It's Magic Classics Month here at the MCC and this round will be about one of the first true block mechanics in Magic: Phasing.
Main Challenge: Design a card with "phasing", "phase(s) in", and/or "phase(s) out" in its rules text.
Subchallenge 1: Your card is not blue. Subchallenge 2: Your card is uncommon or rare.
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 May 28th 11:59 PM EDT
Judging Deadline: All judgements are to be final and completed by May 30th 11:59 PM EDT
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.
Design (2.5/3) Appeal: A strategic, mostly one-sided Wrath? No one plays those. Well, just Spikes and Johnnies. (3/3) Elegance: Straightforward. No comprehension problems.
Development (3/3) Viability: White is the dominant color of creature sweeping, so no issues there, and Rare is where we usually find them. (3/3) Balance: Letting you (or a teammate) keep a creature is fine, especially since you would need to phase it back in to swing on an otherwise empty board. It won't warp any formats, and would likely find a home in Standard decks. Modern likely won't want it, due to it costing 5 instead of 4.
Creativity (1.5/3) Uniqueness: Board wipes are ubiquitous, and we don't often see much variance in their approaches. Your varaiant is most similar to Time Wipe, where one creature is saved from among all present. (2/3) Flavor: Having a quote from Teferi enhances the card, but I'm not sure he would use the phrase 'motherly protection'.
Polish (2.5/3) Quality: The card should not contain reminder text that the creature will not be destroyed. (2/2) *Main Challenge: Challenge met. (2/2) Subchallenges: Not Blue? Yes. Uncommon or Rare? Yes.
Total: 21.5/25
*An entry with 0 points here is subject to disqualification.
Design (1/3) Appeal: I'm not sure who might want to play this. It has little appeal for building around, and its too small for the average Timmy. (1/3) Elegance: Do you know how many cards have alternate costs for the same ability? I could only find 5, and that was the Shard cycle of artifacts from Mirrodin. I couldn't find another instance of this occurring, and that's telling in a game spanning more than a quarter century.
Development (2/3) Viability: Green Bear with potential upside. However, this should be at most an Uncommon, given the minor complexity and relative power level. (2/3) Balance: If I have this in my Limited pool, it might be card 25 if I'm in dire need of a creature. It's the epitome of a junk Rare.
Creativity (1/3) Uniqueness: Bear. Yes, you can pay for its ability different ways (what reason is that), and it can slowly get bigger, but it keeps disappearing like Norin's cousin. (1/3) Flavor: I'm not thrilled by the name, and while the word "void" has appeared on cards with multiple effects, it was never associated with phasing. Additionally, "badger" is its own creature type, not a beast.
Polish (2/3) Quality: Creature - Badger Horror. You don't 'pay' mana for activating abilities. "3G or Discard a card: " 'The monsters do not exist; they can't hurt you.' (2/2) *Main Challenge: Challenge met. (2/2) Subchallenges: Not Blue? Yes. Uncommon or Rare: Yes (should be Uncommon).
Total: 14/25
*An entry with 0 points here is subject to disqualification.
Design (2/3) Appeal: The concept would appeal to Timmy and Johnny, but I've never known too many Spikes that cared for anthem effects.
Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? (1/3) Elegance: This is a giant plate of word salad, and, unfortunately, it doesn't make a lot of sense from a rules standpoint.
Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development (0/3) Viability: Here's the bad news: the card does not work. When this creature dies, it is changing zones. It has left the battlefield and is no longer a creature. Granting it indestructible at this juncture does not change anything. As it is no longer a permanent, it cannot phase out. Also, you are assuming death via lethal damage. How would your card survive being Disfigured? (0/3) Balance: There is no way to interact with this card after it phases out and tries to become an anthem, and Time and Tide is the only card in existence that can force a phased-out permanent to phase back in. Conceptually, I see what you were trying to do. Unfortunately, the card "doesn't exist" while it is phased out, meaning it also cannot have an effect on the game state, unlike a card in exile.
Creativity (1/3) Uniqueness: I see where you were going, trying to create pseudo-emblems. It just does not work due to the rules. (1/3) Flavor: The definitions for "ineffable" are 'too great or extreme to be expressed or described in words' or 'not to be uttered'. A 2/2 Angel Spirit that can transcend the corporeal doesn't come across as 'ineffable'.
Polish (1/3) Quality: Unable to correct the first line, as the card does not work as written. (0/2) *Main Challenge: Challenge attempted. However, as the card is not viable, I cannot award points here. (2/2) Subchallenges: Not Blue? Yes. Uncommon or Rare? Yes.
Total: 9/25
*An entry with 0 points here is subject to disqualification.
Design (2.5/3) Appeal: Timmy might overlook this, but Johnny and Spike are fighting for who gets the copy in the case. Spike will take non-foil for now. (3/3) Elegance: Nothing to misinterpret here.
Development (2/3) Viability: This should probably have some Blue mana in the casting cost, but it can still works as a White card. However, it should be Mythic. (1/3) Balance: This card is designed to create blowouts. As an Instant, if it resolves during your opponent's upkeep, it blanks their turn and leaves them defenseless against anything you have planned when your permanents phase in on your next turn. This would be banned in EDH almost instantly, and would be a cornerstone of Standard for months.
Creativity (2/3) Uniqueness: The closest card to compare to would be Dimensional Breech, due to the global nature of both cards. (2/3) Flavor: The name does not fit, as a state of inequality quickly follows once this card resolves. The flavor text is a nice touch, though.
Polish (3/3) Quality: No issues found.
Points deducted for incorrect spelling, grammar, and templating. (2/2) *Main Challenge: Challenge met. (1/2) Subchallenges: Not Blue? Yes. Uncommon or Rare? This is on the cusp of being Mythic, due to its game-warping nature.
Total: 18.5/25
*An entry with 0 points here is subject to disqualification.
Final Scores
bravelion83: 21.5/25
Forestsguy: 14/25
Cardz5000: DQ/25
Freyleyes: 18.5/25
Spatial Friction1RR
Enchantment (U)
Whenever a permanent phases out, Spatial Friction deals 1 damage to that permanent's controller. It always hurts to say goodbye, even for a short while.
Teferi’s Wrath3WW
Sorcery (R)
Target creature phases out, then destroy all creatures. (The phased out creature won’t be destroyed. While it’s phased out, it’s treated as though it doesn’t exist. It phases in before its controller untaps during their next untap step.) “A slow time bubble can act as a merciless prison, or as motherly protection.”
—Teferi
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.)
Etherialize2W
Instant {U}
Each creature you control phases out. (While those creatures are phased out, they're treated as though they don’t exist. They phase in before their controller untaps during their next untap step.)
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A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
Void Badger1G
Creature - Beast Horror(R)
Pay 3G or discard a card: Put a +1/+1 counter on Void Badger. Void Badger phases out. The monsters do not exist, they can't hurt you.
2/2
Teferi's Sanctuary
Land (Rare) T: Add C. 4, T: Until your next turn, Teferi's Sanctuary and target permanent you control phases out. (While they're phased out, they're treated as though they doesn't exist.)
Teferi's Timelock3WW
Enchantment (R)
When Teferi's Timelock enters the battlefield, each creature phases out. (While those creatures are phased out, they're treated as though they don’t exist. They phase in before their controller untaps during their next untap step.)
Permanents can't phase in. "I just need a moment to think."
—Teferi
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Fall of Pyromancers 1R
Enchanment (R)
When Fall of Pyromancers enters the battlefield or phase in create a 1/1 red creature elemental with haste.
If a elemental creature you control leaves the battlefield Fall of Pyromancers phase out. (While it’s phased out, it’s treated as though it doesn’t exist. It phases in before you untap during your next untap step.)
Art by
ATTACHMENTS
Fall of Pyromancers
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"Over time, all trips end up in the same place, at home."
Ineffable StewardWW
Creature - Angel Spirit {R}
Flying
If Ineffable Steward would die, it gains indestructible until end of turn and phases out instead. (While it’s phased out, it’s treated as though it doesn’t exist.)
Ineffable Steward doesn’t phase in during your untap step.
As long as Ineffable Steward is phased out, creatures you control get +1/+1.
2/2
Equality4WW
Instant {R}
All permanents phase out. (While they’re phased out, they’re treated as though they don’t exist. Each one phases in before its controller untaps during their next untap step.) Everyone has the same when they all have nothing.
The round is closed. This is the versus round. Each judge will have two pairs of contestants and the contestant per pair with the highest total judge score will move on. The assignments are as follows:
void_nothing:
RaikouRider vs. mirrodin71
netn10 vs. Flatline
Subject16:
netn10 vs. Flatline
bravelion83 vs. Forestsguy
Eventide Sojourner:
bravelion83 vs. Forestsguy
Cardz5000 vs. Freyleyes
Algernone25:
Cardz5000 vs. Freyleyes
RaikouRider vs. mirrodin71
Appeal: 2.5/3 - Timmy is fine with an anthem that those stupid control players can't blow up, Johnny wants to break this and will stop at nothing to try. Spike will take it, but he's a bit miffed at the effort it'll take to make it OP.
Elegance: 3/3 - you see the typeline, you read the effect, and it just...makes sense. It's simple but wonderfully effective.
Viability: 2.5/3 - Given the associated sub-challenge I'm not deducting points from anyone for not having the card be blue. Rare is right for the statline and that it turns into an anthem afterwards. However, making it indestructible is redundant since phasing out is worded as a replacement effect. It'll phase out instead of dying.
Balance: 2/3 - Anything that involves phasing I envision players using an official Cup O' Phasing to work around it. (When anything phases out, put it under the Cup O' Phasing. It's still THERE, you just can't see it.) and this effect has SIGNIFICANT memory issues, both with the boost while phased out (Cuo's covering it so you can't see that it should be boosting) and never phasing back in (when everything else phased out will). If printed this would get a TON of judge calls because of this. It's not unbalanced, more like it has balance-adjacent issues.
Uniqueness: 3/3 - Nothing has interacted with cards that are phased out, and it's design space that if phasing were still a thing might be explored a bit more.
Flavor: 0.5/3 - Obviously killing the angel doesn't mean it's gone, but..."ineffable" has a very specific connotation in MTG lore. You also could have used some flavor text, but that flavor fail is really hard to look past.
Quality: 3/3 - Card is clean.
Main Challenge: 1.5/2 - Main challenge is met, but you rather blatantly twisted yourself to get there. The card is clearly designed to work out of Exile, possibly with some kind of counter to clear up the memory issues.
Sub-Challenges: 2/2 - Both subchallenges met.
Total: 20/25
Appeal: 2/3 - Timmy looks with a blank stare as Johnny and Spike salivate about how they can abuse this card to its fullest.
Elegance: 3/3 - It's hard to get more elegant than a giant white sweeper. You read it, that's it.
Viability: 1.5/3 - White gets giant sweepers sure, but killing everything including lands is red's domain (See Jokulhaups, Obliterate, et al) even if it's only temporary this should have been mono-red or RW. This also NEEDS to be mythic for limited balance which I'll get to in a second - sure there's a little precedent for rare in Bearer of the Heavens but there's no way it'd be printed lower than mythic.
Balance: 1/3 - oh sure, let me cast this on your upkeep, all your lands phase out and you can't do anything. My turn, I get a complete shields-down turn while you have no lands and no blockers. Even at 6 mana you're winning the game the second this resolves, full stop. It's a combination of Time Walk, Silence and Mana Short all in one. Broken with a capital B.
Uniqueness: 2.5/3 - It's a big white sweeper in a long list of big white sweepers. It does something new but it's still cut from the same cloth. One of the downsides of simplicity is that it's been done a lot.
Flavor: 3/3 - It's also a very on-the-nose sweeper, one that gets its point across perfectly. You don't need much flavor but you get enough. No complaints here.
Quality: 3/3 - The reminder text is shaky, but given a lack of precedent against and the clarity it provides, I can't justify a deduction here.
Main Challenge: 2/2 - Main Challenge is met.
Sub-Challenges: 1.5/2 - Both subchallenges are de facto met, but I have a hard time thinking that you'd defend it being a rare if it wasn't worth a bonus point.
Total Score: 19.5/25
This is Ghostway with the exact same mana cost and a similar enough application that it's effectively a functional reprint. As such I cannot fairly judge this card and must issue a Disqualification.
Appeal: 2/3 - Timmy doesn't like that they're only 1/1s but he'll get enough of them to be content. Johnny is all in on trying to break this, Spike is going to take it but he won't be as enthused.
Elegance: 2/3 - In an inexorable tide of elementals, and trying to kill them off only means more are coming. It takes a bit of seeing this card in action to really get it, but once you do...you get it.
Viability: 3/3 - Spitting out 1/1 elementals is definitely within red's domain, and that you keep getting them without any additional mana investment means I can see rare being correct. It's like a slower but less suicidal Bitterblossom
Balance: 2.5/3 - This gets REALLY dumb when you pair it with anything with evoke, moreso with blink effects, and even moreso in multiples. If it only procc'd off its own tokens dying it would be a lot fairer, but this probably isn't going to break any 60-card formats in half.
Uniqueness: 2.5/3 - It's hardly the first cheap red token engine, and the Bitterblossom influence is clearly there. But it's also a refreshing take on spitting out dudes, there has to be a bit of effort into it.
Flavor: 1/3 - "Fall" of the Pyromancers makes it seem like they're being defeated, if anything this is showing them kicking butt and taking names like they're on the rise. A little flavor text would also be nice, there appears to be room.
Quality: 1/3 - lots of spelling and grammar issues. Missing commas, the second ability should be "when" and not "if".
Main Challenge: 2/2 - Main Challenge is met.
Sub-Challenges: 2/2 - Both Subchallenges met without reservation.
Total Score: 18/25
Cardz5000 20/25
Freyleyes 19.5/25
mirrodin71 18/25 Raikourider DQ/25
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Top 16 - 2012 Indiana State Championships Currently Playing: GBStandard - Golgari Safari MidrangeBG RBWModern - Mardu PyromancerWBR RLegacy - Good Old Fashioned BurnR
Design - (1/3) Appeal: Txmmy kinda likes saving their doods from mass removal but isn't that excited by this card. Jxnny and Spike would both prefer Ghostway. (2.5/3) Elegance: Immediately phasing out creatures that already have phasing might cause some slight questions, but otherwise elegant to a fine degree for an inherently inelegant mechanic.
Development - (2.5/3) Viability: The name makes this effect feels a bit more blue than white even though this effect could go in either white or blue. (3/3) Balance: Nothing objectionable.
Creativity - (0.5/3) Uniqueness: This is a very close Ghostway variant - not something that's identical so I disagree with the notion that this card should be disqualified (this doesn't trigger LTB and ETB abilities in exchange for preserving Auras and Equipment), but even disregarding that it's very much a lesser Teferi's Protection. (1/3) Flavor: An extremely generic name and a card with such short text desperately needs flavor text, even if there is reminder text.
Design - (2/3) Appeal: A bit too small-scale for Txmmy but Jxnny and Spike are all over the strange combo potential. (2.5/3) Elegance: Has the inherent inelegance of phasing, but not too bad.
Development - (3/3) Viability: Looks good. (3/3) Balance: Nothing bothers me here.
Creativity - (2/3) Uniqueness: Definitely feels like other recursive creatures (or "creatures" in this case) but also unique in its way. (2.5/3) Flavor: Would have liked flavor text but I do see that text box is kind of cramped.
Polish - (2/3) Quality: Few minor wording mistakes here. (2/2) *Main Challenge: Good. (2/2) Subchallenges: And done.
Total: 21/25
Design - (2.5/3) Appeal: Txmmy would very much like to repeatedly save one awesome permanent. Jxnny likes anything unusual. Spike like utility lands that ETBuntapped but this might not be efficient enough for them. (2.5/3) Elegance: Actually very nice, with only minor rules questions arising.
Development - (3/3) Viability: Colorless land feels right, so does the name reference. (3/3) Balance: Feels right on the cost.
Creativity - (2/3) Uniqueness: Part of the Safe Haven tradition. (3/3) Flavor: An obvious but perfect name.
Design - (3/3) Appeal: Txmmy likes mass removal, Jxnny wants to make this as asymmetrical as possible, Spike likes a sturdy temp-wrath that gets around a lot. (2.5/3) Elegance: Only question I can fathom is "when does everything phase in after this leaves the battlefield"?
Development - (3/3) Viability: Looks great. (2.5/3) Balance: Not saying this is undercosted but for a reversible wrath this is quite good.
Creativity - (2/3) Uniqueness: Obviously there's precedent - you know what it is - but this is a unique take on something that is well-worn by this point. (3/3) Flavor: Great stuff.
Design -
(2/3) Appeal: Timmy uses his lands for mana and rarely anything else but wouldn’t mind protecting his best card. Johnny loves messing around with blink/exile and will gladly mess about with this and Treason effects. Spike sees a utility land that could save his threat but at a high mana cost. (2/3) Elegance: Phasing already has a built-in “This comes back before your next untap step” to it, so the “until your next turn” part doesn’t really matter. Unless you designed this to phase back in after two turns instead of one, in which case it doesn’t work. It can also target itself and phase itself out twice which is a bit weird. Aside from that it makes sense.
Development - (2.5/3) Viability: Phasing has never appeared on a colorless card (not even artifacts), and the only land that phases is Teferi’s Isle and that’sI can’t help but think that’s probably for a reason. However I think it’s a fair card that would be played in quite a few commander decks. (2.5/3) Balance: Four mana for its activation cost seems very fair, and the restriction to only target you own things is pretty good too. Although hitting any permanent might be a little too good – I could see this better restricted only to creatures and planeswalkers, but I think it’s still fine.
Creativity -
(2/3) Uniqueness: Repeatable phasing out has only existed on Vodalian Illusionist a creature that only hit other creatures and not itself. It’s also a clear callback to Safe Haven and therefore isn’t wholly unique. (3/3) Flavor: Seems just fine. Teferi would definitely have a hideaway somewhere in trapped time.
Polish -
(2.5/3) Quality: The “Until your next turn” aspect is redundant to cards being phased out. (2/2) *Main Challenge: It phases things out. (2/2) Subchallenges: It’s colorless and rare.
Total: 20.5/25
Design -
(3/3) Appeal: Timmy likes boardwipes. Johnny likes phasing things out and will try to make the most of it. Spike likes big wraths. (2/3) Elegance: This seems alright, but I think that in this instance Phasing might act like Unearth in that once the “next step” trigger resolves, there isn’t another one afterwards so you’d need to word in a way for the phased permanents to come back.
Development -
(2/3) Viability: This is essentially Consulate Crackdown for all creatures, and I think it’s solidly white, and such mass removal pretty much only exists at rare. Preventing things from phasing has never happened before which begs for either fixes to how phasing works or a rewording of the card (see Elegance). (3/3) Balance: An enchantment version of a boardwipe feels like it would be favored in certain types of deck which is a nice option to create. In terms of other 5-CMC wraths I think its intended power level is fine as Consulate Crackdown has a similar effect and costs the same amount of mana.
Creativity -
(2/3) Uniqueness: Using phasing as an alternative prison to exile is a nice twist especially in formats like Commander, but 3WW wraths are pretty standardized right now and it would have been fun to see something a little different there. (3/3) Flavor: I like this card’s flavor, as it’s essentially Teferi taking a breather. The flavor text seems like the kind of banal phrase he would use whilst casually freezing a whole army in time.
Polish -
(3/3) Quality: All looks good. (2/2) *Main Challenge: “Phases out” and “Phase in” are on the card. (2/2) Subchallenges: It’s a white rare.
Total: 22/25
Design -
(2/3) Appeal: Timmy likes being able to save his biggest threat whilst destroying everything else. Johnny likes phasing but there’s nothing here to break. Spike sees some potential set up for combos whilst you throw your opponent back a ton. (3/3) Elegance: Seems understandable to me.
Development -
(3/3) Viability: While boardwipes are undoubtebly white and always found at rare, phashing out targeted creatures is a blue effect, but given Teferi’s Protection and Teferi’s Azorius identity I think it’s fine. (2.5/3) Balance: Five mana is the go-to CMC for boardwipes nowadays, but the next closest card to this is Duneblast which costs two more AND has two more colors to it. However, it is also a completely unplayable card for an effect that should be seen more. I don’t think it’s particularly oppressive considering your opponents see the phased out creature coming from a mile away either, and unlike blinking there’s no EBT/LTB effects for you to abuse either. It’s great for limited and some constructed games as well because you’re saving your most useful creature whilst destroying everything else.
Creativity -
(1.5/3) Uniqueness: Like I said it’s similar to Duneblast or a one-sided Divine Reckoning, but using phasing with a boardwipe is new as far as I’m aware. 3WW boardwipes are very generic however. (2/3) Flavor: The flavor text and the card’s name are both great, but together they seem super disjointed, I’m not reading a wrathful Teferi saying those words.
Polish -
(3/3) Quality: No issues here. (2/2) *Main Challenge: Met. (2/2) Subchallenges: It’s a monowhite rare.
Total: 21/25
Design -
(2/3) Appeal: Timmy likes making his creatures bigger and bigger, but it’s too a greedy price for an initially small creature. Johnny sees a discard engine to abuse and a hard to kill one at that. Spike sees a cheap threat that’s extremely hard to remove and gets bigger each time. (1.5/3) Elegance: Reminder text wouldn’t go amiss on this card for new players. There might also be confusion to some as to whether it keeps its counters as it’s phased out, especially as multiple abilities resolve on the stack. (A way to solve this would be to follow the phrasing of Warping Wurm and have the counter be placed on phasing in.
Development -
(3/3) Viability: We’ve seen Wild Mongrel and Noose Constrictor as green discard engines before (and both with the same CMC and P/T). I think it’s a very simple and powerful card, possibly too strong at uncommon for limited so I think it’s very well placed at rare. I think a card like this could be a centerpiece to a midrange/zoo constructed deck. (2.5/3) Balance: I think that the way phasing out works means you can only get one counter on this at a time which is a good way to make sure this guy doesn’t get too big too quickly. I think the fact that it can grow to very dangerous proportions left unchecked is scary, especially with how easily this dodged removal, unlike. In fact, it can keep dodging removal as long as you have mana or cards in hand so your opponent is really not incentivized to try and kill it without something like split second, so I think I would qualify that as oppressive. The closest card I can think of to this is Adanto Vanguard because they can shield themselves pretty well, and even it’s still weak to -n/-n effects and exile, whereas this just dodges it all. I think it’s a very powerful, very playable and very pushed card. Unfortunately those types of cards just tip the balance scales.
Creativity -
(2.5/3) Uniqueness: We’ve had a few cards that phase themselves out as an emergency escape, but none that do it at the cost of cards or that buff on phasing out (although the aforementioned Warping Wurm buffed on phasing in). It’s also the first card that allows discarding a card rather than paying the activation cost, but not the first to have two different costs altogether (Crystal Shard’s cycle takes that spot). (2.5/3) Flavor: Void Badger is probably one of my favorite creature names I’ve heard for a while now, but the flavor text I feel is a little off. I’d have preferred it either as a quote of someone’s last words, or a flipped variant “Just because the monsters don’t exist doesn’t mean they can’t hurt you.” Because this line of text doesn’t make it feel especially threatening.
Polish -
(2.5/3) Quality: You don’t need to put “Pay” in front of the activated ability. (2/2) *Main Challenge: It phases out so yes. (2/2) Subchallenges: It’s a monogreen rare.
Total: 20.5/25
netn10 20.5/25 Flatline 22/25
bravelion83 21/25
Forestsguy 20.5/25
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May MCC 2019 Round 3 - Lament for Teferi's Isle
It's Magic Classics Month here at the MCC and this round will be about one of the first true block mechanics in Magic: Phasing.
Main Challenge: Design a card with "phasing", "phase(s) in", and/or "phase(s) out" in its rules text.
Subchallenge 1: Your card is not blue.
Subchallenge 2: Your card is uncommon or rare.
Judging Deadline: All judgements are to be final and completed by May 30th 11:59 PM EDT
(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
Subject16
Eventide Sojourner
Algernone25
Contestants:
mirrodin71
Forestsguy
Freyleyes
RaikouRider
Flatline
bravelion83
Cardz5000
netn10
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Design
(2.5/3) Appeal: A strategic, mostly one-sided Wrath? No one plays those. Well, just Spikes and Johnnies.
(3/3) Elegance: Straightforward. No comprehension problems.
Development
(3/3) Viability: White is the dominant color of creature sweeping, so no issues there, and Rare is where we usually find them.
(3/3) Balance: Letting you (or a teammate) keep a creature is fine, especially since you would need to phase it back in to swing on an otherwise empty board. It won't warp any formats, and would likely find a home in Standard decks. Modern likely won't want it, due to it costing 5 instead of 4.
Creativity
(1.5/3) Uniqueness: Board wipes are ubiquitous, and we don't often see much variance in their approaches. Your varaiant is most similar to Time Wipe, where one creature is saved from among all present.
(2/3) Flavor: Having a quote from Teferi enhances the card, but I'm not sure he would use the phrase 'motherly protection'.
Polish
(2.5/3) Quality: The card should not contain reminder text that the creature will not be destroyed.
(2/2) *Main Challenge: Challenge met.
(2/2) Subchallenges: Not Blue? Yes. Uncommon or Rare? Yes.
Total: 21.5/25
*An entry with 0 points here is subject to disqualification.
Design
(1/3) Appeal: I'm not sure who might want to play this. It has little appeal for building around, and its too small for the average Timmy.
(1/3) Elegance: Do you know how many cards have alternate costs for the same ability? I could only find 5, and that was the Shard cycle of artifacts from Mirrodin. I couldn't find another instance of this occurring, and that's telling in a game spanning more than a quarter century.
Development
(2/3) Viability: Green Bear with potential upside. However, this should be at most an Uncommon, given the minor complexity and relative power level.
(2/3) Balance: If I have this in my Limited pool, it might be card 25 if I'm in dire need of a creature. It's the epitome of a junk Rare.
Creativity
(1/3) Uniqueness: Bear. Yes, you can pay for its ability different ways (what reason is that), and it can slowly get bigger, but it keeps disappearing like Norin's cousin.
(1/3) Flavor: I'm not thrilled by the name, and while the word "void" has appeared on cards with multiple effects, it was never associated with phasing. Additionally, "badger" is its own creature type, not a beast.
Polish
(2/3) Quality: Creature - Badger Horror. You don't 'pay' mana for activating abilities. "3G or Discard a card: " 'The monsters do not exist; they can't hurt you.'
(2/2) *Main Challenge: Challenge met.
(2/2) Subchallenges: Not Blue? Yes. Uncommon or Rare: Yes (should be Uncommon).
Total: 14/25
*An entry with 0 points here is subject to disqualification.
Design
(2/3) Appeal: The concept would appeal to Timmy and Johnny, but I've never known too many Spikes that cared for anthem effects.
Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card?
(1/3) Elegance: This is a giant plate of word salad, and, unfortunately, it doesn't make a lot of sense from a rules standpoint.
Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development
(0/3) Viability: Here's the bad news: the card does not work. When this creature dies, it is changing zones. It has left the battlefield and is no longer a creature. Granting it indestructible at this juncture does not change anything. As it is no longer a permanent, it cannot phase out. Also, you are assuming death via lethal damage. How would your card survive being Disfigured?
(0/3) Balance: There is no way to interact with this card after it phases out and tries to become an anthem, and Time and Tide is the only card in existence that can force a phased-out permanent to phase back in. Conceptually, I see what you were trying to do. Unfortunately, the card "doesn't exist" while it is phased out, meaning it also cannot have an effect on the game state, unlike a card in exile.
Creativity
(1/3) Uniqueness: I see where you were going, trying to create pseudo-emblems. It just does not work due to the rules.
(1/3) Flavor: The definitions for "ineffable" are 'too great or extreme to be expressed or described in words' or 'not to be uttered'. A 2/2 Angel Spirit that can transcend the corporeal doesn't come across as 'ineffable'.
Polish
(1/3) Quality: Unable to correct the first line, as the card does not work as written.
(0/2) *Main Challenge: Challenge attempted. However, as the card is not viable, I cannot award points here.
(2/2) Subchallenges: Not Blue? Yes. Uncommon or Rare? Yes.
Total: 9/25
*An entry with 0 points here is subject to disqualification.
Design
(2.5/3) Appeal: Timmy might overlook this, but Johnny and Spike are fighting for who gets the copy in the case. Spike will take non-foil for now.
(3/3) Elegance: Nothing to misinterpret here.
Development
(2/3) Viability: This should probably have some Blue mana in the casting cost, but it can still works as a White card. However, it should be Mythic.
(1/3) Balance: This card is designed to create blowouts. As an Instant, if it resolves during your opponent's upkeep, it blanks their turn and leaves them defenseless against anything you have planned when your permanents phase in on your next turn. This would be banned in EDH almost instantly, and would be a cornerstone of Standard for months.
Creativity
(2/3) Uniqueness: The closest card to compare to would be Dimensional Breech, due to the global nature of both cards.
(2/3) Flavor: The name does not fit, as a state of inequality quickly follows once this card resolves. The flavor text is a nice touch, though.
Polish
(3/3) Quality: No issues found.
Points deducted for incorrect spelling, grammar, and templating.
(2/2) *Main Challenge: Challenge met.
(1/2) Subchallenges: Not Blue? Yes. Uncommon or Rare? This is on the cusp of being Mythic, due to its game-warping nature.
Total: 18.5/25
*An entry with 0 points here is subject to disqualification.
Final Scores
bravelion83: 21.5/25
Forestsguy: 14/25
Cardz5000: DQ/25
Freyleyes: 18.5/25
Spatial Friction 1RR
Enchantment (U)
Whenever a permanent phases out, Spatial Friction deals 1 damage to that permanent's controller.
It always hurts to say goodbye, even for a short while.
Sorcery (R)
Target creature phases out, then destroy all creatures. (The phased out creature won’t be destroyed. While it’s phased out, it’s treated as though it doesn’t exist. It phases in before its controller untaps during their next untap step.)
“A slow time bubble can act as a merciless prison, or as motherly protection.”
—Teferi
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.)
Etherialize 2W
Instant {U}
Each creature you control phases out. (While those creatures are phased out, they're treated as though they don’t exist. They phase in before their controller untaps during their next untap step.)
Emille, Seven-Sting Dancer Shalin Nariya
Creature - Beast Horror(R)
Pay 3G or discard a card: Put a +1/+1 counter on Void Badger. Void Badger phases out.
The monsters do not exist, they can't hurt you.
2/2
Land (Rare)
T: Add C.
4, T: Until your next turn, Teferi's Sanctuary and target permanent you control phases out. (While they're phased out, they're treated as though they doesn't exist.)
Enchantment (R)
When Teferi's Timelock enters the battlefield, each creature phases out. (While those creatures are phased out, they're treated as though they don’t exist. They phase in before their controller untaps during their next untap step.)
Permanents can't phase in.
"I just need a moment to think."
—Teferi
Enchanment (R)
When Fall of Pyromancers enters the battlefield or phase in create a 1/1 red creature elemental with haste.
If a elemental creature you control leaves the battlefield Fall of Pyromancers phase out. (While it’s phased out, it’s treated as though it doesn’t exist. It phases in before you untap during your next untap step.)
Art by
Creature - Angel Spirit {R}
Flying
If Ineffable Steward would die, it gains indestructible until end of turn and phases out instead. (While it’s phased out, it’s treated as though it doesn’t exist.)
Ineffable Steward doesn’t phase in during your untap step.
As long as Ineffable Steward is phased out, creatures you control get +1/+1.
2/2
Instant {R}
All permanents phase out. (While they’re phased out, they’re treated as though they don’t exist. Each one phases in before its controller untaps during their next untap step.)
Everyone has the same when they all have nothing.
void_nothing:
RaikouRider vs. mirrodin71
netn10 vs. Flatline
Subject16:
netn10 vs. Flatline
bravelion83 vs. Forestsguy
Eventide Sojourner:
bravelion83 vs. Forestsguy
Cardz5000 vs. Freyleyes
Algernone25:
Cardz5000 vs. Freyleyes
RaikouRider vs. mirrodin71
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Elegance: 3/3 - you see the typeline, you read the effect, and it just...makes sense. It's simple but wonderfully effective.
Viability: 2.5/3 - Given the associated sub-challenge I'm not deducting points from anyone for not having the card be blue. Rare is right for the statline and that it turns into an anthem afterwards. However, making it indestructible is redundant since phasing out is worded as a replacement effect. It'll phase out instead of dying.
Balance: 2/3 - Anything that involves phasing I envision players using an official Cup O' Phasing to work around it. (When anything phases out, put it under the Cup O' Phasing. It's still THERE, you just can't see it.) and this effect has SIGNIFICANT memory issues, both with the boost while phased out (Cuo's covering it so you can't see that it should be boosting) and never phasing back in (when everything else phased out will). If printed this would get a TON of judge calls because of this. It's not unbalanced, more like it has balance-adjacent issues.
Uniqueness: 3/3 - Nothing has interacted with cards that are phased out, and it's design space that if phasing were still a thing might be explored a bit more.
Flavor: 0.5/3 - Obviously killing the angel doesn't mean it's gone, but..."ineffable" has a very specific connotation in MTG lore. You also could have used some flavor text, but that flavor fail is really hard to look past.
Quality: 3/3 - Card is clean.
Main Challenge: 1.5/2 - Main challenge is met, but you rather blatantly twisted yourself to get there. The card is clearly designed to work out of Exile, possibly with some kind of counter to clear up the memory issues.
Sub-Challenges: 2/2 - Both subchallenges met.
Total: 20/25
Elegance: 3/3 - It's hard to get more elegant than a giant white sweeper. You read it, that's it.
Viability: 1.5/3 - White gets giant sweepers sure, but killing everything including lands is red's domain (See Jokulhaups, Obliterate, et al) even if it's only temporary this should have been mono-red or RW. This also NEEDS to be mythic for limited balance which I'll get to in a second - sure there's a little precedent for rare in Bearer of the Heavens but there's no way it'd be printed lower than mythic.
Balance: 1/3 - oh sure, let me cast this on your upkeep, all your lands phase out and you can't do anything. My turn, I get a complete shields-down turn while you have no lands and no blockers. Even at 6 mana you're winning the game the second this resolves, full stop. It's a combination of Time Walk, Silence and Mana Short all in one. Broken with a capital B.
Uniqueness: 2.5/3 - It's a big white sweeper in a long list of big white sweepers. It does something new but it's still cut from the same cloth. One of the downsides of simplicity is that it's been done a lot.
Flavor: 3/3 - It's also a very on-the-nose sweeper, one that gets its point across perfectly. You don't need much flavor but you get enough. No complaints here.
Quality: 3/3 - The reminder text is shaky, but given a lack of precedent against and the clarity it provides, I can't justify a deduction here.
Main Challenge: 2/2 - Main Challenge is met.
Sub-Challenges: 1.5/2 - Both subchallenges are de facto met, but I have a hard time thinking that you'd defend it being a rare if it wasn't worth a bonus point.
Total Score: 19.5/25
This is Ghostway with the exact same mana cost and a similar enough application that it's effectively a functional reprint. As such I cannot fairly judge this card and must issue a Disqualification.
Appeal: 2/3 - Timmy doesn't like that they're only 1/1s but he'll get enough of them to be content. Johnny is all in on trying to break this, Spike is going to take it but he won't be as enthused.
Elegance: 2/3 - In an inexorable tide of elementals, and trying to kill them off only means more are coming. It takes a bit of seeing this card in action to really get it, but once you do...you get it.
Viability: 3/3 - Spitting out 1/1 elementals is definitely within red's domain, and that you keep getting them without any additional mana investment means I can see rare being correct. It's like a slower but less suicidal Bitterblossom
Balance: 2.5/3 - This gets REALLY dumb when you pair it with anything with evoke, moreso with blink effects, and even moreso in multiples. If it only procc'd off its own tokens dying it would be a lot fairer, but this probably isn't going to break any 60-card formats in half.
Uniqueness: 2.5/3 - It's hardly the first cheap red token engine, and the Bitterblossom influence is clearly there. But it's also a refreshing take on spitting out dudes, there has to be a bit of effort into it.
Flavor: 1/3 - "Fall" of the Pyromancers makes it seem like they're being defeated, if anything this is showing them kicking butt and taking names like they're on the rise. A little flavor text would also be nice, there appears to be room.
Quality: 1/3 - lots of spelling and grammar issues. Missing commas, the second ability should be "when" and not "if".
Main Challenge: 2/2 - Main Challenge is met.
Sub-Challenges: 2/2 - Both Subchallenges met without reservation.
Total Score: 18/25
Cardz5000 20/25
Freyleyes 19.5/25
mirrodin71 18/25
Raikourider DQ/25Currently Playing:
GBStandard - Golgari Safari MidrangeBG
RBWModern - Mardu PyromancerWBR
RLegacy - Good Old Fashioned BurnR
Clan Contest 3 Mafia - Mafia Co-MVP
(1/3) Appeal: Txmmy kinda likes saving their doods from mass removal but isn't that excited by this card. Jxnny and Spike would both prefer Ghostway.
(2.5/3) Elegance: Immediately phasing out creatures that already have phasing might cause some slight questions, but otherwise elegant to a fine degree for an inherently inelegant mechanic.
Development -
(2.5/3) Viability: The name makes this effect feels a bit more blue than white even though this effect could go in either white or blue.
(3/3) Balance: Nothing objectionable.
Creativity -
(0.5/3) Uniqueness: This is a very close Ghostway variant - not something that's identical so I disagree with the notion that this card should be disqualified (this doesn't trigger LTB and ETB abilities in exchange for preserving Auras and Equipment), but even disregarding that it's very much a lesser Teferi's Protection.
(1/3) Flavor: An extremely generic name and a card with such short text desperately needs flavor text, even if there is reminder text.
Polish -
(3/3) Quality: Looks okay.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 17.5/25
(2/3) Appeal: A bit too small-scale for Txmmy but Jxnny and Spike are all over the strange combo potential.
(2.5/3) Elegance: Has the inherent inelegance of phasing, but not too bad.
Development -
(3/3) Viability: Looks good.
(3/3) Balance: Nothing bothers me here.
Creativity -
(2/3) Uniqueness: Definitely feels like other recursive creatures (or "creatures" in this case) but also unique in its way.
(2.5/3) Flavor: Would have liked flavor text but I do see that text box is kind of cramped.
Polish -
(2/3) Quality: Few minor wording mistakes here.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: And done.
Total: 21/25
(2.5/3) Appeal: Txmmy would very much like to repeatedly save one awesome permanent. Jxnny likes anything unusual. Spike like utility lands that ETBuntapped but this might not be efficient enough for them.
(2.5/3) Elegance: Actually very nice, with only minor rules questions arising.
Development -
(3/3) Viability: Colorless land feels right, so does the name reference.
(3/3) Balance: Feels right on the cost.
Creativity -
(2/3) Uniqueness: Part of the Safe Haven tradition.
(3/3) Flavor: An obvious but perfect name.
Polish -
(3/3) Quality: Looks fine.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: And done.
Total: 23/25
(3/3) Appeal: Txmmy likes mass removal, Jxnny wants to make this as asymmetrical as possible, Spike likes a sturdy temp-wrath that gets around a lot.
(2.5/3) Elegance: Only question I can fathom is "when does everything phase in after this leaves the battlefield"?
Development -
(3/3) Viability: Looks great.
(2.5/3) Balance: Not saying this is undercosted but for a reversible wrath this is quite good.
Creativity -
(2/3) Uniqueness: Obviously there's precedent - you know what it is - but this is a unique take on something that is well-worn by this point.
(3/3) Flavor: Great stuff.
Polish -
(3/3) Quality: Fine.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 23/25
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Design -
(2/3) Appeal: Timmy uses his lands for mana and rarely anything else but wouldn’t mind protecting his best card. Johnny loves messing around with blink/exile and will gladly mess about with this and Treason effects. Spike sees a utility land that could save his threat but at a high mana cost.
(2/3) Elegance: Phasing already has a built-in “This comes back before your next untap step” to it, so the “until your next turn” part doesn’t really matter. Unless you designed this to phase back in after two turns instead of one, in which case it doesn’t work. It can also target itself and phase itself out twice which is a bit weird. Aside from that it makes sense.
Development -
(2.5/3) Viability: Phasing has never appeared on a colorless card (not even artifacts), and the only land that phases is Teferi’s Isle and that’sI can’t help but think that’s probably for a reason. However I think it’s a fair card that would be played in quite a few commander decks.
(2.5/3) Balance: Four mana for its activation cost seems very fair, and the restriction to only target you own things is pretty good too. Although hitting any permanent might be a little too good – I could see this better restricted only to creatures and planeswalkers, but I think it’s still fine.
Creativity -
(2/3) Uniqueness: Repeatable phasing out has only existed on Vodalian Illusionist a creature that only hit other creatures and not itself. It’s also a clear callback to Safe Haven and therefore isn’t wholly unique.
(3/3) Flavor: Seems just fine. Teferi would definitely have a hideaway somewhere in trapped time.
Polish -
(2.5/3) Quality: The “Until your next turn” aspect is redundant to cards being phased out.
(2/2) *Main Challenge: It phases things out.
(2/2) Subchallenges: It’s colorless and rare.
Total: 20.5/25
Design -
(3/3) Appeal: Timmy likes boardwipes. Johnny likes phasing things out and will try to make the most of it. Spike likes big wraths.
(2/3) Elegance: This seems alright, but I think that in this instance Phasing might act like Unearth in that once the “next step” trigger resolves, there isn’t another one afterwards so you’d need to word in a way for the phased permanents to come back.
Development -
(2/3) Viability: This is essentially Consulate Crackdown for all creatures, and I think it’s solidly white, and such mass removal pretty much only exists at rare. Preventing things from phasing has never happened before which begs for either fixes to how phasing works or a rewording of the card (see Elegance).
(3/3) Balance: An enchantment version of a boardwipe feels like it would be favored in certain types of deck which is a nice option to create. In terms of other 5-CMC wraths I think its intended power level is fine as Consulate Crackdown has a similar effect and costs the same amount of mana.
Creativity -
(2/3) Uniqueness: Using phasing as an alternative prison to exile is a nice twist especially in formats like Commander, but 3WW wraths are pretty standardized right now and it would have been fun to see something a little different there.
(3/3) Flavor: I like this card’s flavor, as it’s essentially Teferi taking a breather. The flavor text seems like the kind of banal phrase he would use whilst casually freezing a whole army in time.
Polish -
(3/3) Quality: All looks good.
(2/2) *Main Challenge: “Phases out” and “Phase in” are on the card.
(2/2) Subchallenges: It’s a white rare.
Total: 22/25
Design -
(2/3) Appeal: Timmy likes being able to save his biggest threat whilst destroying everything else. Johnny likes phasing but there’s nothing here to break. Spike sees some potential set up for combos whilst you throw your opponent back a ton.
(3/3) Elegance: Seems understandable to me.
Development -
(3/3) Viability: While boardwipes are undoubtebly white and always found at rare, phashing out targeted creatures is a blue effect, but given Teferi’s Protection and Teferi’s Azorius identity I think it’s fine.
(2.5/3) Balance: Five mana is the go-to CMC for boardwipes nowadays, but the next closest card to this is Duneblast which costs two more AND has two more colors to it. However, it is also a completely unplayable card for an effect that should be seen more. I don’t think it’s particularly oppressive considering your opponents see the phased out creature coming from a mile away either, and unlike blinking there’s no EBT/LTB effects for you to abuse either. It’s great for limited and some constructed games as well because you’re saving your most useful creature whilst destroying everything else.
Creativity -
(1.5/3) Uniqueness: Like I said it’s similar to Duneblast or a one-sided Divine Reckoning, but using phasing with a boardwipe is new as far as I’m aware. 3WW boardwipes are very generic however.
(2/3) Flavor: The flavor text and the card’s name are both great, but together they seem super disjointed, I’m not reading a wrathful Teferi saying those words.
Polish -
(3/3) Quality: No issues here.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: It’s a monowhite rare.
Total: 21/25
Design -
(2/3) Appeal: Timmy likes making his creatures bigger and bigger, but it’s too a greedy price for an initially small creature. Johnny sees a discard engine to abuse and a hard to kill one at that. Spike sees a cheap threat that’s extremely hard to remove and gets bigger each time.
(1.5/3) Elegance: Reminder text wouldn’t go amiss on this card for new players. There might also be confusion to some as to whether it keeps its counters as it’s phased out, especially as multiple abilities resolve on the stack. (A way to solve this would be to follow the phrasing of Warping Wurm and have the counter be placed on phasing in.
Development -
(3/3) Viability: We’ve seen Wild Mongrel and Noose Constrictor as green discard engines before (and both with the same CMC and P/T). I think it’s a very simple and powerful card, possibly too strong at uncommon for limited so I think it’s very well placed at rare. I think a card like this could be a centerpiece to a midrange/zoo constructed deck.
(2.5/3) Balance: I think that the way phasing out works means you can only get one counter on this at a time which is a good way to make sure this guy doesn’t get too big too quickly. I think the fact that it can grow to very dangerous proportions left unchecked is scary, especially with how easily this dodged removal, unlike. In fact, it can keep dodging removal as long as you have mana or cards in hand so your opponent is really not incentivized to try and kill it without something like split second, so I think I would qualify that as oppressive. The closest card I can think of to this is Adanto Vanguard because they can shield themselves pretty well, and even it’s still weak to -n/-n effects and exile, whereas this just dodges it all. I think it’s a very powerful, very playable and very pushed card. Unfortunately those types of cards just tip the balance scales.
Creativity -
(2.5/3) Uniqueness: We’ve had a few cards that phase themselves out as an emergency escape, but none that do it at the cost of cards or that buff on phasing out (although the aforementioned Warping Wurm buffed on phasing in). It’s also the first card that allows discarding a card rather than paying the activation cost, but not the first to have two different costs altogether (Crystal Shard’s cycle takes that spot).
(2.5/3) Flavor: Void Badger is probably one of my favorite creature names I’ve heard for a while now, but the flavor text I feel is a little off. I’d have preferred it either as a quote of someone’s last words, or a flipped variant “Just because the monsters don’t exist doesn’t mean they can’t hurt you.” Because this line of text doesn’t make it feel especially threatening.
Polish -
(2.5/3) Quality: You don’t need to put “Pay” in front of the activated ability.
(2/2) *Main Challenge: It phases out so yes.
(2/2) Subchallenges: It’s a monogreen rare.
Total: 20.5/25
netn10 20.5/25
Flatline 22/25
bravelion83 21/25
Forestsguy 20.5/25