Welcome to the Final MCC for MTG Salvation. Due to the desire to make sure this contest concludes before the site is archived into read-only mode, there will only be three rounds. Contestants will have four days to design, and judges will be given four days to complete scoring. We will do our best to adhere to this schedule. For the penultimate Round of MCC at MTGS, the time has come to make a choice of how to execute your task.
Round 2 Challenge: Design a card that employs an alternate casting cost mechanic, other than Flashback or Suspend (in deference to the challenges offered by GMom for the Final MTGS CCL).
Subchallenge 1: The alternate cost has a different or additional effect when paid (such as Rix Maadi Reveler) outside of rules effects associated with that ability. Subchallenge 2: The card has no mana cost (such as Ancestral Vision).
Valid mechanics for the primary Challenge include: Awaken, Bestow, Dash, Emerge, Evoke, Flashback, Jump-Start, Madness, Miracle, Morph, Overload, Prowl, Retrace, Spectacle, Splice, Surge, Suspend, or the Trap mechanic from Zendikar (which is undefined in the Comprehensive Rules save that the card has the 'Trap' subtype).
Regarding the card having no mana cost, please take into consideration what would happen if the card were cast via the Expertise cycle or Omen Machine or Knowledge Pool.
Design Deadline is the 16th of June, 2019 at 23:59 EDT.
Judging Deadline is the 20th of June, 2019 at 23:59 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: /25
*An entry with 0 points here is subject to disqualification.
Elvish Predation Pack
• Creature — Elf Druid Warrior (M)
If you control an Elf creature, a Druid creature, a Warrior creature, and a Forest, you may cast Elvish Predation Pack without paying its mana cost.
Prowl 3GG(You may cast this for its prowl cost if you dealt combat damage to a player this turn with an Elf, Druid or Warrior.)
When Elvish Predation Pack enters the battlefield, it fights target creature you don’t control. If Elvish Predation Pack’s prowl cost was paid, instead it deals damage equal to its power to that creature.
4/3
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here) CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016 DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for: "Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index.Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Was thinking about doing a Mox with madness but I'm happier with this.
Haakon's Vanguard
• Creature - Zombie Knight (Rare)
You may cast Haakon's Vanguard from your graveyard, but not anywhere else.
When Haakon's Vanguard enters the battlefield, if its Dash cost was paid, you may cast Knight cards from your graveyard this turn.
Dash 2B(You may cast this spell for its dash cost. If you do, it gains haste, and it’s returned from the battlefield to its owner’s hand at the beginning of the next end step.)
Cycling 1B, Pay 2 life. (1B, Pay 2 life, Discard this card: Draw a card.)
4/4
Sky Ride of Avacyn (No Mana Cost)
[Color Identity RW] Sorcery (Rare)
If the madness cost was paid, Sky Ride of Avacyn deals 3 damage to each non-Human non-Angel creature. If the miracle cost was paid, put a +1/+1 counter on each creature you control and Human and Angel creatures you control gain double strike until end of turn
Madness 1R
Miracle W
Private Mod Note
():
Rollback Post to RevisionRollBack
你好 have you eaten?
I'm a simple Magic player since 1 year ago from China. Now I live in New Jersey.
Psychotic Specter
•• Creature - Specter (R)
Flying
When you cast Psychotic Specter, if it's madness cost was paid, you may discard a card. If you do, draw a card.
When Psychotic Specter deals combat damage to a player, each player discards a card.
Madness BR
2/3
Tezil, the Galvanizer
{GUR Color Identity Indicator} Legendary Creature — Human Shaman (MR)
Dash GUR
When Tezil, the Galvanizer enters the battlefield, create two 1/1 red Elemental creature tokens with haste, then return a creature you control to its owner's hand. Then, if Tezil, the Galvanizer's dash cost was paid for the second time this turn, for each token you control, create a token that's a copy of that permanent. "The second time surprises them even more."
3/3
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)
Arrival of the Cavalry (Arrival of the Cavalry is white) Sorcery R
Reserve 1W(Rather than cast this card from your hand, pay 1W and exile it with a ready counter on it. You may then cast it from exile for 1W as long as it has a ready counter on it.)
Create three 1/1 white Knight creature tokens. If Arrival of the Cavalry’s miracle cost was paid, those tokens gain flying and indestructible.
Miracle GWU
Apex Impostor
••• Creature — Shapeshifter (MR)
Megamorph 1GUR(You may cast this card face down as a 2/2 creature for 3. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
When Apex Impostor is turned face up, you may choose another creature on the battlefield. If you do Apex Impostor becomes a copy of that creature, then you may have this creature fight target creature you don't control. (Each deals damage equal to its power to the other.)
0/0
Jwar Isle Wyvern {}
•• Creature - Drake (R)
Flying
Surge 2UR(You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)
When Jwar Isle Wyvern enters the battlefield, if its surge cost was paid, return target instant or sorcery card from your graveyard to your hand.
3/4
Top 16 - 2012 Indiana State Championships Currently Playing: GBStandard - Golgari Safari MidrangeBG RBWModern - Mardu PyromancerWBR RLegacy - Good Old Fashioned BurnR
Heart ElementalxG
Crature - Elemental (r)
Flash
Heart Elemental enters the battlefield with X +1/+1 counters on it.
You may remove X +1/+1 counters from among green creatures you control rather than paying for Heart Elemental's mana cost. If you do, untap each creature that had a counter removed this way.
0/0
The Round is now officially closed. The matchups will be triple versus, and each Judge will have six cards to review (yay). Top combined score for each group will advance to the third and final Round.
Judge Assignnments Eventide Sojourner
Artorias vs IcariiFA vs StonerOfKruphix
bravelion83 vs kwanyeegor vs Subject 16
The Hittite
bravelion83 vs kwanyeegor vs Subject 16
Algernone25 vs Hemlock vs Mr. Rithaniel
void_nothing
Algernone25 vs Hemlock vs Mr. Rithaniel
Artorias vs IcariiFA vs StonerOfKruphix
Elvish Predation Pack
[color=green]•[/color] Creature — Elf Druid Warrior (M)
If you control an Elf creature, a Druid creature, a Warrior creature, and a Forest, you may cast Elvish Predation Pack without paying its mana cost.
Prowl 3GG(You may cast this for its prowl cost if you dealt combat damage to a player this turn with an Elf, Druid or Warrior.)
When Elvish Predation Pack enters the battlefield, it fights target creature you don’t control. If Elvish Predation Pack’s prowl cost was paid, instead it deals damage equal to its power to that creature.
4/3
Design - (2/3) Appeal: This looks like a Johnny card through and through. Tammy is more neutral, but enjoys beaters who can fight things. Spike sees a creature that requires them to maintain board presence to keep from being dead in their hand. (1/3) Elegance: A card with 9 lines of text, two alternate casting costs, no mana cost and 2 fight variants is hardly what I'd call elegant at a glance. Once you grok it, it's simple enough, but this is going to take a few read-throughs for the average player, and even experienced players will have to double check every now and then.
Development - (3/3) Viability: Green mythic if I ever saw one. (3/3) Balance: I doubt this would make much of a splash in constructed environments (although I could see a casual deck built around slamming 4 of these on the board turn 2 off a Civic Wayfinder). In limited, this looks like a fun and powerful build around first pick.
Creativity - (3/3) Uniqueness: As far as I can tell, this is the first creature that doesn't have a casting cost at all. The other pieces are all pretty standard, but it gets full marks just for that. (3/3) Flavor: It's a pack of Lorwyn elves pre-aurora that are just fine with fighting things normally, but just love to finish things off after their brethren bloody them.
Polish - (3/3) Quality: I see no problems. (2/2) *Main Challenge: All clear. (2/2) Subchallenges: Both clear.
Total: 22/25
*An entry with 0 points here is subject to disqualification.
Sky Ride of Avacyn (No Mana Cost)
[Color Identity RW] Sorcery (Rare)
If the madness cost was paid, Sky Ride of Avacyn deals 3 damage to each non-Human non-Angel creature. If the miracle cost was paid, put a +1/+1 counter on each creature you control and Human and Angel creatures you control gain double strike until end of turn
Madness 1R
Miracle W
Design - (1/3) Appeal: Tammy likes both modes. Spike doesn't see enough payoff to put up with the hoops. Johnny is frustrated that there's no way to cast both sides at the same time. (1/3) Elegance: To date, every card with Miracle and every card with Madness (except Blast from the Past) includes reminder text. They're complicated abilities and the reminder text is helpful. On your card, including the reminder text would push it into borderline microtext at 10 entire lines. The abilities work pretty well, but you'd expect some sort of synergy between them or at least to be able to do both at once.
Development - (3/3) Viability: Works just fine color-wise and rules-wise. Rare seems alright. (2.5/3) Balance: I think that madness ability is a touch undercosted. Not by much, granted, but RR might have been better.
Creativity - (3/3) Uniqueness: This brings to mind the Shadowmoor-era hybrid cards, but certainly does its own thing. (3/3) Flavor: Depending on whether it's Avacyn Restored or Shadows over Innistrad, the host of Avacyn riding out can mean very different things.
Polish - (2/3) Quality: Based on those hybrids from Shadowmoor, the templating should probably look like "do X if Y cost was paid." (2/2) *Main Challenge: All good. (2/2) Subchallenges: Both subchallenges met
Total: 19.5/25
*An entry with 0 points here is subject to disqualification.
Haakon's Vanguard
• Creature - Zombie Knight (Rare)
You may cast Haakon's Vanguard from your graveyard, but not anywhere else.
When Haakon's Vanguard enters the battlefield, if its Dash cost was paid, you may cast Knight cards from your graveyard this turn.
Dash 2B(You may cast this spell for its dash cost. If you do, it gains haste, and it’s returned from the battlefield to its owner’s hand at the beginning of the next end step.)
Cycling 1B, Pay 2 life. (1B, Pay 2 life, Discard this card: Draw a card.)
4/4
Design - (3/3) Appeal: Timmy isn't a huge fan of jumping through hoops or paying life, but loooves beatsticks with tribal effects. Jenny has plenty to work with, and Spike is definitely interested too. (2/3) Elegance: 10 lines of text is not an easy read, but the abilities all have good synergy and are easy to grok.
Development - (3/3) Viability: Black rare is perfect for this. (3/3) Balance: Definitely a bomb rare in limited, but not an oppressive one. I don't know if there's really any existing deck that needs this, but I could see it making a splash in Standard.
Creativity - (2/3) Uniqueness: Obvious callback to Haakon, Stromgald Scourge and none of the pieces are novel, but the whole is unique. (2.5/3) Flavor: I could see this guy fighting beside Haakon, easily. He might be a bit overshadowed by his subordinate, though.
Polish - (2.5/3) Quality: Based on Acorn Harvest, the cycling cost should be "Cycling—1B, Pay 3 life. (2/2) *Main Challenge: All cleared. (2/2) Subchallenges: Both clear.
Total: 22/25
*An entry with 0 points here is subject to disqualification.
Jwar Isle Wyvern {}
[color=blue]•[/color][color=red]•[/color] Creature - Drake (R)
Flying
Surge 2UR(You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)
When Jwar Isle Wyvern enters the battlefield, if its surge cost was paid, return target instant or sorcery card from your graveyard to your hand.
3/4
Design - (2/3) Appeal: Johnny and Spike see potential. Tammy doesn't care. (3/3) Elegance: Clean and simple. Thank you for that.
Development - (2.5/3) Viability: Rarity looks good. This doesn't need to be red, though. It's fine as a red card, it's just it could've been mono-blue too. (3/3) Balance: Looks just fine to me.
Creativity - (2/3) Uniqueness: Other than the lack of casting cost, there isn't really much here that hasn't been done a dozen times before in one form or another. (2/3) Flavor: Jwar Isle isn't usually associated with red.
Polish - (3/3) Quality: I see no problems. (2/2) *Main Challenge: Passed. (2/2) Subchallenges: Both clear.
Total: 21.5/25
*An entry with 0 points here is subject to disqualification.
Heart ElementalxG
Crature - Elemental (r)
Flash
Heart Elemental enters the battlefield with X +1/+1 counters on it.
You may remove X +1/+1 counters from among green creatures you control rather than paying for Heart Elemental's mana cost. If you do, untap each creature that had a counter removed this way.
0/0
Design - (2/3) Appeal: Timmy likes X cost beaters. Jenny loves untapping. Spike thinks it dies to removal. (3/3) Elegance: Clean and easy to understand.
Development - (3/3) Viability: Green rare is a good spot for this. It's not very pushed, but that's fine. (3/3) Balance: It's a strong pick in limited, but I doubt it would see much constructed play. It's just fine for what it wants to be.
Creativity - (3/3) Uniqueness: There's nothing quite like that alternate cost out there. It's an interesting card. (3/3) Flavor: Why is the Captain Planet theme playing in my head?
Polish - (2.5/3) Quality: Should be "pay" instead of "paying." (1/2) *Main Challenge: It pays to read the clarifications. There was a list of approved mechanics that you were supposed to use and you didn't. However, you did technically satisfy the challenge as it was originally stated, so I'm giving you one point because I'm a big ol' softy who's desperately terrified of being mean to strangers on the internet. But I'm also leaving a note by your score to kick the ultimate decision of whether to DQ you upstairs to Eventide Sojourner. (1/2) Subchallenges: Has a mana cost, but there's an effect for paying the alternate cost.
Total: 21.5/25 Possible DQ
*An entry with 0 points here is subject to disqualification.
Arrival of the Cavalry (Arrival of the Cavalry is white) Sorcery [color=gold]R[/color]
Reserve 1W(Rather than cast this card from your hand, pay 1W and exile it with a ready counter on it. You may then cast it from exile for 1W as long as it has a ready counter on it.)
Create three 1/1 white Knight creature tokens. If Arrival of the Cavalry’s miracle cost was paid, those tokens gain flying and indestructible.
Miracle GWU
Design - (1/3) Appeal: Tammy is interested. Johnny and Spike don't see a good enough payoff. (1.5/3) Elegance: With reminder text for Miracle, this is sitting pretty at 10 lines of text, and remember every Miracle card to date has reminder text. It's also not entirely clear how long the flying and indestructible lasts for. Is it permanent? That sounds difficult to track without a counter of some sort, especially if you cast multiple copies with the different effects.
Development - (3/3) Viability: Color fits. I'm not sure it "feels" rare, but it doesn't really fit anywhere else. (2/3) Balance: This seems pretty underpowered. Captain's Call that you can split over two turns and is sometimes better isn't too exciting to find in the rare slot.
Creativity - (3/3) Uniqueness: Reserve is an interesting mechanic and I want to see what all you could do with it. Full marks even just for that. (2.5/3) Flavor: The name seems a little clunky for a Magic card, but I've seen worse get printed. Honestly my biggest complaint is that Knight tokens almost always are 2/2s.
Polish - (3/3) Quality: Never mind apparently this works. (2/2) *Main Challenge: All good. (2/2) Subchallenges: Both good.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
bravelion83 22/25 kwanyeegor 19.5/25 Subject 16 22/25
----------------- Algernone25 21.5/25 Hemlock 21.5/25 Possible DQ Mr. Rithaniel 20/25
Judgments are done and if you don't like your score, you're probably SOL cuz I've got absolutely no free time between now and the deadline.
Design (1/3) Appeal: Clones tend to have appeal across the board, though with the extra legwork needed, it's a little less useful to Timmy. Also, since it does nothing unless morphed, it also loses a great deal of appeal. (2.5/3) Elegance: The wording needs some improvement, but the concept comes across without much deciphering needed.
Development (1/3) Viability: So, what happens if this is cast via a cascade trigger or some other method? Nothing. It is a 0/0 creature with no abilities. If you happen to get it onto the field face down, and have the 1URG open to flip it... If the first ability was "When ~ ETBs or is turned face up," it would be more playable. As is, it's much more fragile. This also does not need to be Mythic; Rare would be fine. (2/3) Balance: In Limited, this is a struggle, due to the three color activation cost. In Constructed, it's fragile due to needing to protect a 2/2 until you have the mana to morph it.
Creativity (2.5/3) Uniqueness: I enjoyed the prior version, which reminded of an Evil Twin variant. It would have been very representative of doppelganger mythology. Other than the aforementioned card, the combination of cloning and fighting has not been used. (2/3) Flavor: Had you stuck with the prior version, the name would have been more fitting. With the changes, less so. If I wasn't aware of the earlier variant, I would be confused by the name.
Polish (2/3) Quality: "When Apex Impostor is turned face up, you may have it become a copy of any other creature on the battlefield. If you do, you may have Apex Impostor fight target creature you don't control." Lines up with Clone effects, since you aren't targeting for the copy. Cleaner wording. (2/2) *Main Challenge: Alternate casting cost present? Yes. (1/2) Subchallenges: Different/additional effect with alternate casting cost? No. Putting the card face down as a megamorph for 3 is the alternate cost, not turning the card face up. No mana cost? Yes.
Total: 16/25
*An entry with 0 points here is subject to disqualification.
Design (2/3) Appeal: Self Madness enabler and hand destroyer for opponents? Timmy thinks you're mean. (3/3) Elegance: Nothing to misunderstand here, provided you see the potential.
Development (3/3) Viability: Specter in Black, with a splash of Red? Works for me. Being able to possibly chain Madness cards, including additional copies of this, via the cast or damage triggers? Love it. Hardest part will be getting the first one on the board, but you likely have this in a deck designed to make that happen. Rare is just the right fit. (2.5/3) Balance: A 2/3 flyer for CD isn't outside the realm of possibility, but, given the restriction of finding a way to pitch it first balances the effective cost. Can be powerful in Limited, especially if built around, though only being a 2/3 would restrict it slightly in Constructed.
Creativity (2.5/3) Uniqueness: Making all players discard on damage is new for a Specter. Being a Madness enabler? That's a new approach to a classic creature type. (3/3) Flavor: As a psychotic specter, I want to name him "Saren" (there's a reference more than a decade old). The name fits since he makes everyone discard and helps you with your madness.
Polish (2.5/3) Quality: "When you cast this spell, if its madness cost was paid, you may..." Based on Brain Gorgers errata update. "Whenever Psychotic Specter deals..." Check any Specter. (2/2) *Main Challenge: Alternate casting cost present? Yes. (2/2) Subchallenges: Different/additional effect with alternate casting cost? Yes. No mana cost? Yes.
Total: 22.5/25
*An entry with 0 points here is subject to disqualification.
Design (1/3) Appeal: Johnny and Spike would love this card at first glance. Then they would read it again and realize what it actually said. Timmy has a headache. (2.5/3) Elegance: I understand what the card was trying to do. It just can't get there on its own.
Development (1/3) Viability: Dash away all, but the second ability does not work. Each time that 'Tezil' changes zones from your hand to the battlefield and back again, it is a new object. The dash cost can never be paid twice because it is seen as a new object each time. You would need another card in a visible zone that was tracking the names of spells you cast (ala Pyromancer Ascension) in a single turn to register multiple castings. The hand is not a visible zone. (2/3) Balance: Solid in Limited, but not a bomb. Takes work in Constructed, but can be a good utility. Being able to reliably pay URG for a pair of 1/1s with haste each turn is decent, without being excessive. Having 4 power across two creatures for that cost is also reasonable. If the second ability worked, it would be very strong for six mana, but not broken, as it would only double tokens. It could be knocked down to Rare.
Creativity (2/3) Uniqueness: It reminded me of Stormfront Riders at first, but, well, Red, and with less of a drawback. (2/3) Flavor: I really hate that WotC didn't have Viashino on Tarkir. That would have made so much more sense with Dash. He's rather beefy for a Shaman. I don't see the need for this to be Legendary.
Polish (2/3) Quality: No templating errors in the first section. As noted before, the card can't track how many times it has been cast in a single turn, especially when it moves back to the hand. (2/2) *Main Challenge: Alternate casting cost present? Yes. (1/2) Subchallenges: Different/additional effect with alternate casting cost? No, as mentioned above (can't track second dash cost being paid). No mana cost? Yes.
Total: 14.5/25
*An entry with 0 points here is subject to disqualification.
Second Group
Design (3/3) Appeal: Timmy loves Elves. Johnny and Spike love potentially free spells. (2.5/3) Elegance: It's a little wordy (well, a lot, actually - MSE has ten small font lines, including the reminder text), but the what and how questions are answered clearly.
Development (2.5/3) Viability: It's Green, well inside the rules, and Mythic. I'd bring it down to Rare, as it doesn't have the 'grandeur' that one would expect for that rarity, nor the power level. (2.5/3) Balance: With the wording chosen, you need at least three creatures on the board before you can cast this (no cheating with Civic Wayfinder). Now, once you can cast one, you could unload your hand in the off chance you have a grip sitting there. This can potentially clear the road for free, but the Prowl is a better payoff as the damage is one-sided in that instance.
Creativity (2.5/3) Uniqueness: ETB fight triggers exist. The only other creature with a Prowl trigger was Earwig Squad, and I still have promo copies I couldn't pay people to take off my hands. This is better. (2.5/3) Flavor: Lorwyn Elves hunting people. Ah, memories. The inclusion of the prowl mechanic not only ties back to Lorwyn block, but it works with the card name and effect as well. My question is what makes this a Druid, as there's no mana production or land interaction.
Polish (2.25/3) Quality: There is a comma missing from the reminder text after 'Druid'. "When Elvish Predation Pack enters the battlefield, it fights up to one target creature you don’t control." There needs to be a 'may' or 'up to one' clause in case there are no legal targets when it enters (like Kraul Harpooner. Cards where these phrases aren't present have other options (like Ayula, Queen Among Bears). (2/2) *Main Challenge: Alternate casting cost present? Yes. Twice. You don't get bonus points. (2/2) Subchallenges: Different/additional effect with alternate casting cost? Yes. No mana cost? Yes.
Total: 21.75/25
*An entry with 0 points here is subject to disqualification.
Design (1/3) Appeal: Um... I don't know who wants this. (1/3) Elegance: I had to reread this a handful of times to figure out it doesn't do anything on its own. And the two disparate effects should be on different lines.
Development (1/3) Viability: What does this do if it isn't cast via Miracle or Madness? Nothing. This feels more like it was meant to be designed as a Split card with Fuse or a card with Entwine. Power level wise, this would need to be Mythic. (1/3) Balance: When looking at the Madness effect compared to Avacyn's Judgment, this is horrifically undercosted. Compared to other 3 damage sweepers, this is too inexpensive. Looking at the Miracle effect, one White mana does so much work. Being able to enable either side would, outside of Turn 2, be somewhat broken.
Creativity (2/3) Uniqueness: A card with Avacyn in the name that deals damage on a Madness trigger. We've seen it. Putting counters on creatures and then adding another evergreen keyword? Seen that too. Two completely different effects depending on how it was cast? That may be new. (1/3) Flavor: Sky Ride of Avacyn... and nothing gains flying? It deals damage, or buffs and grants double strike? Wha? Since when does Avacyn have any association with double strike?
Polish (1.5/3) Quality: "If Sky Ride of Avacyn's madness cost was paid, it deals 3 damage to each non-Human, non-Angel creature." See Avacyn's Judgment and Victim of Night. New line. "If Sky Ride of Avacyn's mircale cost was paid, put a +1/+1 counter on each creature you control. Those Human and Angel creatures you control gain double strike until end of turn." See the -1 for Ajani Goldman or the -8 for Domri, City Smasher. (2/2) *Main Challenge: Alternate casting cost present? Yes. Twice. You don't get bonus points. (1/2) Subchallenges: Different/additional effect with alternate casting cost? No. The card has no effect when cast, unlike the example shown for the subchallenge. No mana cost? Yes.
Total: 11.5/25
*An entry with 0 points here is subject to disqualification.
Design (2/3) Appeal: Timmy is a little gunshy here, but Johnny and Spike know what time it is. (2.5/3) Elegance: Lots of words on the card. I understand how they all work together, but it took more than one read through.
Development (3/3) Viability: All in the wheelhouse for Black. Works at Rare without pushing into Mythic territory. (2.5/3) Balance: I would probably tweak the Dash cost to 1BB for balance. This would work well in Dredge builds without warping them too much (well, before Hogaak, anyway). As there is no evasion built in, the 4/4 is strong without being oppressive.
Creativity (2/3) Uniqueness: Enabling Dash from the graveyard, especially with the restriction, is creative. Adding the enabler to pitch into the yard works well. It's very close to the original Haakon, though. (3/3) Flavor: The 'Haakon' vibe is strong with this card. The 2 life payment as part of the cycling is also a solid tie in to the original card.
Polish (2.5/3) Quality: "You may cast Haakon's Vanguard from your graveyard, but not from anywhere else." You missed a word when you copied the restriction from Haakon. The Dash cost should be above the ETB trigger, akin to Earwig Squad. (2/2) *Main Challenge: Alternate casting cost present? Yes. (2/2) Subchallenges: Different/additional effect with alternate casting cost? Yes. No mana cost? Yes.
Total: /25
*An entry with 0 points here is subject to disqualification.
Design (1.5/3) Appeal: Txmmy is indifferent as this isn't all that great shakes to reanimate. Jxnny is pleased at what this does with Aether Vial yet miffed at not getting the ETB ability thereby. Spike likes the efficiency and the recursion and doesn't find the surge hard to achieve, particularly with rituals... (3/3) Elegance: Fairly elegant and easy to comprehend stuff with simple abilities.
Development (3/3) Viability: This is definitely an card in the blue-red overlap (those were even both the colors of surge) and rare is where something that's both strong and has an unusual way of casting belongs. (3/3) Balance: Undercosted creature with a great ETB ability that requires a (not difficult but still limiting to deckbuilding) condition to cast it. Seems fair to me.
Creativity (1.5/3) Uniqueness: No mana cost + surge is new but otherwise this is just a big fat stronger Izzet Chronarch. (1/3) Flavor: Yes, Jwar Isle is an important Zendikari location so I get the surge connection, but not really why this is a Drake or why it has no normal mana cost. Honestly feels more like, say, a Djinn or Elemental that's temperamental and will only show in emergencies.
Design (1/3) Appeal: Mostly a Txmmy thing for the unkillable Flying Monkeys. Jxnny doesn't want to be told how to get the max effect out of a spell and Spike doesn't want to spend three mana of different colors on a miracle. (2/3) Elegance: Two alt-cost mechanics, one of which has reminder text that, while technically fine, reads a little oddly. Also, the tokens gaining an ability indefinitely should probably have been paired with some kind of memory aid; rare indeed are times when similar effects are not (+1/+1 counters on the tokens?).
Development (3/3) Viability: Fine. (3/3) Balance: Ultimately this is either a 2WW spell to generate three 1/1s or one of the most expensive miracle costs ever printed for those tokens upgraded; a flexible spell but usually not too powerful for its cost.
Creativity (2/3) Uniqueness: While token generation is pretty prosaic, there are definitely some unique features like a new "installment plan" mechanic. (2/3) Flavor: 1/1 Knights just feels way off. 1/1 white tokens have been Soldiers for as long as I can remember, and 2/2s have been Knights. Sure there was Errand of Duty but please don't use that as precedent. I'm also not getting the flying and indestructible granting from the overall flavor.
Design (3/3) Appeal: Txmmy definitely likes to have their powers combined, Jxnny has plenty of applications for this, Spike likes a flexible flash creature that can very much turn a combat around. (2.5/3) Elegance: The timing of untapping the creatures might feel a little odd.
Development (3/3) Viability: Very much green and very much rare. (3/3) Balance: Probably merely a Limited bomb at worst; if this does any dumb combos it requires work to set up.
Creativity (2/3) Uniqueness: The X/X for XG is venerable, yet the alt cost and the effect to the creatures involved in that cost are unique. (2/3) Flavor: No flavor text but a somewhat wordy card and the name somewhat conveys the flavor, although "Heart Elemental" seems possibly a lot gorier.
Polish (2.5/3) Quality: "Rather than pay" and not "rather than paying for". (2/2) *Main Challenge: Done. (1/2) Subchallenges: Does have a mana cost.
Total: 21/25
Design (2/3) Appeal: Txmmy and Jxnny both have things they want to do with a clone that fights. Spike likes the bombiness but just finds it to take too much mana - 4GUR should get you more than this in their opinion. (2.5/3) Elegance: A lot of things going on here but the concept is basically fine and comprehensible.
Development (2.5/3) Viability: Colors appear to be fine but this feels considerably more rare than it does mythic. (2.5/3) Balance: Bomby but expensive. If you can actually unmorph this card, it’ll change the game, but good luck doing that. Points off for something that should be a Limited bomb but isn’t really viable as that due to cost.
Creativity (1/3) Uniqueness: Basically a Vesuvan Shapeshifter variant. (2/3) Flavor: Apex as in apex predator, sure. Impostor as in clone effect, sure. All works, but I’m not especially taken with the flavor.
Polish (3/3) Quality: Fine. (2/2) *Main Challenge: Done. (1/2) Subchallenges: No additional effect for the alternate cost because the megamorph cost isn’t the cost you cast for.
Total: 18.5/25
Design (1.5/3) Appeal: Mostly a Jxnny and somewhat Spike card; Txmmy is underwhelmed by a value engine that you have to jump through hoops to cast. (2.5/3) Elegance: Quite a few things going on but an elegant package.
Development (3/3) Viability: Black and red elements are here and this is 100% a rare card. (2.5/3) Balance: Fine but a little underwhelming - I think this would have been good as a 3/3 given the necessary hoop to jump through, then you’d have something Constructed viable.
Creativity (1.5/3) Uniqueness: Feels spiritually quite similar to Neheb, the Worthy as well as obviously to a lot of Specters. (2.5/3) Flavor: The notion of psychosis fits every part of the effect. Would have liked short flavor text.
Design (3/3) Appeal: Who doesn’t like token swarming, frankly? (2/3) Elegance: Lots going on here.
Development (1/3) Viability: On a Temur-colored card dash just feels wrong, and there’s some severe functional wording problems here relating to the fact that multiple times dashing means multiple objects. (Also, frankly this seems more like a rare than a myffic.) (2.5/3) Balance: Something that is at least a very difficult to answer repeatable token generator is at least annoying, if not cause for concern. Not built around, it’s solidly efficient. Built around, it’s quite scary.
Creativity (1.5/3) Uniqueness: Like some kind of wacky Stormfront Riders/Rhys the Redeemer mashup. (2.5/3) Flavor: Good flavor text, but I’m not sure “the Galvanizer” makes quite perfect sense as this person’s title.
Welcome to the Final MCC for MTG Salvation. Due to the desire to make sure this contest concludes before the site is archived into read-only mode, there will only be three rounds. Contestants will have four days to design, and judges will be given four days to complete scoring. We will do our best to adhere to this schedule. For the penultimate Round of MCC at MTGS, the time has come to make a choice of how to execute your task.
Round 2 Challenge: Design a card that employs an alternate casting cost mechanic, other than Flashback or Suspend (in deference to the challenges offered by GMom for the Final MTGS CCL).
Subchallenge 1: The alternate cost has a different or additional effect when paid (such as Rix Maadi Reveler) outside of rules effects associated with that ability.
Subchallenge 2: The card has no mana cost (such as Ancestral Vision).
Valid mechanics for the primary Challenge include:
Awaken, Bestow, Dash, Emerge, Evoke,
Flashback, Jump-Start, Madness, Miracle, Morph, Overload, Prowl, Retrace, Spectacle, Splice, Surge,Suspend, or the Trap mechanic from Zendikar (which is undefined in the Comprehensive Rules save that the card has the 'Trap' subtype).Regarding the card having no mana cost, please take into consideration what would happen if the card were cast via the Expertise cycle or Omen Machine or Knowledge Pool.
Judging Deadline is the 20th of June, 2019 at 23:59 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: /25
*An entry with 0 points here is subject to disqualification.
Judges
Eventide Sojourner
void_nothing
The_Hittite
Contestants
Algernone25
Artorias
bravelion83
Hemlock
IcariiFA
kwanyeegor
Mr. Rithaniel
StonerOfKruphix
Subject16
Judge Assignnments
Eventide Sojourner
Artorias vs IcariiFA vs StonerOfKruphix
bravelion83 vs kwanyeegor vs Subject 16
The Hittite
bravelion83 vs kwanyeegor vs Subject 16
Algernone25 vs Hemlock vs Mr. Rithaniel
void_nothing
Algernone25 vs Hemlock vs Mr. Rithaniel
Artorias vs IcariiFA vs StonerOfKruphix
• Creature — Elf Druid Warrior (M)
If you control an Elf creature, a Druid creature, a Warrior creature, and a Forest, you may cast Elvish Predation Pack without paying its mana cost.
Prowl 3GG (You may cast this for its prowl cost if you dealt combat damage to a player this turn with an Elf, Druid or Warrior.)
When Elvish Predation Pack enters the battlefield, it fights target creature you don’t control. If Elvish Predation Pack’s prowl cost was paid, instead it deals damage equal to its power to that creature.
4/3
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here)
CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016
DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for:
"Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index. Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Haakon's Vanguard
• Creature - Zombie Knight (Rare)
You may cast Haakon's Vanguard from your graveyard, but not anywhere else.
When Haakon's Vanguard enters the battlefield, if its Dash cost was paid, you may cast Knight cards from your graveyard this turn.
Dash 2B (You may cast this spell for its dash cost. If you do, it gains haste, and it’s returned from the battlefield to its owner’s hand at the beginning of the next end step.)
Cycling 1B, Pay 2 life. (1B, Pay 2 life, Discard this card: Draw a card.)
4/4
[Color Identity RW] Sorcery (Rare)
If the madness cost was paid, Sky Ride of Avacyn deals 3 damage to each non-Human non-Angel creature. If the miracle cost was paid, put a +1/+1 counter on each creature you control and Human and Angel creatures you control gain double strike until end of turn
Madness 1R
Miracle W
I'm a simple Magic player since 1 year ago from China. Now I live in New Jersey.
•• Creature - Specter (R)
Flying
When you cast Psychotic Specter, if it's madness cost was paid, you may discard a card. If you do, draw a card.
When Psychotic Specter deals combat damage to a player, each player discards a card.
Madness BR
2/3
{GUR Color Identity Indicator} Legendary Creature — Human Shaman (MR)
Dash GUR
When Tezil, the Galvanizer enters the battlefield, create two 1/1 red Elemental creature tokens with haste, then return a creature you control to its owner's hand. Then, if Tezil, the Galvanizer's dash cost was paid for the second time this turn, for each token you control, create a token that's a copy of that permanent.
"The second time surprises them even more."
3/3
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)
(Arrival of the Cavalry is white) Sorcery R
Reserve 1W (Rather than cast this card from your hand, pay 1W and exile it with a ready counter on it. You may then cast it from exile for 1W as long as it has a ready counter on it.)
Create three 1/1 white Knight creature tokens. If Arrival of the Cavalry’s miracle cost was paid, those tokens gain flying and indestructible.
Miracle GWU
••• Creature — Shapeshifter (MR)
Megamorph 1GUR (You may cast this card face down as a 2/2 creature for 3. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
When Apex Impostor is turned face up, you may choose another creature on the battlefield. If you do Apex Impostor becomes a copy of that creature, then you may have this creature fight target creature you don't control. (Each deals damage equal to its power to the other.)
0/0
Jwar Isle Wyvern {}
•• Creature - Drake (R)
Flying
Surge 2UR (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)
When Jwar Isle Wyvern enters the battlefield, if its surge cost was paid, return target instant or sorcery card from your graveyard to your hand.
3/4
Currently Playing:
GBStandard - Golgari Safari MidrangeBG
RBWModern - Mardu PyromancerWBR
RLegacy - Good Old Fashioned BurnR
Clan Contest 3 Mafia - Mafia Co-MVP
Crature - Elemental (r)
Flash
Heart Elemental enters the battlefield with X +1/+1 counters on it.
You may remove X +1/+1 counters from among green creatures you control rather than paying for Heart Elemental's mana cost. If you do, untap each creature that had a counter removed this way.
0/0
Judge Assignnments
Eventide Sojourner
Artorias vs IcariiFA vs StonerOfKruphix
bravelion83 vs kwanyeegor vs Subject 16
The Hittite
bravelion83 vs kwanyeegor vs Subject 16
Algernone25 vs Hemlock vs Mr. Rithaniel
void_nothing
Algernone25 vs Hemlock vs Mr. Rithaniel
Artorias vs IcariiFA vs StonerOfKruphix
Sleep deprived but still alive! Let's do this!Design -
(2/3) Appeal: This looks like a Johnny card through and through. Tammy is more neutral, but enjoys beaters who can fight things. Spike sees a creature that requires them to maintain board presence to keep from being dead in their hand.
(1/3) Elegance: A card with 9 lines of text, two alternate casting costs, no mana cost and 2 fight variants is hardly what I'd call elegant at a glance. Once you grok it, it's simple enough, but this is going to take a few read-throughs for the average player, and even experienced players will have to double check every now and then.
Development -
(3/3) Viability: Green mythic if I ever saw one.
(3/3) Balance: I doubt this would make much of a splash in constructed environments (although I could see a casual deck built around slamming 4 of these on the board turn 2 off a Civic Wayfinder). In limited, this looks like a fun and powerful build around first pick.
Creativity -
(3/3) Uniqueness: As far as I can tell, this is the first creature that doesn't have a casting cost at all. The other pieces are all pretty standard, but it gets full marks just for that.
(3/3) Flavor: It's a pack of Lorwyn elves pre-aurora that are just fine with fighting things normally, but just love to finish things off after their brethren bloody them.
Polish -
(3/3) Quality: I see no problems.
(2/2) *Main Challenge: All clear.
(2/2) Subchallenges: Both clear.
Total: 22/25
*An entry with 0 points here is subject to disqualification.
Design -
(1/3) Appeal: Tammy likes both modes. Spike doesn't see enough payoff to put up with the hoops. Johnny is frustrated that there's no way to cast both sides at the same time.
(1/3) Elegance: To date, every card with Miracle and every card with Madness (except Blast from the Past) includes reminder text. They're complicated abilities and the reminder text is helpful. On your card, including the reminder text would push it into borderline microtext at 10 entire lines. The abilities work pretty well, but you'd expect some sort of synergy between them or at least to be able to do both at once.
Development -
(3/3) Viability: Works just fine color-wise and rules-wise. Rare seems alright.
(2.5/3) Balance: I think that madness ability is a touch undercosted. Not by much, granted, but RR might have been better.
Creativity -
(3/3) Uniqueness: This brings to mind the Shadowmoor-era hybrid cards, but certainly does its own thing.
(3/3) Flavor: Depending on whether it's Avacyn Restored or Shadows over Innistrad, the host of Avacyn riding out can mean very different things.
Polish -
(2/3) Quality: Based on those hybrids from Shadowmoor, the templating should probably look like "do X if Y cost was paid."
(2/2) *Main Challenge: All good.
(2/2) Subchallenges: Both subchallenges met
Total: 19.5/25
*An entry with 0 points here is subject to disqualification.
Design -
(3/3) Appeal: Timmy isn't a huge fan of jumping through hoops or paying life, but loooves beatsticks with tribal effects. Jenny has plenty to work with, and Spike is definitely interested too.
(2/3) Elegance: 10 lines of text is not an easy read, but the abilities all have good synergy and are easy to grok.
Development -
(3/3) Viability: Black rare is perfect for this.
(3/3) Balance: Definitely a bomb rare in limited, but not an oppressive one. I don't know if there's really any existing deck that needs this, but I could see it making a splash in Standard.
Creativity -
(2/3) Uniqueness: Obvious callback to Haakon, Stromgald Scourge and none of the pieces are novel, but the whole is unique.
(2.5/3) Flavor: I could see this guy fighting beside Haakon, easily. He might be a bit overshadowed by his subordinate, though.
Polish -
(2.5/3) Quality: Based on Acorn Harvest, the cycling cost should be "Cycling—1B, Pay 3 life.
(2/2) *Main Challenge: All cleared.
(2/2) Subchallenges: Both clear.
Total: 22/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: Johnny and Spike see potential. Tammy doesn't care.
(3/3) Elegance: Clean and simple. Thank you for that.
Development -
(2.5/3) Viability: Rarity looks good. This doesn't need to be red, though. It's fine as a red card, it's just it could've been mono-blue too.
(3/3) Balance: Looks just fine to me.
Creativity -
(2/3) Uniqueness: Other than the lack of casting cost, there isn't really much here that hasn't been done a dozen times before in one form or another.
(2/3) Flavor: Jwar Isle isn't usually associated with red.
Polish -
(3/3) Quality: I see no problems.
(2/2) *Main Challenge: Passed.
(2/2) Subchallenges: Both clear.
Total: 21.5/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: Timmy likes X cost beaters. Jenny loves untapping. Spike thinks it dies to removal.
(3/3) Elegance: Clean and easy to understand.
Development -
(3/3) Viability: Green rare is a good spot for this. It's not very pushed, but that's fine.
(3/3) Balance: It's a strong pick in limited, but I doubt it would see much constructed play. It's just fine for what it wants to be.
Creativity -
(3/3) Uniqueness: There's nothing quite like that alternate cost out there. It's an interesting card.
(3/3) Flavor: Why is the Captain Planet theme playing in my head?
Polish -
(2.5/3) Quality: Should be "pay" instead of "paying."
(1/2) *Main Challenge: It pays to read the clarifications. There was a list of approved mechanics that you were supposed to use and you didn't. However, you did technically satisfy the challenge as it was originally stated, so I'm giving you one point because I'm a big ol' softy who's desperately terrified of being mean to strangers on the internet. But I'm also leaving a note by your score to kick the ultimate decision of whether to DQ you upstairs to Eventide Sojourner.
(1/2) Subchallenges: Has a mana cost, but there's an effect for paying the alternate cost.
Total: 21.5/25 Possible DQ
*An entry with 0 points here is subject to disqualification.
Design -
(1/3) Appeal: Tammy is interested. Johnny and Spike don't see a good enough payoff.
(1.5/3) Elegance: With reminder text for Miracle, this is sitting pretty at 10 lines of text, and remember every Miracle card to date has reminder text. It's also not entirely clear how long the flying and indestructible lasts for. Is it permanent? That sounds difficult to track without a counter of some sort, especially if you cast multiple copies with the different effects.
Development -
(3/3) Viability: Color fits. I'm not sure it "feels" rare, but it doesn't really fit anywhere else.
(2/3) Balance: This seems pretty underpowered. Captain's Call that you can split over two turns and is sometimes better isn't too exciting to find in the rare slot.
Creativity -
(3/3) Uniqueness: Reserve is an interesting mechanic and I want to see what all you could do with it. Full marks even just for that.
(2.5/3) Flavor: The name seems a little clunky for a Magic card, but I've seen worse get printed. Honestly my biggest complaint is that Knight tokens almost always are 2/2s.
Polish -
(3/3) Quality: Never mind apparently this works.
(2/2) *Main Challenge: All good.
(2/2) Subchallenges: Both good.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
bravelion83 22/25
kwanyeegor 19.5/25
Subject 16 22/25
-----------------
Algernone25 21.5/25
Hemlock 21.5/25 Possible DQ
Mr. Rithaniel 20/25
Judgments are done and if you don't like your score, you're probably SOL cuz I've got absolutely no free time between now and the deadline.
First Group
Design
(1/3) Appeal: Clones tend to have appeal across the board, though with the extra legwork needed, it's a little less useful to Timmy. Also, since it does nothing unless morphed, it also loses a great deal of appeal.
(2.5/3) Elegance: The wording needs some improvement, but the concept comes across without much deciphering needed.
Development
(1/3) Viability: So, what happens if this is cast via a cascade trigger or some other method? Nothing. It is a 0/0 creature with no abilities. If you happen to get it onto the field face down, and have the 1URG open to flip it... If the first ability was "When ~ ETBs or is turned face up," it would be more playable. As is, it's much more fragile. This also does not need to be Mythic; Rare would be fine.
(2/3) Balance: In Limited, this is a struggle, due to the three color activation cost. In Constructed, it's fragile due to needing to protect a 2/2 until you have the mana to morph it.
Creativity
(2.5/3) Uniqueness: I enjoyed the prior version, which reminded of an Evil Twin variant. It would have been very representative of doppelganger mythology. Other than the aforementioned card, the combination of cloning and fighting has not been used.
(2/3) Flavor: Had you stuck with the prior version, the name would have been more fitting. With the changes, less so. If I wasn't aware of the earlier variant, I would be confused by the name.
Polish
(2/3) Quality: "When Apex Impostor is turned face up, you may have it become a copy of any other creature on the battlefield. If you do, you may have Apex Impostor fight target creature you don't control." Lines up with Clone effects, since you aren't targeting for the copy. Cleaner wording.
(2/2) *Main Challenge: Alternate casting cost present? Yes.
(1/2) Subchallenges: Different/additional effect with alternate casting cost? No. Putting the card face down as a megamorph for 3 is the alternate cost, not turning the card face up. No mana cost? Yes.
Total: 16/25
*An entry with 0 points here is subject to disqualification.
Design
(2/3) Appeal: Self Madness enabler and hand destroyer for opponents? Timmy thinks you're mean.
(3/3) Elegance: Nothing to misunderstand here, provided you see the potential.
Development
(3/3) Viability: Specter in Black, with a splash of Red? Works for me. Being able to possibly chain Madness cards, including additional copies of this, via the cast or damage triggers? Love it. Hardest part will be getting the first one on the board, but you likely have this in a deck designed to make that happen. Rare is just the right fit.
(2.5/3) Balance: A 2/3 flyer for CD isn't outside the realm of possibility, but, given the restriction of finding a way to pitch it first balances the effective cost. Can be powerful in Limited, especially if built around, though only being a 2/3 would restrict it slightly in Constructed.
Creativity
(2.5/3) Uniqueness: Making all players discard on damage is new for a Specter. Being a Madness enabler? That's a new approach to a classic creature type.
(3/3) Flavor: As a psychotic specter, I want to name him "Saren" (there's a reference more than a decade old). The name fits since he makes everyone discard and helps you with your madness.
Polish
(2.5/3) Quality: "When you cast this spell, if its madness cost was paid, you may..." Based on Brain Gorgers errata update. "Whenever Psychotic Specter deals..." Check any Specter.
(2/2) *Main Challenge: Alternate casting cost present? Yes.
(2/2) Subchallenges: Different/additional effect with alternate casting cost? Yes. No mana cost? Yes.
Total: 22.5/25
*An entry with 0 points here is subject to disqualification.
Design
(1/3) Appeal: Johnny and Spike would love this card at first glance. Then they would read it again and realize what it actually said. Timmy has a headache.
(2.5/3) Elegance: I understand what the card was trying to do. It just can't get there on its own.
Development
(1/3) Viability: Dash away all, but the second ability does not work. Each time that 'Tezil' changes zones from your hand to the battlefield and back again, it is a new object. The dash cost can never be paid twice because it is seen as a new object each time. You would need another card in a visible zone that was tracking the names of spells you cast (ala Pyromancer Ascension) in a single turn to register multiple castings. The hand is not a visible zone.
(2/3) Balance: Solid in Limited, but not a bomb. Takes work in Constructed, but can be a good utility. Being able to reliably pay URG for a pair of 1/1s with haste each turn is decent, without being excessive. Having 4 power across two creatures for that cost is also reasonable. If the second ability worked, it would be very strong for six mana, but not broken, as it would only double tokens. It could be knocked down to Rare.
Creativity
(2/3) Uniqueness: It reminded me of Stormfront Riders at first, but, well, Red, and with less of a drawback.
(2/3) Flavor: I really hate that WotC didn't have Viashino on Tarkir. That would have made so much more sense with Dash. He's rather beefy for a Shaman. I don't see the need for this to be Legendary.
Polish
(2/3) Quality: No templating errors in the first section. As noted before, the card can't track how many times it has been cast in a single turn, especially when it moves back to the hand.
(2/2) *Main Challenge: Alternate casting cost present? Yes.
(1/2) Subchallenges: Different/additional effect with alternate casting cost? No, as mentioned above (can't track second dash cost being paid). No mana cost? Yes.
Total: 14.5/25
*An entry with 0 points here is subject to disqualification.
Design
(3/3) Appeal: Timmy loves Elves. Johnny and Spike love potentially free spells.
(2.5/3) Elegance: It's a little wordy (well, a lot, actually - MSE has ten small font lines, including the reminder text), but the what and how questions are answered clearly.
Development
(2.5/3) Viability: It's Green, well inside the rules, and Mythic. I'd bring it down to Rare, as it doesn't have the 'grandeur' that one would expect for that rarity, nor the power level.
(2.5/3) Balance: With the wording chosen, you need at least three creatures on the board before you can cast this (no cheating with Civic Wayfinder). Now, once you can cast one, you could unload your hand in the off chance you have a grip sitting there. This can potentially clear the road for free, but the Prowl is a better payoff as the damage is one-sided in that instance.
Creativity
(2.5/3) Uniqueness: ETB fight triggers exist. The only other creature with a Prowl trigger was Earwig Squad, and I still have promo copies I couldn't pay people to take off my hands. This is better.
(2.5/3) Flavor: Lorwyn Elves hunting people. Ah, memories. The inclusion of the prowl mechanic not only ties back to Lorwyn block, but it works with the card name and effect as well. My question is what makes this a Druid, as there's no mana production or land interaction.
Polish
(2.25/3) Quality: There is a comma missing from the reminder text after 'Druid'. "When Elvish Predation Pack enters the battlefield, it fights up to one target creature you don’t control." There needs to be a 'may' or 'up to one' clause in case there are no legal targets when it enters (like Kraul Harpooner. Cards where these phrases aren't present have other options (like Ayula, Queen Among Bears).
(2/2) *Main Challenge: Alternate casting cost present? Yes. Twice. You don't get bonus points.
(2/2) Subchallenges: Different/additional effect with alternate casting cost? Yes. No mana cost? Yes.
Total: 21.75/25
*An entry with 0 points here is subject to disqualification.
Design
(1/3) Appeal: Um... I don't know who wants this.
(1/3) Elegance: I had to reread this a handful of times to figure out it doesn't do anything on its own. And the two disparate effects should be on different lines.
Development
(1/3) Viability: What does this do if it isn't cast via Miracle or Madness? Nothing. This feels more like it was meant to be designed as a Split card with Fuse or a card with Entwine. Power level wise, this would need to be Mythic.
(1/3) Balance: When looking at the Madness effect compared to Avacyn's Judgment, this is horrifically undercosted. Compared to other 3 damage sweepers, this is too inexpensive. Looking at the Miracle effect, one White mana does so much work. Being able to enable either side would, outside of Turn 2, be somewhat broken.
Creativity
(2/3) Uniqueness: A card with Avacyn in the name that deals damage on a Madness trigger. We've seen it. Putting counters on creatures and then adding another evergreen keyword? Seen that too. Two completely different effects depending on how it was cast? That may be new.
(1/3) Flavor: Sky Ride of Avacyn... and nothing gains flying? It deals damage, or buffs and grants double strike? Wha? Since when does Avacyn have any association with double strike?
Polish
(1.5/3) Quality: "If Sky Ride of Avacyn's madness cost was paid, it deals 3 damage to each non-Human, non-Angel creature." See Avacyn's Judgment and Victim of Night. New line. "If Sky Ride of Avacyn's mircale cost was paid, put a +1/+1 counter on each creature you control. Those Human and Angel creatures you control gain double strike until end of turn." See the -1 for Ajani Goldman or the -8 for Domri, City Smasher.
(2/2) *Main Challenge: Alternate casting cost present? Yes. Twice. You don't get bonus points.
(1/2) Subchallenges: Different/additional effect with alternate casting cost? No. The card has no effect when cast, unlike the example shown for the subchallenge. No mana cost? Yes.
Total: 11.5/25
*An entry with 0 points here is subject to disqualification.
Design
(2/3) Appeal: Timmy is a little gunshy here, but Johnny and Spike know what time it is.
(2.5/3) Elegance: Lots of words on the card. I understand how they all work together, but it took more than one read through.
Development
(3/3) Viability: All in the wheelhouse for Black. Works at Rare without pushing into Mythic territory.
(2.5/3) Balance: I would probably tweak the Dash cost to 1BB for balance. This would work well in Dredge builds without warping them too much (well, before Hogaak, anyway). As there is no evasion built in, the 4/4 is strong without being oppressive.
Creativity
(2/3) Uniqueness: Enabling Dash from the graveyard, especially with the restriction, is creative. Adding the enabler to pitch into the yard works well. It's very close to the original Haakon, though.
(3/3) Flavor: The 'Haakon' vibe is strong with this card. The 2 life payment as part of the cycling is also a solid tie in to the original card.
Polish
(2.5/3) Quality: "You may cast Haakon's Vanguard from your graveyard, but not from anywhere else." You missed a word when you copied the restriction from Haakon. The Dash cost should be above the ETB trigger, akin to Earwig Squad.
(2/2) *Main Challenge: Alternate casting cost present? Yes.
(2/2) Subchallenges: Different/additional effect with alternate casting cost? Yes. No mana cost? Yes.
Total: /25
*An entry with 0 points here is subject to disqualification.
Artorias: 16/25
IcariiFA: 22.5/25
StonerOfKruphix: 14.5/25
bravelion83: 21.75/25
kwanyeegor: 11.5/25
Subject16: 21.5/25
Design
(1.5/3) Appeal: Txmmy is indifferent as this isn't all that great shakes to reanimate. Jxnny is pleased at what this does with Aether Vial yet miffed at not getting the ETB ability thereby. Spike likes the efficiency and the recursion and doesn't find the surge hard to achieve, particularly with rituals...
(3/3) Elegance: Fairly elegant and easy to comprehend stuff with simple abilities.
Development
(3/3) Viability: This is definitely an card in the blue-red overlap (those were even both the colors of surge) and rare is where something that's both strong and has an unusual way of casting belongs.
(3/3) Balance: Undercosted creature with a great ETB ability that requires a (not difficult but still limiting to deckbuilding) condition to cast it. Seems fair to me.
Creativity
(1.5/3) Uniqueness: No mana cost + surge is new but otherwise this is just a big fat stronger Izzet Chronarch.
(1/3) Flavor: Yes, Jwar Isle is an important Zendikari location so I get the surge connection, but not really why this is a Drake or why it has no normal mana cost. Honestly feels more like, say, a Djinn or Elemental that's temperamental and will only show in emergencies.
Polish
(3/3) Quality: Yup.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 20/25
Design
(1/3) Appeal: Mostly a Txmmy thing for the unkillable Flying Monkeys. Jxnny doesn't want to be told how to get the max effect out of a spell and Spike doesn't want to spend three mana of different colors on a miracle.
(2/3) Elegance: Two alt-cost mechanics, one of which has reminder text that, while technically fine, reads a little oddly. Also, the tokens gaining an ability indefinitely should probably have been paired with some kind of memory aid; rare indeed are times when similar effects are not (+1/+1 counters on the tokens?).
Development
(3/3) Viability: Fine.
(3/3) Balance: Ultimately this is either a 2WW spell to generate three 1/1s or one of the most expensive miracle costs ever printed for those tokens upgraded; a flexible spell but usually not too powerful for its cost.
Creativity
(2/3) Uniqueness: While token generation is pretty prosaic, there are definitely some unique features like a new "installment plan" mechanic.
(2/3) Flavor: 1/1 Knights just feels way off. 1/1 white tokens have been Soldiers for as long as I can remember, and 2/2s have been Knights. Sure there was Errand of Duty but please don't use that as precedent. I'm also not getting the flying and indestructible granting from the overall flavor.
Polish
(3/3) Quality: Fine.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 20/25
Design
(3/3) Appeal: Txmmy definitely likes to have their powers combined, Jxnny has plenty of applications for this, Spike likes a flexible flash creature that can very much turn a combat around.
(2.5/3) Elegance: The timing of untapping the creatures might feel a little odd.
Development
(3/3) Viability: Very much green and very much rare.
(3/3) Balance: Probably merely a Limited bomb at worst; if this does any dumb combos it requires work to set up.
Creativity
(2/3) Uniqueness: The X/X for XG is venerable, yet the alt cost and the effect to the creatures involved in that cost are unique.
(2/3) Flavor: No flavor text but a somewhat wordy card and the name somewhat conveys the flavor, although "Heart Elemental" seems possibly a lot gorier.
Polish
(2.5/3) Quality: "Rather than pay" and not "rather than paying for".
(2/2) *Main Challenge: Done.
(1/2) Subchallenges: Does have a mana cost.
Total: 21/25
Design
(2/3) Appeal: Txmmy and Jxnny both have things they want to do with a clone that fights. Spike likes the bombiness but just finds it to take too much mana - 4GUR should get you more than this in their opinion.
(2.5/3) Elegance: A lot of things going on here but the concept is basically fine and comprehensible.
Development
(2.5/3) Viability: Colors appear to be fine but this feels considerably more rare than it does mythic.
(2.5/3) Balance: Bomby but expensive. If you can actually unmorph this card, it’ll change the game, but good luck doing that. Points off for something that should be a Limited bomb but isn’t really viable as that due to cost.
Creativity
(1/3) Uniqueness: Basically a Vesuvan Shapeshifter variant.
(2/3) Flavor: Apex as in apex predator, sure. Impostor as in clone effect, sure. All works, but I’m not especially taken with the flavor.
Polish
(3/3) Quality: Fine.
(2/2) *Main Challenge: Done.
(1/2) Subchallenges: No additional effect for the alternate cost because the megamorph cost isn’t the cost you cast for.
Total: 18.5/25
Design
(1.5/3) Appeal: Mostly a Jxnny and somewhat Spike card; Txmmy is underwhelmed by a value engine that you have to jump through hoops to cast.
(2.5/3) Elegance: Quite a few things going on but an elegant package.
Development
(3/3) Viability: Black and red elements are here and this is 100% a rare card.
(2.5/3) Balance: Fine but a little underwhelming - I think this would have been good as a 3/3 given the necessary hoop to jump through, then you’d have something Constructed viable.
Creativity
(1.5/3) Uniqueness: Feels spiritually quite similar to Neheb, the Worthy as well as obviously to a lot of Specters.
(2.5/3) Flavor: The notion of psychosis fits every part of the effect. Would have liked short flavor text.
Polish
(2.5/3) Quality: If you want it to be a possessive, it’s just I-T-S. Also, saboteur triggers get “whenever” and not “when.”
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 20/25
Design
(3/3) Appeal: Who doesn’t like token swarming, frankly?
(2/3) Elegance: Lots going on here.
Development
(1/3) Viability: On a Temur-colored card dash just feels wrong, and there’s some severe functional wording problems here relating to the fact that multiple times dashing means multiple objects. (Also, frankly this seems more like a rare than a myffic.)
(2.5/3) Balance: Something that is at least a very difficult to answer repeatable token generator is at least annoying, if not cause for concern. Not built around, it’s solidly efficient. Built around, it’s quite scary.
Creativity
(1.5/3) Uniqueness: Like some kind of wacky Stormfront Riders/Rhys the Redeemer mashup.
(2.5/3) Flavor: Good flavor text, but I’m not sure “the Galvanizer” makes quite perfect sense as this person’s title.
Polish
(2/3) Quality: Aforementioned wording error.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Done.
Total: 18.5/25
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