirror-Ship4
Artifact - Vehicle (R)
Indestructible
At the beginning of each combat, ~ gains flying until end of turn if a creature that crewed it this turn has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, lifelink, menace, reach, trample, and vigilance.
Crew 1
5/5
Tor of the Bell
Land (U)
Hexproof
: Add C.
Whenever one or more creatures attack you or a planeswalker you control, ~ becomes a 0/10 white Guardian creature with hexproof and indestructible until end of turn. It's still a land. No step evades a toll.
Day of the Greatest Resolve4WWW
Legendary Enchantment (Mythic)
Hexproof, indestructible
You have hexproof
Creatures you control have hexproof and indestructible. "... And on that day, none of them blinked an eye, for all of their dabts have been forgotten."
Ghalma the Stalwart4W
Legendary Creature - Elephant Artificer (Rare)
Vigilance, Hexproof from Red and from Black
When Ghalma enters the battlefield, look at the top X cards of your library, where X is the number of artifacts you control. You may put an equipment card from among them onto the battlefield attached to another creature you control. Put the rest on the bottom of your library in any order.
Equipped creatures you control have indestructible.
"With these furnaces, I craft my finest work."
4/4
Thrsa the Anti-Mage2GW
Legendary Planeswalker - Thrsa (MR)
Indestructible, hexproof
+2] You gain 2 life.
-X] Destroy target artifact or enchantment with converted mana cost X.
-7] You gain an emblem with "Creatures you control get +1/+1." Create a 2/2 white Knight creature token for each player that does not control an artifact or enchantment.
{2}
Karak, the Living Peak3RG
Legendary Planeswalker - Karak (M)
Hexproof
+2: Noncreature spells cost 2 more to cast until your next turn.
-3: Destroy target artifact, enchantment, or land.
-8: Until end of turn, Karak, the Living Peak becomes a 20/20 Elemental creature with trample and indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
5
Stoner here. My account got wrecked. Here's my submission.
Conclave Coronet(G/W)(G/W)(G/W)
Enchantment - Aura (R)
Hexproof, indestructible
Enchant creature token
Enchanted creature gets +2/+2 and has hexproof, indestructible and vigilance. "The strongest resolve often comes from the humblest."
—Emmara
Kruphix, God of Value and Eldrazi. GU Gahiji: Wider is better. (Now with 40% more tokens!) RGW Daxos brought some frienchantments! WB Kynaios and Tiro: Four strong arms to hug you better. RGWU Saskia: You better not tell her that pointing is rude. BRGW Sidisi the Zombeesi, the Unmilled, Breaker of Graves, Mother of Zambambos. (Zombie tribal)BGU Omnath, The Angriest Elemental Ever & His Spike-Handed Buddies.RG (Retired but forever in my heart)
Darksteel Transmogrifier2
Artifact (R)
Hexproof, indestructible 2, T: Target permanent you control gains hexproof and indestructible until end of turn. 2: All permanents lose hexproof and indestructible until end of turn. Any player may activate this ability.
Lucky Dice1
Artifact - Equipment {R}
Hexproof W: Equipped creature gains vigilance until end of turn. U: Equipped creature gains flying until end of turn. B: Equipped creature gains intimidate until end of turn. R: Equipped creature gains first strike until end of turn. G: Equipped creature gains trample until end of turn. 1: Lucky Dice gains indestructible until end of turn.
Equip 1
Mother Carob2GW
Legendary Creature - Treefolk(r)
Indestructible
1/1 creatures you control have indestructible.
Mother Carob has hexproof as long as you control five or more creatures. Traditions of every race in the area remind of the sustenance and protection Mother Carob has offered.
1/9
Blade of the Ancient Throne4
Artifact - Equipment (R)
Indestructible, Hexproof
Equipped creature has vigilance.
As long as it's not your turn, equipped creature gets +3/+3.
Equip 3. Equip only if Blade of the Ancient Throne is unequipped. A champion is chosen to protect the throne from invaders - for life.
Keila Yegrie2UB
Planeswalker - Keila
Hexproof
+0: Until end of turn, Keila Yegrie becomes a 2/2 Human Rogue creature with indestructible and "Keila can't be blocked" that's still a planeswalker. Whenever she deals damage to a player this turn, put that many loyalty counters on her. Prevent all damage that would be dealt to her this turn.
-8: For each permanent type, gain control of up to one target permanent of that type. (Artifact, creature, enchantment, land, and planeswalker are permanent types.)
{2}
Darksteel Mirror-Ship4
Artifact - Vehicle (R)
Indestructible
At the beginning of each combat, ~ gains flying until end of turn if a creature that crewed it this turn has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, lifelink, menace, reach, trample, and vigilance.
Crew 1
5/5
Design - (1.5/3) Appeal: Timmy sees medium sized creature. Johnny may try to get some keywords. Spike is less happy than you think - that's just too efficient creature. Everyone sees it, so Spike doesn't have anyone to outplay by using this card. (2.5/3) Elegance: You can't get perfect elegance with this block of text. It is understandable for an experienced player who knows similar cards, though.
Development - (3/3) Viability: Color pie, rules (except what I point in Quality) and rarity are fine. (1.5/3) Balance: This card is definitely more powerful than Weatherlight, that was a pushed Mythic. It may not be ban worthy, but I don't think pushed, irremovable card is healthy.
Creativity - (2/3) Uniqueness: Indestructible Odric, Lunarch Marshal. (2.5/3) Flavor: Idea is very good, but... I don't think darksteel makes a good mirror.
Polish - (2/3) Quality: In MCC, "~" is forbidden. It should be formatted like reverse Speedway Fanatic. Should I remember what creature crewed it this turn? What if it dies before combat? What if it's crewed in response to the trigger? (2/2) Main Challenge:OK (2/2) Subchallenges: OK
Total: 19/25
Thrsa the Anti-Mage2GW
Legendary Planeswalker - Thrsa (MR)
Indestructible, hexproof
+2] You gain 2 life.
-X] Destroy target artifact or enchantment with converted mana cost X.
-7] You gain an emblem with "Creatures you control get +1/+1." Create a 2/2 white Knight creature token for each player that does not control an artifact or enchantment.
{2}
Design - (1.5/3) Appeal: Timmy has moderate fun with a planeswalker a little more harder to get rid of that usual. Johnny tries to max out ultimate, but it's not a big reward. Spike is not happy with such low power planeswalker with conditional ultimate. (2/3) Elegance: Indestructible doesn't mean much for Planeswalker, you can still attack it and it will die if it has no counters. I'm assuming you know it, but have to ding you here for static abilities on planeswalker and this confusing mechanic.
Development - (3/3) Viability: Color pie is perfect. You should have gone for hybrid even! Technically, there are no rules broken, even though adding static abilities is not a good idea in this way if you ask me. Planeswalkers are mythics, duh. (2/3) Balance: This card is for no one, power-wise. Unless there is some awesome art or you lose some bet, you would never put it in your deck, and would be really unhappy to open it in a booster. Hello, new Tibalt.
Creativity - (2.5/3) Uniqueness: No ability is new except ultimate, but this package makes a unique enough planeswalker, and this card couldn't be any existing character. (2.5/3) Flavor: Flavor is quite fine, I can see some characteristics of a new character. There's no umph, though.
Polish - (2/3) Quality: I wanted to let you pass on ], but the colon is on a card and is needed as activated ability, so it's needed. (2/2) Main Challenge: OK (2/2) Subchallenges: OK
Total: 19.5/25
Karak, the Living Peak3RG
Legendary Planeswalker - Karak (M)
Hexproof
+2: Noncreature spells cost 2 more to cast until your next turn.
-3: Destroy target artifact, enchantment, or land.
-8: Until end of turn, Karak, the Living Peak becomes a 20/20 Elemental creature with trample and indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
5
Design - (2/3) Appeal: Johnny is offended with this card. Spike is intrigued by sideboard planeswalker. Timmy gets a FREAKING PLANESWALKING VOLCANO! (2.5/3) Elegance: A static ability on a planeswalker will never look elegant to me.
Development - (2/3) Viability: Rarity and rules work, but +2 is neither green nor red. I see it as brought there, though. (3/3) Balance: I can easily see this card as a sideboard in standard against control.
Creativity - (2.5/3) Uniqueness: Increasing cost feels fresh on a planeswalker, otherwise standard abilities. Did I mention that this a VOLCANO? (3/3) Flavor: Is it a planeswalking volcano? I DON'T CARE IT DOESN'T MAKE SENSE!
Polish - (3/3) Quality: Points deducted for incorrect spelling, grammar, and templating. (2/2) Main Challenge: OK (2/2) Subchallenges: OK
Total: 22/25
Blade of the Ancient Throne4
Artifact - Equipment (R)
Indestructible, Hexproof
Equipped creature has vigilance.
As long as it's not your turn, equipped creature gets +3/+3.
Equip 3. Equip only if Blade of the Ancient Throne is unequipped. A champion is chosen to protect the throne from invaders - for life.
Design - (1/3) Appeal: Johnny has nothing to see, Spike may admire racing potential, but not very much, and Timmy likes +3/+3, but this card neither allows them to attack nor protects their precious creatures. (2/3) Elegance: It's hard to remember what are modifiers for both equipment and equipped creature.
Development - (3/3) Viability: Color pie, rules, rarity in a perfect place. (3/3) Balance: This card seems to be usable only in limited, and there it can be good/annoying, but definitely not OP.
Creativity - (2.5/3) Uniqueness: Equip limitation is new, and equipment mainly to block is also quite new. (3/3) Flavor: Originally, I didn't like this card. Equipment that protects itself more than its user? Then I read into the flavor. It explains everything.
Polish - (3/3) Quality: OK (2/2) Main Challenge: OK (2/2) Subchallenges: OK
Icon of the Void1
Artifact [R]
Indestructible
Each other permanent loses indestructible and can't have or gain indestructible. Nothing is without end.
Design - (1/3) Appeal: All three players aren't amused to play it anywhere else than a few sideboard cases. (3/3) Elegance: This card is very easy and understandable.
Development - (3/3) Viability: I guess rarity can pass for being an artifact with rare ability, and losing indestructible is still unknown terriroty so I think colorless can pass too. (1/3) Balance: Some card are very weak due to their narrow nature. People will be upset to open this in Limited and they won't play it in any format but maybe the oppressive environment with indestructible creatures like Hazoret the Fervent can be an option.
Creativity - (2,5/3) Uniqueness: There are somke cases of permanents losing indestructible here and there but other than that, this effect is very rare and combo with uits own indestructibility makes it more unique. (2/3) Flavor: This card's flavor is very abstract and the flavor is not evocative.
Polish - (2,5/3) Quality: I believe it should be "Other permanents" (see Archetype cycle from Theros). (2/2) *Main Challenge: Satisfied. (1/2) Subchallenges: Indestructible is here but the hexproof is nowhere to be seen.
Total: 18/25
Darksteel Transmogrifier2
Artifact (R)
Hexproof, indestructible 2, T: Target permanent you control gains hexproof and indestructible until end of turn. 2: All permanents lose hexproof and indestructible until end of turn. Any player may activate this ability.
Design - (2/3) Appeal: Johnny would gladly grab it. Timmy and Spike are less interested because they doesn't like his permanents to be destroyed but less can easily backlash being activated by another player. (2/3) Elegance: Two abilities here seem to contradict with each other. This will raise some questions.
Development - (3/3) Viability: This can qualify as a rare and colorless is okay I guess. (2/3) Balance: This card sure does a lot. It dodges targeting removal, saves creatures in combat and even helps you to deal with indestructible and hexproof by opponent's side. Bad news: our opponent also can pay to deal with it. Good news: only you can pay to get hexproof and indestructible again. Activation cost looks kinda underwhelming yet again, your opponent can counter it. Overall ut seems like a big mana sink for both side and can lead to unfunny gameplay like Scandalmonger.
Creativity - (2,5/3) Uniqueness: Almost 100% unique no matter how do you look at it. (2,5/3) Flavor: This card's flavor is more or less understandable.
Polish - (2,5/3) Quality: Only one unnecessary space between two sentences in the second ability's text. (2/2) *Main Challenge: Yes. (2/2) Subchallenges: Both yes.
Total: 20,5/25
Mother Carob2GW
Legendary Creature - Treefolk(r)
Indestructible
1/1 creatures you control have indestructible.
Mother Carob has hexproof as long as you control five or more creatures. Traditions of every race in the area remind of the sustenance and protection Mother Carob has offered.
1/9
Design - (1,5/3) Appeal: Timmy isn't impressed. Johnny can find a place for it in its strategies. Spike is confused. (3/3) Elegance: This card is understandable and makes sense.
Development - (2,5/3) Viability: Everything about colors is fine I guess. But mythic rarity makes more sense. (2,5/3) Balance: This card is very specific which makes it more desirable. Token/weenie strategies exist, sure, but they aren't universal. To good news: indestructibility makes it an awesome blocker.
Creativity - (3/3) Uniqueness: Can't remember anything like this been done before. Great job. (2,5/3) Flavor: Very clear and evocative. But flavor-wise, 1/9 P/T AND indestructible at the same time don't make much sense.
Polish - (2,5/3) Quality: Free some space between creature type and rarity and you are fine. (2/2) *Main Challenge: Yes. (1/2) Subchallenges: Your card is a creature.
Total: 20,5/25
Keila Yegrie2UB
Planeswalker - Keila
Hexproof
+0: Until end of turn, Keila Yegrie becomes a 2/2 Human Rogue creature with indestructible and "Keila can't be blocked" that's still a planeswalker. Whenever she deals damage to a player this turn, put that many loyalty counters on her. Prevent all damage that would be dealt to her this turn.
-8: For each permanent type, gain control of up to one target permanent of that type. (Artifact, creature, enchantment, land, and planeswalker are permanent types.)
{2}Design - (2,5/3) Appeal: Unblockable and almost immortal attacker with an opportunity to grab lots of stuff later pleases Timmy and Spike. Johnny serously considers this card being a bit too narrow. (2/3) Elegance: Indestructible and "Pervent all damage" at the same time can confuse players easily.
Development - (2/3) Viability: Black and blue = fine but the rarity is missing which causes deductions in both Viability and Quality sections. (2,5/3) Balance: Planeswalker with hexproof looks pushed but that's not a real problem since she still can be attacked. Starting loyalty is virtual 4 which is ok.
Creativity - (2/3) Uniqueness: Planeswalkers that turn into the creatures is not something fresh. Everything else is, more or less. (3/3) Flavor: Can see it being an interdimensional thief, I guess.
Polish - (1,5/3) Quality: Missing rarity, and planeswalkers are supposed to be legandary. (2/2) *Main Challenge: Yes. (2/2) Subchallenges: Both yes.
Total: 19,5/25
The_Hittite 18 Jimmy Groove 20,5
Hemlock 20,5
Cardz5000 19,5
Design - (3/3) Appeal: Timmy likes a huge unkillable blocker to hold off his opponents, Johnny could do strange things here, Spike can definitely find a place for this. (2.5/3) Elegance: “Why only indestructible while a creature but hexproof all the time” is definitely a question I keep asking myself.
Development - (2/3) Viability: I really do not think this card has any business being an uncommon - on multiple fronts (the oddness of hexproof on a land, hexproof and indestructible in creature form, the sheer misery in Limited) it absolutely needs to be rare. (1.5/3) Balance: If not out-and-out overpowered exactly, this card looks really, really game-slowing, like a latter-day Maze of Ith. Hexproof on the base card feels over-the-top; there has to be some way of dealing with cards like this and the only usual way that works here is MLD, which is of course vanishingly rare of late.
Creativity - (3/3) Uniqueness: A triggered man-land is a pretty interesting idea, as is a “land that blocks”. (2.5/3) Flavor: That flavor text pun is clever, but also possibly too much for a card with otherwise serious flavor.
Polish - (2.5/3) Quality: Gaining hexproof in creature form is redundant. (2/2) *Main Challenge: Done. (2/2) Subchallenges: And done.
Total: 21/25
Design - (3/3) Appeal: Timmy likes an effect of this sheer scale. Johnny wants no one to touch his combo. Spike wants assurance. (2.5/3) Elegance: Has to use a lot of words to tell you “you and all your stuff have hexproof and indestructible.”
Development - (1.5/3) Viability: Color and rarity look theoretically right, but mass hexproof is a bend in white, and I’m not sure this card is acceptable as a concept. (2/3) Balance: While a seven-mana enchantment should basically be your path to winning the game, hexproof and indestructible on the card itself cuts off all avenues of interaction; as flavorful as beating your opponent by being able to just ignore what they play is, I don’t think it makes for a balanced or fun game.
Creativity - (1.5/3) Uniqueness:Avacyn, Angel of Hope + Shalai, Voice of Plenty, minus the body. (3/3) Flavor: Can’t knock the flavor here - definitely the card’s strongest point.
Polish - (2/3) Quality: Missing a period at the end of one line, and a misspelling in the flavor text. (2/2) *Main Challenge: Met. (2/2) Subchallenges: Done.
Total: 19.5/25
Design - (3/3) Appeal: Feels like an all-rounder, although the Spike appeal really depends on the actual quality of Equipment in Standard - but since this is a Mirrodin-flavored card I’ll assumeit’s high. (2/3) Elegance: As I’m sure you’re aware, that’s a really busy text box. However, the card does have a cohesive internal theme.
Development - (3/3) Viability: Color/rarity/type/effect seem fine. (3/3) Balance: As generally strong as this card is, it also requires a lot of building around.
Creativity - (1.5/3) Uniqueness: There have in fact been Equipment tutors and lords for equipped creatures before, but this is a somewhat new spin. (2/3) Flavor: Ghalma’s title is “the Shaper”, and that flavor text is generic and doesn’t tell us much about the personality of the character - we’re already aware she’s an armorsmith.
Polish - (1.5/3) Quality: “hexproof from black and from red” (color names are not capitalized, and keywords are not capitalized unless they’re the first ones of a line); flavor text not italicized. (2/2) *Main Challenge: Done. (1/2) Subchallenges: Is a creature.
Total: 19/25
Design - (3/3) Appeal: Timmy likes UNKILLABILITY and token decks alike. Johnny wants to do dumb things with token copies. Spike likes the idea of an Aura that both grants and has indestructible and hexproof. (3/3) Elegance: Elegant indeed!
Development - (2.5/3) Viability: There are a few inherent issues with the viability of a completely uninteractable card, and hexproof is a pie bend in white. (2.5/3) Balance: This can be a win condition for cheap, but so can True-Name Nemesis - everything depends on how well your opponents can outrace what’s usually going to be a 3-power attacker that no one can interact with. Big difference here is that unlike TNN, whatever’s wearing this can be chump blocked unless it already has evasion of its own.
Creativity - (2/3) Uniqueness: The actual effects are pretty timeworn, but not often used in conjunction, and “enchant creature token” (or token creature? Not sure which it’d be templated as these days) is clever. (3/3) Flavor: What a neat callback.
Design - (1/3) Appeal: Timmy likes keyword soup. While the card is kind of wacky there’s not all that much for Johnny to work with. Spike does not want to pay that much mana in that many colors for evasion. (1.5/3) Elegance: Counting equip, this card has seven activated abilities; in other words, a proper mess of text. At least the individual abilities are simple?
Development - (2.5/3) Viability: Intimidate is a deprecated keyword for new designs, and considering the card is seemingly meant to be played in a five-color deck, menace would be much better. (3/3) Balance: Nothing objectionable - underpowered if anything.
Creativity - (1.5/3) Uniqueness: Plenty of Equipment grant multiple keywords, but very few do with activated abilities. (0.5/3) Flavor: Really not sure I get the flavor - yes, there are six abilities that can be granted and ordinary dice have six sides, but why something as prosaic as “Lucky Dice” is capable of all of that, I can’t wrap my head around.
January MCC 2019 Round 2 - Immortal, Invisible
It's Divinity Month in the MCC this time around.
Main Challenge: Design a card that has indestructible and/or hexproof.
Subchallenge 1: Your card is not a creature.
Subchallenge 2: Your card has both indestructible AND hexproof or can gain the one it does not naturally have through its own abilities.
Subchallenge 1: This just means the card can't have "creature" in its typeline. It's perfectly fine if it becomes a creature through its abilities, like a manland or Vehicle.
Judging Deadline: All judgements are to be final and completed by January 17th 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.
void_nothing
Superbajt
Raptorchan
Contestants:
Cardz5000
Freyleyes
The_Hittite
netn10
StonerOfKruphix
Subject16
JamBlock
Theelkspeaks
Cantripmancer
Jimmy Groove
Forestsguy
Hemlock
IcariiFA
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Artifact - Vehicle (R)
Indestructible
At the beginning of each combat, ~ gains flying until end of turn if a creature that crewed it this turn has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, lifelink, menace, reach, trample, and vigilance.
Crew 1
5/5
Land (U)
Hexproof
: Add C.
Whenever one or more creatures attack you or a planeswalker you control, ~ becomes a 0/10 white Guardian creature with hexproof and indestructible until end of turn. It's still a land.
No step evades a toll.
Art: Kozachenko Alexander
Legendary Enchantment (Mythic)
Hexproof, indestructible
You have hexproof
Creatures you control have hexproof and indestructible.
"... And on that day, none of them blinked an eye, for all of their dabts have been forgotten."
Legendary Creature - Elephant Artificer (Rare)
Vigilance, Hexproof from Red and from Black
When Ghalma enters the battlefield, look at the top X cards of your library, where X is the number of artifacts you control. You may put an equipment card from among them onto the battlefield attached to another creature you control. Put the rest on the bottom of your library in any order.
Equipped creatures you control have indestructible.
"With these furnaces, I craft my finest work."
4/4
Legendary Planeswalker - Thrsa (MR)
Indestructible, hexproof
+2] You gain 2 life.
-X] Destroy target artifact or enchantment with converted mana cost X.
-7] You gain an emblem with "Creatures you control get +1/+1." Create a 2/2 white Knight creature token for each player that does not control an artifact or enchantment.
{2}
Legendary Planeswalker - Karak (M)
Hexproof
+2: Noncreature spells cost 2 more to cast until your next turn.
-3: Destroy target artifact, enchantment, or land.
-8: Until end of turn, Karak, the Living Peak becomes a 20/20 Elemental creature with trample and indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
5
Conclave Coronet (G/W)(G/W)(G/W)
Enchantment - Aura (R)
Hexproof, indestructible
Enchant creature token
Enchanted creature gets +2/+2 and has hexproof, indestructible and vigilance.
"The strongest resolve often comes from the humblest."
—Emmara
Kruphix, God of Value and Eldrazi. GU
Gahiji: Wider is better. (Now with 40% more tokens!) RGW
Daxos brought some frienchantments! WB
Kynaios and Tiro: Four strong arms to hug you better. RGWU
Saskia: You better not tell her that pointing is rude. BRGW
Sidisi the Zombeesi, the Unmilled, Breaker of Graves, Mother of Zambambos. (Zombie tribal)BGU
Omnath, The Angriest Elemental Ever & His Spike-Handed Buddies.RG (Retired but forever in my heart)
Artifact [R]
Indestructible
Each other permanent loses indestructible and can't have or gain indestructible.
Nothing is without end.
Artifact (R)
Hexproof, indestructible
2, T: Target permanent you control gains hexproof and indestructible until end of turn.
2: All permanents lose hexproof and indestructible until end of turn. Any player may activate this ability.
Artifact - Equipment {R}
Hexproof
W: Equipped creature gains vigilance until end of turn.
U: Equipped creature gains flying until end of turn.
B: Equipped creature gains intimidate until end of turn.
R: Equipped creature gains first strike until end of turn.
G: Equipped creature gains trample until end of turn.
1: Lucky Dice gains indestructible until end of turn.
Equip 1
Legendary Creature - Treefolk(r)
Indestructible
1/1 creatures you control have indestructible.
Mother Carob has hexproof as long as you control five or more creatures.
Traditions of every race in the area remind of the sustenance and protection Mother Carob has offered.
1/9
Artifact - Equipment (R)
Indestructible, Hexproof
Equipped creature has vigilance.
As long as it's not your turn, equipped creature gets +3/+3.
Equip 3. Equip only if Blade of the Ancient Throne is unequipped.
A champion is chosen to protect the throne from invaders - for life.
Planeswalker - Keila
Hexproof
+0: Until end of turn, Keila Yegrie becomes a 2/2 Human Rogue creature with indestructible and "Keila can't be blocked" that's still a planeswalker. Whenever she deals damage to a player this turn, put that many loyalty counters on her. Prevent all damage that would be dealt to her this turn.
-8: For each permanent type, gain control of up to one target permanent of that type. (Artifact, creature, enchantment, land, and planeswalker are permanent types.)
{2}
void_nothing:
Cantripmancer
netn10
Subject16
StonerOfKruphix
Freyleyes
Superbajt:
JamBlock
Forestsguy
IcariiFA
Theelkspeaks
Raptorchan:
The_Hittite
Jimmy Groove
Hemlock
Cardz5000
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Artifact - Vehicle (R)
Indestructible
At the beginning of each combat, ~ gains flying until end of turn if a creature that crewed it this turn has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, lifelink, menace, reach, trample, and vigilance.
Crew 1
5/5
Design -
(1.5/3) Appeal: Timmy sees medium sized creature. Johnny may try to get some keywords. Spike is less happy than you think - that's just too efficient creature. Everyone sees it, so Spike doesn't have anyone to outplay by using this card.
(2.5/3) Elegance: You can't get perfect elegance with this block of text. It is understandable for an experienced player who knows similar cards, though.
Development -
(3/3) Viability: Color pie, rules (except what I point in Quality) and rarity are fine.
(1.5/3) Balance: This card is definitely more powerful than Weatherlight, that was a pushed Mythic. It may not be ban worthy, but I don't think pushed, irremovable card is healthy.
Creativity -
(2/3) Uniqueness: Indestructible Odric, Lunarch Marshal.
(2.5/3) Flavor: Idea is very good, but... I don't think darksteel makes a good mirror.
Polish -
(2/3) Quality: In MCC, "~" is forbidden. It should be formatted like reverse Speedway Fanatic. Should I remember what creature crewed it this turn? What if it dies before combat? What if it's crewed in response to the trigger?
(2/2) Main Challenge:OK
(2/2) Subchallenges: OK
Total: 19/25
Legendary Planeswalker - Thrsa (MR)
Indestructible, hexproof
+2] You gain 2 life.
-X] Destroy target artifact or enchantment with converted mana cost X.
-7] You gain an emblem with "Creatures you control get +1/+1." Create a 2/2 white Knight creature token for each player that does not control an artifact or enchantment.
{2}
Design -
(1.5/3) Appeal: Timmy has moderate fun with a planeswalker a little more harder to get rid of that usual. Johnny tries to max out ultimate, but it's not a big reward. Spike is not happy with such low power planeswalker with conditional ultimate.
(2/3) Elegance: Indestructible doesn't mean much for Planeswalker, you can still attack it and it will die if it has no counters. I'm assuming you know it, but have to ding you here for static abilities on planeswalker and this confusing mechanic.
Development -
(3/3) Viability: Color pie is perfect. You should have gone for hybrid even! Technically, there are no rules broken, even though adding static abilities is not a good idea in this way if you ask me. Planeswalkers are mythics, duh.
(2/3) Balance: This card is for no one, power-wise. Unless there is some awesome art or you lose some bet, you would never put it in your deck, and would be really unhappy to open it in a booster. Hello, new Tibalt.
Creativity -
(2.5/3) Uniqueness: No ability is new except ultimate, but this package makes a unique enough planeswalker, and this card couldn't be any existing character.
(2.5/3) Flavor: Flavor is quite fine, I can see some characteristics of a new character. There's no umph, though.
Polish -
(2/3) Quality: I wanted to let you pass on ], but the colon is on a card and is needed as activated ability, so it's needed.
(2/2) Main Challenge: OK
(2/2) Subchallenges: OK
Total: 19.5/25
Legendary Planeswalker - Karak (M)
Hexproof
+2: Noncreature spells cost 2 more to cast until your next turn.
-3: Destroy target artifact, enchantment, or land.
-8: Until end of turn, Karak, the Living Peak becomes a 20/20 Elemental creature with trample and indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
5
Design -
(2/3) Appeal: Johnny is offended with this card. Spike is intrigued by sideboard planeswalker. Timmy gets a FREAKING PLANESWALKING VOLCANO!
(2.5/3) Elegance: A static ability on a planeswalker will never look elegant to me.
Development -
(2/3) Viability: Rarity and rules work, but +2 is neither green nor red. I see it as brought there, though.
(3/3) Balance: I can easily see this card as a sideboard in standard against control.
Creativity -
(2.5/3) Uniqueness: Increasing cost feels fresh on a planeswalker, otherwise standard abilities. Did I mention that this a VOLCANO?
(3/3) Flavor: Is it a planeswalking volcano? I DON'T CARE IT DOESN'T MAKE SENSE!
Polish -
(3/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
(2/2) Main Challenge: OK
(2/2) Subchallenges: OK
Total: 22/25
Artifact - Equipment (R)
Indestructible, Hexproof
Equipped creature has vigilance.
As long as it's not your turn, equipped creature gets +3/+3.
Equip 3. Equip only if Blade of the Ancient Throne is unequipped.
A champion is chosen to protect the throne from invaders - for life.
Design -
(1/3) Appeal: Johnny has nothing to see, Spike may admire racing potential, but not very much, and Timmy likes +3/+3, but this card neither allows them to attack nor protects their precious creatures.
(2/3) Elegance: It's hard to remember what are modifiers for both equipment and equipped creature.
Development -
(3/3) Viability: Color pie, rules, rarity in a perfect place.
(3/3) Balance: This card seems to be usable only in limited, and there it can be good/annoying, but definitely not OP.
Creativity -
(2.5/3) Uniqueness: Equip limitation is new, and equipment mainly to block is also quite new.
(3/3) Flavor: Originally, I didn't like this card. Equipment that protects itself more than its user? Then I read into the flavor. It explains everything.
Polish -
(3/3) Quality: OK
(2/2) Main Challenge: OK
(2/2) Subchallenges: OK
Total: 22.5/25
Forestsguy 19.5
IcariiFA 22
Theelkspeaks 22.5
Artifact [R]
Indestructible
Each other permanent loses indestructible and can't have or gain indestructible.
Nothing is without end.
Design -
(1/3) Appeal: All three players aren't amused to play it anywhere else than a few sideboard cases.
(3/3) Elegance: This card is very easy and understandable.
Development -
(3/3) Viability: I guess rarity can pass for being an artifact with rare ability, and losing indestructible is still unknown terriroty so I think colorless can pass too.
(1/3) Balance: Some card are very weak due to their narrow nature. People will be upset to open this in Limited and they won't play it in any format but maybe the oppressive environment with indestructible creatures like Hazoret the Fervent can be an option.
Creativity -
(2,5/3) Uniqueness: There are somke cases of permanents losing indestructible here and there but other than that, this effect is very rare and combo with uits own indestructibility makes it more unique.
(2/3) Flavor: This card's flavor is very abstract and the flavor is not evocative.
Polish -
(2,5/3) Quality: I believe it should be "Other permanents" (see Archetype cycle from Theros).
(2/2) *Main Challenge: Satisfied.
(1/2) Subchallenges: Indestructible is here but the hexproof is nowhere to be seen.
Total: 18/25
Darksteel Transmogrifier 2
Artifact (R)
Hexproof, indestructible
2, T: Target permanent you control gains hexproof and indestructible until end of turn.
2: All permanents lose hexproof and indestructible until end of turn. Any player may activate this ability.
Design -
(2/3) Appeal: Johnny would gladly grab it. Timmy and Spike are less interested because they doesn't like his permanents to be destroyed but less can easily backlash being activated by another player.
(2/3) Elegance: Two abilities here seem to contradict with each other. This will raise some questions.
Development -
(3/3) Viability: This can qualify as a rare and colorless is okay I guess.
(2/3) Balance: This card sure does a lot. It dodges targeting removal, saves creatures in combat and even helps you to deal with indestructible and hexproof by opponent's side. Bad news: our opponent also can pay to deal with it. Good news: only you can pay to get hexproof and indestructible again. Activation cost looks kinda underwhelming yet again, your opponent can counter it. Overall ut seems like a big mana sink for both side and can lead to unfunny gameplay like Scandalmonger.
Creativity -
(2,5/3) Uniqueness: Almost 100% unique no matter how do you look at it.
(2,5/3) Flavor: This card's flavor is more or less understandable.
Polish -
(2,5/3) Quality: Only one unnecessary space between two sentences in the second ability's text.
(2/2) *Main Challenge: Yes.
(2/2) Subchallenges: Both yes.
Total: 20,5/25
Legendary Creature - Treefolk(r)
Indestructible
1/1 creatures you control have indestructible.
Mother Carob has hexproof as long as you control five or more creatures.
Traditions of every race in the area remind of the sustenance and protection Mother Carob has offered.
1/9
Design -
(1,5/3) Appeal: Timmy isn't impressed. Johnny can find a place for it in its strategies. Spike is confused.
(3/3) Elegance: This card is understandable and makes sense.
Development -
(2,5/3) Viability: Everything about colors is fine I guess. But mythic rarity makes more sense.
(2,5/3) Balance: This card is very specific which makes it more desirable. Token/weenie strategies exist, sure, but they aren't universal. To good news: indestructibility makes it an awesome blocker.
Creativity -
(3/3) Uniqueness: Can't remember anything like this been done before. Great job.
(2,5/3) Flavor: Very clear and evocative. But flavor-wise, 1/9 P/T AND indestructible at the same time don't make much sense.
Polish -
(2,5/3) Quality: Free some space between creature type and rarity and you are fine.
(2/2) *Main Challenge: Yes.
(1/2) Subchallenges: Your card is a creature.
Total: 20,5/25
Planeswalker - Keila
Hexproof
+0: Until end of turn, Keila Yegrie becomes a 2/2 Human Rogue creature with indestructible and "Keila can't be blocked" that's still a planeswalker. Whenever she deals damage to a player this turn, put that many loyalty counters on her. Prevent all damage that would be dealt to her this turn.
-8: For each permanent type, gain control of up to one target permanent of that type. (Artifact, creature, enchantment, land, and planeswalker are permanent types.)
{2}Design -
(2,5/3) Appeal: Unblockable and almost immortal attacker with an opportunity to grab lots of stuff later pleases Timmy and Spike. Johnny serously considers this card being a bit too narrow.
(2/3) Elegance: Indestructible and "Pervent all damage" at the same time can confuse players easily.
Development -
(2/3) Viability: Black and blue = fine but the rarity is missing which causes deductions in both Viability and Quality sections.
(2,5/3) Balance: Planeswalker with hexproof looks pushed but that's not a real problem since she still can be attacked. Starting loyalty is virtual 4 which is ok.
Creativity -
(2/3) Uniqueness: Planeswalkers that turn into the creatures is not something fresh. Everything else is, more or less.
(3/3) Flavor: Can see it being an interdimensional thief, I guess.
Polish -
(1,5/3) Quality: Missing rarity, and planeswalkers are supposed to be legandary.
(2/2) *Main Challenge: Yes.
(2/2) Subchallenges: Both yes.
Total: 19,5/25
The_Hittite 18
Jimmy Groove 20,5
Hemlock 20,5
Cardz5000 19,5
Design -
(3/3) Appeal: Timmy likes a huge unkillable blocker to hold off his opponents, Johnny could do strange things here, Spike can definitely find a place for this.
(2.5/3) Elegance: “Why only indestructible while a creature but hexproof all the time” is definitely a question I keep asking myself.
Development -
(2/3) Viability: I really do not think this card has any business being an uncommon - on multiple fronts (the oddness of hexproof on a land, hexproof and indestructible in creature form, the sheer misery in Limited) it absolutely needs to be rare.
(1.5/3) Balance: If not out-and-out overpowered exactly, this card looks really, really game-slowing, like a latter-day Maze of Ith. Hexproof on the base card feels over-the-top; there has to be some way of dealing with cards like this and the only usual way that works here is MLD, which is of course vanishingly rare of late.
Creativity -
(3/3) Uniqueness: A triggered man-land is a pretty interesting idea, as is a “land that blocks”.
(2.5/3) Flavor: That flavor text pun is clever, but also possibly too much for a card with otherwise serious flavor.
Polish -
(2.5/3) Quality: Gaining hexproof in creature form is redundant.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 21/25
Design -
(3/3) Appeal: Timmy likes an effect of this sheer scale. Johnny wants no one to touch his combo. Spike wants assurance.
(2.5/3) Elegance: Has to use a lot of words to tell you “you and all your stuff have hexproof and indestructible.”
Development -
(1.5/3) Viability: Color and rarity look theoretically right, but mass hexproof is a bend in white, and I’m not sure this card is acceptable as a concept.
(2/3) Balance: While a seven-mana enchantment should basically be your path to winning the game, hexproof and indestructible on the card itself cuts off all avenues of interaction; as flavorful as beating your opponent by being able to just ignore what they play is, I don’t think it makes for a balanced or fun game.
Creativity -
(1.5/3) Uniqueness: Avacyn, Angel of Hope + Shalai, Voice of Plenty, minus the body.
(3/3) Flavor: Can’t knock the flavor here - definitely the card’s strongest point.
Polish -
(2/3) Quality: Missing a period at the end of one line, and a misspelling in the flavor text.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Done.
Total: 19.5/25
Design -
(3/3) Appeal: Feels like an all-rounder, although the Spike appeal really depends on the actual quality of Equipment in Standard - but since this is a Mirrodin-flavored card I’ll assume it’s high.
(2/3) Elegance: As I’m sure you’re aware, that’s a really busy text box. However, the card does have a cohesive internal theme.
Development -
(3/3) Viability: Color/rarity/type/effect seem fine.
(3/3) Balance: As generally strong as this card is, it also requires a lot of building around.
Creativity -
(1.5/3) Uniqueness: There have in fact been Equipment tutors and lords for equipped creatures before, but this is a somewhat new spin.
(2/3) Flavor: Ghalma’s title is “the Shaper”, and that flavor text is generic and doesn’t tell us much about the personality of the character - we’re already aware she’s an armorsmith.
Polish -
(1.5/3) Quality: “hexproof from black and from red” (color names are not capitalized, and keywords are not capitalized unless they’re the first ones of a line); flavor text not italicized.
(2/2) *Main Challenge: Done.
(1/2) Subchallenges: Is a creature.
Total: 19/25
Design -
(3/3) Appeal: Timmy likes UNKILLABILITY and token decks alike. Johnny wants to do dumb things with token copies. Spike likes the idea of an Aura that both grants and has indestructible and hexproof.
(3/3) Elegance: Elegant indeed!
Development -
(2.5/3) Viability: There are a few inherent issues with the viability of a completely uninteractable card, and hexproof is a pie bend in white.
(2.5/3) Balance: This can be a win condition for cheap, but so can True-Name Nemesis - everything depends on how well your opponents can outrace what’s usually going to be a 3-power attacker that no one can interact with. Big difference here is that unlike TNN, whatever’s wearing this can be chump blocked unless it already has evasion of its own.
Creativity -
(2/3) Uniqueness: The actual effects are pretty timeworn, but not often used in conjunction, and “enchant creature token” (or token creature? Not sure which it’d be templated as these days) is clever.
(3/3) Flavor: What a neat callback.
Polish -
(3/3) Quality: Looks fine.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: Good.
Total: 23/25
Design -
(1/3) Appeal: Timmy likes keyword soup. While the card is kind of wacky there’s not all that much for Johnny to work with. Spike does not want to pay that much mana in that many colors for evasion.
(1.5/3) Elegance: Counting equip, this card has seven activated abilities; in other words, a proper mess of text. At least the individual abilities are simple?
Development -
(2.5/3) Viability: Intimidate is a deprecated keyword for new designs, and considering the card is seemingly meant to be played in a five-color deck, menace would be much better.
(3/3) Balance: Nothing objectionable - underpowered if anything.
Creativity -
(1.5/3) Uniqueness: Plenty of Equipment grant multiple keywords, but very few do with activated abilities.
(0.5/3) Flavor: Really not sure I get the flavor - yes, there are six abilities that can be granted and ordinary dice have six sides, but why something as prosaic as “Lucky Dice” is capable of all of that, I can’t wrap my head around.
Polish -
(3/3) Quality: Fine.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 17/25
Cantripmancer 21
netn10 19.5
Subject16 19
Freyleyes 17
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝