Occultation Adepts2U
Creature - Human Wizard Monk(U)
<Art note: The shape of three robed humanoid figures can barely be made out in the mist, one holding a curved dagger, one a short, studded club, and one swinging a chain.>
Hexproof IThis creature can't be the target of spells or abilities your opponents control.)
Mistbringer 1 (When you cast this spell, put a mist counter on your graveyard with "If a creature attacks you, you may remove a mist counter from your graveyard. If you do, that creature doesn't attack instead.") "All tales of their kind are lost to history or shrouded in rumor... except this last one."
2/2
When Necromancer's Counsel dies, draw a card.
Discard a creature card: You may cast Necromancer's Counsel from your graveyard this turn. "Thire, the nextht time you revive me I thuggest uthing a body with an intact tongue."
2/2
Roiling Foliage1UG
Creature - Elemental {U}
Landfall -- Whenever a land enters the battlefield under your control, put a 0/1 green Plant creature token onto the battlefield.
Sacrifice 3 Plants: Return target permanent to it's owner's hand.
"Curiously, the plants of Zendikar find ways of adapting to the roil." -- Ilyanna, Bala Ged Trailblazer
2/2
Glory DreamersW
Creature - Human (U)
Vigilance
Renown 3 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) "Tek children are given a wooden sword as their first toy. Imagine what they can do by the time they get their first real one"
0/3
Art: Three small kids with wooden swords hiding behind a tall bush, conspiring to ambush a lone, passing goblin.
Sandramina's Escort1B
Creature - Vampire (U)
Whenever Sandramina's Escort attacks, each player reveals the top card of his or her library. You may put the revealed cards into their owners' graveyards. He is her constant companion, though he's rarely seen.
2/1
Hero of FortuneRW
[Art: A lightly armoured warrior charges recklessly, narrowly avoiding a series of traps]
Creature - Human Warrior (U)
At the beginning of your upkeep, put a +1/+1 counter on Hero of Fortune. Then flip a coin for each +1/+1 counter on Hero of Fortune or until you lose a flip. If you lose one of the flips, sacrifice Hero of Fortune. "I can't escape Fate, but I can at least lead her on a merry chase."
2/2
Zealous Lasher
Creature - Human Soldier (C) R, T: Target creature attacks this turn if able. W, T: Target creature can't attack this turn. "Masters of the lash are breathtaking to watch, their deft steps and strokes painting a red picture with the blood of the unrighteous. I hope to join their ranks someday." 1/1
Private Mod Note
():
Rollback Post to RevisionRollBack
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.
Brash Duelist2W
Creature - Human Rogue [U]
Swordsmanship (Whenever a creature without swordsmanship blocks this creature, this creature gains first strike until end of turn.) WW: Untap target creature an opponent controls. That creature blocks Brash Duelist this turn if able. He’ll fight for honor. He’ll fight for pride. He’ll fight for coin. Mostly, he fights for fun.
2/2
Cursed CrusaderW
Creature - Human Knight (U)
When Cursed Crusader dies, put a 2/2 black Zombie creatuer token onto the battlefield under an opponent's control. He set out to conquer darkness, but when he returned it ruled him.
2/2
(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)
Eager Electromancer1RR
Creature - Human Wizard (U)
Haste
Whenever Eager Electromancer attacks, it deals 1 damage to each creature defending player controls. "Lightning's far superior to fire - I don't even need to aim!"
1/2
Private Mod Note
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Rollback Post to RevisionRollBack
If you're having creature problems I feel bad for you son
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Politician1W
Creature - Human (U)
Plunder (At the beginning of your upkeep, you may shuffle a nontoken creature you control into its owner's library. If you do, draw two cards.)
Whenever you plunder, you gain 1 life.
0/1
Riverside Rootwalla1G
Creature - Lizard (U)
As long as you control an untapped Island, Riverside Rootwalla gets +1/+1. 2U: Riverside Rootwalla gets flying until end of turn.
"These curious lizards spread skin flaps along their abdomen to glide long distance, giving the impression of flight."
-Journal entry of Charwin Darles
2/2
Private Mod Note
():
Rollback Post to RevisionRollBack
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Barrier Technician2W
Creature - Human Artificer (U)
Defender Metalcraft - As long as you control three or more artifacts, creatures cannot attack you or planeswalkers you control unless their controller pays 2 for each attacking creature. "Good fences make good neighbors. We make sure our city has the best fences."
-Durallo, Barrier Technician.
0/3
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.)
Each player has initial judgments completed. I will be reviewing and editing until the deadline. If you have a question/comment/concern about your judgment please say something in the MCC Discussion thread.
Fallen RemnantB
Creature — Spirit (C)
Fallen Remnant enters the battlefield with a +1/+1 counter on it for each other creature you control named Fallen Remnant and each card named Fallen Remnant in your graveyard. Legends tell of the hero Artas, who slew the Fallen King and cut his soul into a thousand pieces so he may never rise again.
1/1 Art description: A shadowy ghost in royal robes floats unseen above the heads of the young king and his advisors. The shadows in the background on either side of the ghost resemble him, as if there were identical ghosts just out of the viewer's focus. They wield identical ornate swords pointed at the young king's head
Design -
(2/3) Appeal: Everyone gets something out of this card. Timmy likes the experience of each Spirit growing stronger, but it isn't such a fantastic experience he's over the moon about it. Johnny sees potential in getting the card's synergy going, but doesn't have any way to be clever about it. Spike loves how efficient the card is and is happy to try to draft the Remnant deck.
(3/3) Elegance: Quite a grokkable card. Each element is well thought out and comes together cohesively to form a resonant design.
Development -
(3/3) Viability: This is certainly a black card, the effect fits well in black. It's important for it to be a common because it requires a critical mass of itself to be exciting.
(1.5/3) Balance: In its current implementation, this card feels undercosted. Its power level is above where a common should be in draft - you want a card like this to flow around the table until it gets to the player willing to make the investment to make it good. That being said, it does form the foundation of a limited deck using only one card slot, which is pretty cool.
Creativity -
(1/3) Uniqueness: We haven't seen quite this card before, but it doesn't tread any new ground (not that it necessarily should). We've seen Relentless Rats and Unbreathing Hordes and Kindles before.
(3/3) Flavor: Vorthos is giggling with glee over this card. It tells of a classic kingslayer moment, and foreshadows a reckoning that may never come. The flavor text alone is solid, but your art description pushes it over the top.
Polish -
(3/3) Quality: No technical errors.
(2/2) *Main Challenge: We've been introduced to the Fallen King!
(2/2) Sub Challenges: Is a common and is tiny.
Gruul Brawler1RG
Creature - Human Warrior (U)
At the beginning of each end step, if Gruul Brawler fought another creature this turn, put a +1/+1 counter on Gruul Brawler. "In the Gruul, you grow up fast or you don't grow at all."
- Feralt, Brawler Champion
3/2
Design -
(1.5/3) Appeal: Spike is happy to play this card. Timmy and Johnny are each a little interested in making their Brawler fight but it doesn't make for a memorable experience and doesn't give Johnny room to express himself.
(3/3) Elegance: This card presents a cohesive message - survival of the fittest.
Development -
(3/3) Viability: With fight firmly in RG this design certainly belongs to Gruul. Uncommon feels like the correct rarity for the effect.
(2.5/3) Balance: A properly-costed generic beater with upside if you play into the Gruul trope. It fits well into a fight-deck, but is still fair. It alone doesn't make a fight deck feasible though, as it needs more support.
Creativity -
(1.5/3) Uniqueness: This card treads right on the heels of Foe-Razer Regent, but overall there isn't much precedence for this effect yet. It certainly feels like something we'll see more of in the future.
(2/3) Flavor: The flavor is solid, if a bit generic for Ravnica. Overall it works, but it doesn't wow Vorthos.
Polish -
(3/3) Quality: Giving you the benefit of the doubt on "Brawler Champion" being a proper title.
(2/2) *Main Challenge: We've met a brawler and we've learned a bit about Feralt.
(2/2) Sub Challenges: Uncommon and tiny.
Demon Acolyte 2U
Creature - Demon Wizard U UU, T: Counter target spell that targets another creature you control unless it's controller pays 2.
0/3
While the rest of her clan revaged war and chaos, Hue delved deeper and deeper into her race's truths
Design -
(1/3) Appeal: Timmy isn't at all interested in this card as it takes away gameplay experiences. Johnny might think for a little bit about whether he can use it to counter his own spells but isn't too interested. Spike likes that he can test his skill with this card and know when to activate it and when to not.
(1/3) Elegance: Each aspect of the design works, but they don't come together all that well. The flavor doesn't indicate the mechanics, nor do the mechanics indicate the flavor. At least, there are several mental steps required to the two.
Development -
(3/3) Viability: Appropriate for blue, appropriate rarity, and a doable effect make the mechanical design perfectly viable.
(2/3) Balance: Generally I think you played it too safe on power level here, as this card feels underpowered even for limited. Repeatable counter effects are important to be cautious with and I'm glad you were cautious, but the costs here lead to a poor first impression and mental playtests. I don't see this card being a big part of any archtype beyond limited control decks. Part of the problem here is that if the card is good, it could create an oppressive environment.
Creativity -
(1.5/3) Uniqueness: First time I've ever seen a Demon Wizard! The general mechanics of the card aren't new, but you've found a way to use an old mechanic in a new way.
(1.5/3) Flavor: The name is pretty uninspired; picking a name for the faction of demons for instance would have drawn more intrigue since we already see from the type line that it's a Demon. The idea of a demon seeking the truth behind its race is the most intriguing part of the card, and I encourage you to iterate on that idea.
Polish -
(1/3) Quality: A few grammar hiccups. In the activated ability, should use "its" with no apostrophe. Misspelled "ravaged" in the flavor text and lack a period at the end of the sentence. only a small deduction for non-standard formatting as the template is still clearly readable and is the second most common template on the forum.
(2/2) *Main Challenge: I'm a little bit charmed by Hue.
(2/2) Sub Challenges: Uncommon and tiny.
Fresh Corpse2B
Creature - Zombie (C) Morbid - Fresh Corpse costs 1 less to cast if a creature died this turn. "Result of necromancy depends mainly on your talent. But condition of material is also important." - Sina, necromancer
3/2
Design -
(2/3) Appeal: This card doesn't create any awesome experiences for Timmy. Johnny likes the challenge of getting this out turn two. Spike likes the chance to get his card on the cheap if he plays it smart.
(2.5/3) Elegance: The overall effort is very resonant. Two small inelegance points though: (a) Morbid on creatures so far only triggers on the battlefield, not as part of casting even though it totally can occur on casting, (b) incomplete colorless cost reduction here doesn't feel perfect. An example of an elegance tweak would be 1BB for a 3/3 with the same ability as it reduces the entire colorless cost. These are honestly more development notes than design notes, but they don't apply to those sections and I think the feedback is relevant.
Development -
(3/3) Viability: Morbid zombies are solidly black. This card seems fine as a common as long as Morbid is a mechanic in its environment. No rules quandaries here.
(2.5/3) Balance: This feels a bit like a bloodthirst card - you jump through a hoop to get above the curve. Both modes are well balanced, and encourage the card to fit into an aggressive black deck. Depending on how easy it is to trigger the morbid it could potentially warp a format, but that's certainly not an issue with this card. It'll contribute to several decks/archtypes, but probably won't create one itself.
Creativity -
(2/3) Uniqueness: The concept here is pretty great; a fresh corpse is easier to reanimate than a stale one. We've seen plenty of necromancy before, but only a handful of occasions where the timing of death matters.
(3/3) Flavor: The name and flavor text work together to enhance the card's story. Vorthos gets what the card is saying and is happy about it.
Polish -
(2.5/3) Quality: The only grammar/templating issue I have is that "But" isn't supposed to start a sentence, especially when that sentence is dependent on the initial independent phrase. Nitpicky, but we strive for the best here.
(2/2) *Main Challenge: Hello Sina.
(2/2) Sub Challenges: Common and tiny.
Apprentice Aeronaut -- 2U
Creature -- Human Artificer (C)
When Apprentice Aeronaut enters the battlefield, put a 1/1 colorless Thopter artifact creature token with flying onto the battlefield.
As long as you control a Thopter, Apprentice Aeronaut has flying. The instructors of Ghirapur had never seen someone so young demonstrate the Knack so effectively.
1/1
Art: A young boy leaping into the air, with a homemade Thopter below him.
Design -
(1.5/3) Appeal: Apprentice Aeronaut doesn't offend any of the psychographs, but none of them are totally impressed by it either. Johnny likes that he can flash in a thopter for a trick, but the trick is really minor. Spike is okay with Wind Drake in limited, but this is a little weaker on average since it's split across two bodies. Timmy doesn't see this creating any awesome experiences, but it might contribute to one.
(3/3) Elegance: The card's theme is consistent. Good job here pairing flavor with mechanics (in this case also literally :P).
Development -
(3/3) Viability: This is the kind of card we expect in blue, and as a common it plays it pretty safe.
(2.5/3) Balance: No power level concerns one way or the other. Playable in limited, probably won't make the cut in constructed. Casual certainly enjoys it, especially the players who build Thopter decks. It fits in several decks, but doesn't form the foundation for any.
Creativity -
(1/3) Uniqueness: Thopter tokens aren't new, in general or to blue. Wind Drake variants aren't new either. It's certainly printable, but unless it gets incredible art it isn't something that will particularly stick out to players.
(3/3) Flavor: Flavor is meant to give context to mechanics, and the context here is great. It's a charming concept, and the flavor text alludes to the larger world the card is a part of very effectively.
Polish -
(3/3) Quality: No technical problems - capitalizing "the Knack" shows its importance to the plane.
(2/2) *Main Challenge: I want to see this young nameless prodigy grow up.
(2/2) Sub Challenges: Common and tiny.
When Necromancer's Counsel dies, draw a card.
Discard a creature card: You may cast Necromancer's Counsel from your graveyard this turn. "Thire, the nextht time you revive me I thuggest uthing a body with an intact tongue."
2/2
Design -
(2/3) Appeal: The gears of Johnny's mind start turning when he sees this card. Spike likes the value he can get out of it. Timmy doesn't really see any memorable experiences coming from this one.
(1.5/3) Elegance: It takes a bit of thinking to really *get* what the card is doing, despite its flavor and mechanics syncing together well. It isn't confusing, but abilities that can only be activated from the graveyard always read oddly until you reach the end and process it. There's also some potential to confuse players into thinking they can cast it as though it had flash, since it "says I can cast it this turn" even if it's an opponent's turn.
Development -
(2/3) Viability: This might be doable at uncommon, but it should really be a rare. As far as color identity is concerned, you're in fine shape.
(2/3) Balance: Repetitive game state cards are always something to be careful of. That's not to say they shouldn't exist however, as this one seems like a fine and fair attrition card. It's one of the most fair reanimator enablers I've seen in a while; it's nutty for dredge (but what isn't?). It's a card that might make the cut in pretty much every format we judge on, and it's hard to say it would be oppressive though it has potential to be frustrating to play against.
Creativity -
(2/3) Uniqueness: We've seen plenty of creatures cast from the graveyard, but very few have such a tortured existence as the Necromancer's Counsel.
(3/3) Flavor: It's rare to see a blue-black card with humorous flavor text, but you found a great way to do so! If you're ever looking for a party game, you should check out [u]Give Me The Brain[/u], it's got tons of flavor text like this in it.
Polish -
(3/3) Quality: So many misspellings in the flavor text just kidding, the misspellings are clearly for effect and are still understandable.
(2/2) *Main Challenge: What form will our Counsel take on next?
(2/2) Sub Challenges: Tiny, and technically uncommon.
Glory DreamersW
Creature - Human (U)
Vigilance
Renown 3 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) "Tek children are given a wooden sword as their first toy. Imagine what they can do by the time they get their first real one"
0/3
Art: Three small kids with wooden swords hiding behind a tall bush, conspiring to ambush a lone, passing goblin.
Design -
(2.5/3) Appeal: Johnny and Spike are both interested in cracking the "Glory Dreamer" code. Timmy sees the experience of getting early renowned as interesting but isn't super excited about it.
(3/3) Elegance: Vigilance is interesting to pair with Renown, and overall the card is quite grokkable. The flavor text isn't super compelling to me, but I think a lot of players would enjoy it. It's certainly a good context for a card to have renown.
Development -
(1/3) Viability: As is this card (with help from any support card) can become a 3/6 vigilance on turn 2, which doesn't belong at uncommon... or frankly in magic. Renown and vigilance are both fine in white.
(1/3) Balance: This card would warp a lot of formats to at least the extent that Delver of Secrets did and probably moreso. It's simply too big too fast - while the concept is fantastic, it needs tuning to be reasonable in the greater context of magic. If it was harder to trigger this wouldn't be as big of an issue, but the hoop is a bit too easy to jump through.
Creativity -
(1.5/3) Uniqueness: We've seen Citadel Castellan and Topan Freeblade, but neither presents the riddle you've included on Glory Dreamer, which is a fun one to crack (as long as the reward is appropriate).
(3/3) Flavor: Name is solid, flavor text is solid. Together they contribute clear context to the mechanics of the card.
Polish -
(2.5/3) Quality: Flavor text is missing punctuation. Everything else looks good.
(2/2) *Main Challenge: We've been introduced to not one but three characters!
(2/2) Sub Challenges: It's uncommon, and it's tiny (though it can become big).
Riverside Rootwalla1G
Creature - Lizard (U)
As long as you control an untapped Island, Riverside Rootwalla gets +1/+1. 2U: Riverside Rootwalla gets flying until end of turn.
"These curious lizards spread skin flaps along their abdomen to glide long distance, giving the impression of flight."
-Journal entry of Charwin Darles
2/2
Design -
(1.5/3) Appeal: Spike likes the upside of this card. Timmy enjoys the experience of flying his rootwalla but isn't overjoyed by it. Johnny doesn't see any new ways to express himself with this card.
(2/3) Elegance: Much like Flinthoof Boar, the design here drives at the concept of "water lizard" from both mechanical and flavorful aspects consistently. It flips expectations a bit which isn't ideal, as Rootwallas always have a pump-once ability. Expanding it to flying - a once-and-done ability - breaks part of that expectation but not in a devastating way.
Development -
(3/3) Viability: As mentioned before, Flinthoof Boar is strong precedence for this being an uncommon. Its abilities are acceptable in the color pie. It doesn't break any rules of magic and extrapolates on a half-finished megacycle.
(2.5/3) Balance: Depending on the meta/environment, this is playable in constructed and is certainly playable in limited. It's strong enough to make a player explore a GU deck, but isn't by itself the foundation of that archtype.
Creativity -
(1/3) Uniqueness: Rootwalla and Flinthoof Boar have a lovechild and it's this card. Finishing patterns is a core part of design, and you've taken on part of that in a fun way. This isn't terribly innovative or unique, but it makes smart choices and provides meaningful gameplay to players.
(2/3) Flavor: The flavor here is solid, but I do question how a river lizard that glides becomes airborn. Maybe a reflavor to reference waterfalls would work - so there's an inherent height they can begin their glide from. I'm amused by the name of the journalist, especially in the context of a simic colored card.
Polish -
(1.5/3) Quality: "Riverside Rootwalla gains flying". Flavor text isn't italicized. Interesting that the Boar words the first clause without the comma pause.
(2/2) *Main Challenge: A lizard can become a character I suppose. Why not?
(2/2) Sub Challenges: Uncommon and tiny.
Status: judging complete. Not final until deadline.
Check out "The Lion's Lair", the article series where I specifically talk about custom card design with the intent to help you get better at it. The article index is always updated with the latest content.
Note - When I say "#N in MOQX", it means: this is the mistake number N in my "Mark of Quality, part X" article.
Challenges: what counts is always the letter of the law.
Quality: half a point deducted for any error in templating, wording, spelling, or grammar, no matter how little they may be; a whole point for particularly serious errors.
No complaints unless I got something objectively wrong.
Deckhand RascalR
Creature - Human Pirate (Uncommon)
Haste Unity - If you control two or more creatures that share a type with ~, it gets +1/+1 and has menace. "Someday I'll be captain of this ship! I will be the great terror of the skies!"
1/1
Art Direction: A young bandanna-ed pirate hanging from the riggings of an Airship, looking towards the horizon.
Design (1.5/3) Appeal - Even with unity turned on, this is too small for Timmy to care. Johnny may try some combo about creature types, but he's much more likely to use bigger creatures with unity as finishers. Or he can try a different approach: if he puts two more copies of the Rascal itself onto the battlefield somehow, he achieves unity. Spike likes this: a one-drop that can still be somewhat relevant later, when it's likely to get menace. (3/3) Elegance - Very clean, short, and elegant. A card that in my opinion should be presented as an example of what elegance looks like.
Development (2.5/3) Viability - Haste and menace are red, and I guess unity would be in all colors in the hypothetic set this comes from, so no problems with the color pie. I could even see this at common, maybe the haste pushes it towards uncommon. I'd like to playtest this to understand if it could be a common. (2.5/3) Balance - This is certainly limited playable in a block that looks like it would have at least a tribal subtheme. As a 1/1 haste for one mana it wouldn't be playable even there, but the potential of being a 2/2 haste menace for one mana is what can make it playable in limited in my opinion. There's no way this could see any constructed play, but it really looks like it's made to be a limited card. I see no problems in casual or multiplayer, and no unfun experiences this can create.
Creativity (3/3) Uniqueness - There have been several mechanics caring about creature types, but none like unity, that feels original and quite inspired. (3/3) Flavor - In these competitive contests, and this is the most competitive one, we want text cards to be as close as possible to how they would be if they were printed for real. That's why you shouldn't use ~ as a character here, but type the actual card name (half a point deducted).
Polish (2.5/3) Quality - In these competitive contests, and this is the most competitive one, we want text cards to be as close as possible to how they would be if they were printed for real. That's why you shouldn't use ~ as a character here, but type the actual card name (half a point deducted). (2/2) Main Challenge - This fits perfectly the main challenge. (2/2) Subchallenges - Both met.
Roiling Foliage1UG
Creature - Elemental {U}
Landfall -- Whenever a land enters the battlefield under your control, put a 0/1 green Plant creature token onto the battlefield.
Sacrifice 3 Plants: Return target permanent to it's owner's hand.
"Curiously, the plants of Zendikar find ways of adapting to the roil." -- Ilyanna, Bala Ged Trailblazer
2/2
Design (2/3) Appeal - Timmy likes swarming the battlefield with tokens, he just would like them to be able to profitably attack. And it's there that Johnny intervenes to say: "just put those tokens together with an Anthem effect! It's so easy!", but he also might use the activated ability in some sort of combo. And it's there that Spike intervenes and says: "why would you want to return your own permanents to your hand to combo off? Return your opponents' ones! Or just just the tokens for blocking!" (Yes, sometimes I like to have a little fun with writing...) (3/3) Elegance - I see no problems here.
Development (2/3) Viability - The landfall ability is green and the activated one is blue. No problem color-pie-wise. The fact that this requires three Plants (that is, three land drops) to bounce something is what could let this be printable at uncommon, depending on playtest results, otherwise I would have definitely said this looks best suited for rare. (1/3) Balance - It worries me that this is able to return lands to hand. That's something we don't see that much if at all these days, and there's a reason for that, that it's definitely unfun from the other side of the table. In fact, things like Disperse always say "nonland permanent" nowadays. This is playable in limited without a doubt if you're in its colors, as it spits out chump blockers almost every turn. At the contrary, if it sees a little Standard play, and that's not sure, I think it will be because of the bouncing ability, and mainly right because it can target lands, so I'm not sure that's a good thing. In casual, the "unfun land bouncing" problem is even bigger. I see no particular problems with this in multiplayer.
Creativity (1.5/3) Uniqueness - Landfall abilities like that are nothing new (Avenger of Zendikar comes to mind). The bouncing ability is somewhat original indeed. (3/3) Flavor - Name and flavor text are both quite good. The only remark I have to make here is that if Ilyanna was meant to be your new character, she should have been the focus of the card, but I'll mention that again in the Main Challenge section. Here, I judge them regardless of that and as I said they're quite good in and of themselves, so I'm willing to give you a full score here.
Polish (0/3) Quality - Landfall is an ability dragon so it should be in italics (#34 in MOQ2, half a point deducted), as should be the flavor text (#12 in MOQ1, half a point deducted). Speaking about the flavor text, attribution should be on its own line (#12 in MOQ1, half a point deducted). The order of the mana symbols in the mana cost is wrong: it should be 1GU (#44 in MOQ2, half a point deducted). In the activated ability, there are two mistakes: one in the cost (3 should by typed as a word and not a number, #10 in MOQ1, half a point deducted), and one in the effect ("ITS owner's hand" WITHOUT the apostrophe! It is possessive and not a verb! This is a mistake that irritates me way more than it should and I'm seeing it way too often in custom cards! #16 in MOQ1, half a point deducted.). (1.5/2) Main Challenge - The new character should have been represented by the card itself, so I consider it to be the Foilage itself and not Ilyanna. The mention of a new character in flavor text catches more attention than the character the card actually represents. (2/2) Subchallenges - Both met.
Speaker of Tithes2BB
Creature - Human Cleric (U)
When Speaker of Tithes enters the battlefield, for each creature an opponent controls, its controller sacrifices it unless he or she pays 2 life. Isa sought to scour the temples of greed. But in her attempts she discovered a far more terrible truth.
1/3
Art by Christian Quinot
Design (2/3) Appeal - I can't see Timmy being that interested in this card. Johnny may try to recur it. Spike likes this, though he doesn't like to give his opponent choices. At least here both choices are bad enough for the opponent. (3/3) Elegance - Very good here. Simple, clean, and it makes a whole lot of sense as a whole.
Development (3/3) Viability - We're more used to see punisher style mechanics in red, but here between the sacrifice option and the life loss rather than damage it fits perfectly in black. Rarity feels right, this definitely isn't common and would be a little underwhelming as a rare. (2/3) Balance - Very playable in limited, where you get in stall situations relatively often. In those cases, this card will definitely help you break the stall. Not sure about constructed, it would probably depend very much on what the format looks like: if there are a lot of decks trying to go wide rather than tall, this could see some play there, at least as a sideboard option. At the contrary, if the format is dominated by control decks that put few creatures on the board, this card won't get played. In casual, seeing something like this too often is definitely unfun for the opponent, you have to hit the sweet spot where it's good but not so good that you see it all that time. As a 1/3 for four mana, which utterly fails the Vanilla Test, this card probably manages to achieve that. The same goes for multiplayer, where this card will affect the board even more as it hits all creatures all of your opponents control. Well, at least you can't say this has no visual feedback! (Hey Reuben, look! I've learnt my lessons! )
Creativity (1.5/3) Uniqueness - Nothing on this card is particularly original, but the punisher style choice at least gives this some refreshing feel. (3/3) Flavor - Very good work in both name and flavor text. The latter is particularly good, it leaves you wondering what she really discovered. That's very good, it makes you feel involved.
Polish (3/3) Quality - All good here. (2/2) Main Challenge - This fits perfectly the main challenge. (2/2) Subchallenges - Both met.
Demonic Vessel BBB
Enchantment Creature - Human (R)
Bestow 3BBB
Enchanted creature is a black Demon Spirit creature with base power and toughness 5/5
At the beginning of your end step, if Demonic Vessel is on the battlefield or in your graveyard, return it to your hand.
0/1 "Deep into the darkness peering, long i stood there wondering, fearing. Dreaming dreams no mortal ever dared to dream before. - Edgar A. Poe
Art should be a really old man looking into a mirror and seeing twisted Demonic image of himself
Design (1/3) Appeal - Timmy may be interested in turning one creature each turn into a 5/5, but most of his creatures will already be big enough. Johnny may try to do something like recurring this, but it may cost him a little too much mana to manage. Spike wonders why would he ever cast this normally and would always use bestow, but for six mana he wants something that can win the game by itself, and this doesn't look like it, as you need to already have a creature to enchant, and not just any creature but a good creature, otherwise what use is a vanilla 5/5 for six mana? (0/3) Elegance - This is the opposite of elegance. Very wordy and potentially confusing. Also, this is a bestow creature that gives enchanted creature completely different stats from its own (and creature types too by the way, but at least there's a flavor justification for that), and they haven't done it in Theros block, rightly because they saw it being confusing (I remember MaRo saying something like that, my vague memories prevent me from finding the exact quote).
Development (1/3) Viability - Almost everything is in black's color pie. The only thing that isn't is being able to return it from the battlefield to your hand, that's green, white, or blue. I think this is so complex that it should be a mythic. (0.5/3) Balance - We should really treat this as a 3BBB 5/5 creature that keeps the abilities of a creature you control and returns to your hand at end of turn, because you'll just never cast this normally. You're already paying six mana, three of which colored, and you need a creature to target, and you need a drawback? Returning it from the battlefield to your hand is a drawback, it's only an advantage if you're returning it from the graveyard to your hand. And even then, how often this ends up in the graveyard? To make this die, the creature it enchants needs to die (hard to do in combat as it's a 5/5, will happen mostly if your opponent uses a removal spell on it) and then the 0/1 needs to die too. The gameplay with this looks like it would be a big mess. This may be playable in limited, but I don't see it in constructed unless in some very weird combo deck, but even then it's a stretch. In casual, it wouldn't generate unfun experiences in gameplay, but it will be unfun in that it takes quite some time to understand it. The comprehension complexity here is at a very high level.
Creativity (3/3) Uniqueness - Well, being a bestow creature that gives different stats from its own, it's quite unique. (3/3) Flavor - The flavor is there, this is for certain, and the art description plays perfectly in that. There are certainly buch better ways to execute on such flavor. They weren't allowed this round, but double-faced cards come to mind. Anyway, we're judging the flavor here, and that is there, I can't deny that.
Polish (0.5/3) Quality - In "Enchanted creature is a (…) creature with base power and toughness 5/5", there is no need to repeat the word "creature" (just say "(…) is a black Demon Spirit with base power and toughness 5/5, see for example Turn to Frog, half a point deducted). Also, that same sentence lacks a period at the end (half a point deducted). In the flavor text, quotation marks are not closed (half a point deducted) and the attribution should be in a separate line (12 in MOQ1, half a point deducted). I also doubt Poe wrote the pronoun "I" not capitalized in "long i stood there", but I don't know his works well enough to be sure about it. In the meantime, it still is a mistake in English, so half a point deducted. Finally, I always recommend formatting cards as specified in the CCC forum rules, and in this case that means bolding the name. As this is just a matter of formatting, I'm not going to deduct points for this. (1/2) Main Challenge - Ehm... who is the new character here? I didn't get it until the art description that it's probably meant to be that old man it talks about. If it's him, that's not clear from the card text nor the flavor text. If it's not him, then who is it? (1/2) Subchallenges - Subchallenge 1 NOT met (this is a rare). Subchallenge 2 met only because of the letter of the law, if the spirit of the law counted this wouldn't have met that either.
Hallowed KnightWW
Creature - Spirit Knight (Uncommon)
First strike
When Hallowed Knight enters the battlefield, you may put a creature card with converted mana cost 1 or less from your hand or graveyard onto the battlefield. His squires honors him long after they died. 2/2
Design (1.5/3) Appeal - Timmy doesn't care. Johnny likes the triggered ability, he can easily use it in some kind of recurring engine. Spike will like this depending on the one-drops available in the format, if there is something worth reanimating Spike will like this. (3/3) Elegance - I see no big problems here.
Development (2.5/3) Viability - First strike is white, as is reanimating small creatures. Putting creatures directly from the hand onto the battlefield is usually something green does. When white does that, it usually puts the creature on the battlefield tapped and attacking, but this card is just a small bending, it's not breaking the color pie in any way. Rarity feels right. (3/3) Balance - This is very good in limited, where the classic WW bear with double upside (usually two keywords though) has always been playable. Depending on the availability of good one-drops in the format, this may see some constructed play too. The bigger the format, the more good one-drops there are, so this may even see some Modern play. Using this to put on the battlefield or reanimate a Noble Hierarch, for example, sounds very good. I see no problems with this card in casual or multiplayer, nor any particular unfun experience this can create.
Creativity (1.5/3) Uniqueness - Nothing in this card is particularly new. The "hand or graveyard" is the most innovative part: they've already been seen separately, but I can't remember them ever being together. (3/3) Flavor - The name and flavor text are both very good and they reflect very nicely the mechanics, making this card feel like an organic whole package.
Polish (2.5/3) Quality - In the flavor text, the verb "honors" should not have the final "s" because it's in the third person indeed but plural! (half a point deducted) (2/2) Main Challenge - This fits perfectly the main challenge. (2/2) Subchallenges - Both met.
Genius Loci
Land Creature - Shapeshifter U T, Sacrifice Genius Loci: Search your library for a basic land card and put it onto the battlefield. Then shuffle your library. In every soul's existence, there comes a moment where they realize they must choose what they will be.
0/3
Design (1.5/3) Appeal - Timmy doesn't care. Dryad Arbor (warning: I'll be mentioning this card a lot in this judgment) is a card that Johnny likes very much, so he will definitely like this. Spike just sees this as an Evolving Wilds that exchange summoning sickness for the ability to block. (1/3) Elegance - Dryad Arbor proved that land creatures are already very confusing to a lot of players, add on top of that that you can't use the land fetching ability on the turn you play this because of summoning sickness, which won't be understood by many players until someone points it out to them, and you've got a very confusing card. The similarity to two existing cards (Terramorphic Expanse and the aforementioned Evolving Wilds) helps a little with comprehension complexity, but not that much in the end.
Development (2.5/3) Viability - This has no color indicator, so it's colorless. Fetching basic lands is alright on colorless lands, as I already mentioned, and all colors can have a 0/3 Shapeshifter, so there are no problems in this area. Rarity is acceptable in the end, provided this card is actually printable, which I don't think it is for the confusion/complexity issues I talked about above. (1.5/3) Balance - I don't think being a creature makes that much of a difference over Evolving Wilds in playability. This would be used mostly as a delayed Wilds in limited. In constructed it might see some play because of its ability to block immediately while also fetching you a land if it survives until the second turn. No additional problems in multiplayer, but in casual the confusion/complexity issues are even magnified. I think almost all casual groups would play this wrong, allowing its land fetching ability to be used immediately. The unfun experience this creates is not in gameplay, but in understanding how this actually works.
Creativity (2.5/3) Uniqueness - Dryad Arbor is the only land creature ever printed, and there is a reason for this. Anyway, this means the card still feels quite original. (2/3) Flavor - The flavor text is fine. I don't like the name though. I get that Loci is the plural of Locus, but I'm not really seeing how this particular Shapeshifter is a Genius, nor the flavor text helps me understand that. Ok, after the explanation in the discussion thread, the name makes sense. Still, you can't give it for granted that everyone that plays Magic also knows D&D as well as to know what a Genius Loci is, and the people who don't won't understand the name. I still have to keep at least that and the fact that you had to explain it for me to get it into account.
Polish (2.5/3) Quality - In the flavor text, the use of "they" is wrong according to the style rules of Magic. "Soul" is singular, so a singular pronoun should be used later in its place. Consider "it" or "he or she", depending whether you want to personalize it or not (half a point deducted). (1.5/2) Main Challenge - This feels more like a place than a character, even though it's technically both, but the challenge asked for something that was clearly a new character and not half a new character. (2/2) Subchallenges - Both met.
Barrier Technician2W
Creature - Human Artificer (U)
Defender Metalcraft - As long as you control three or more artifacts, creatures cannot attack you or planeswalkers you control unless their controller pays 2 for each attacking creature. "Good fences make good neighbors. We make sure our city has the best fences."
-Durallo, Barrier Technician.
0/3
Design (1.5/3) Appeal - Timmy doesn't care. Johnny at least has the challenge of keeping metalcraft turned on, it's not much but at least it's something. Spike likes this, but he probably sees this card as a bit overcosted. (3/3) Elegance - I see no big problems here.
Development (3/3) Viability - Everything in this card is something white can do. Rarity feels right: the metalcraft ability is definitely too strong for common and too conditional for rare. (2/3) Balance - This is not playable in any deck playing white. It requires a specific kind of deck: a control one with a lot of artifacts. In a block set on Mirrodin/New Phyrexia I definitely expect such a deck to be viable in limited. In constructed it may found a place in something like Esper Control, but again, it needs specific decks to see play there. In multiplayer, this gets even stronger, as it prevents (or taxes) multiple opponents from attacking you or a planeswalker of yours. In casual I can't see this card getting loved, as cards like this tend to be not that fun from the other side of the table.
Creativity (1.5/3) Uniqueness - This is quite reminiscent of Norn's Annex, in that the metalcraft ability is very similar to what the Annex does and they are even set on the same plane (Mirrodin/New Phyrexia). At least I can't remember a Mirran creature doing that. (3/3) Flavor - The name is fine, and the flavor text is very good. It explain the card's mechanics very well and introduces to our new character in a good way.
Polish (1/3) Quality - In the flavor text, the attribution should not have a period at the end (half a point deducted). The metalcraft ability contains three mistakes in one sentence: "cannot" should be spelled "can't", as it always is in Magic (#22 in MOQ1, half a point deducted), the ability should say "or a planeswalker you control" (see Norn's Annex for example, half a point deducted), and "for each attacking creature" should be "for each creature he or she controls that's attacking you" (see Windborn Muse, Propaganda, and Ghostly Prison among others, half a point deducted). (2/2) Main Challenge - This fits perfectly the main challenge. (2/2) Subchallenges - Both met.
Unfortunately, Flatline chose to drop from the contest. As I had already done the judgment for his card prior of his decision, I will still post it here but without scores.
Energetic Student
Creature — Human Druid (U)
Haste
: Add or to your mana pool. Sulvar was eager to show what he had learned.
2/1
Design Appeal - Timmy isn't that interested in this, he only sees in this a mean to cast his monsters earlier, but this is not what excites him, the big monsters he will cast will. Johnny may try some tap/untap combo to get infinite mana or something like that. Spike loves this: on the turn he casts this, it's either a 2/1 haste for two mana (not exceptional but not bad either) or a 2/1 Elvish Mystic, in that it can immediately give you back one of the two mana you just spent making this effectively cost one mana. Elegance - Very good here. Another card to present as an example of elegance. Nice, short, clean, and name, mechanics, and flavor text work really nicely together to give you a whole package that's more than the sum of its parts. Wonderful.
Development Viability - Red and green can both produce mana, even if red usually does so with one-shot spells. Still, it's something red can do, especially in multicolor blocks (I'm thinking for example of Wild Cantor in original Ravnica or Burning-Tree Emissary in RTR block). Haste is the real red part of the card. Rarity feels right: this is definitely not common and it would be underwhelming as a rare at two mana. Balance - I already touched a little on this when talking about how Spike sees the card, so I won't repeat that here. This card is very versatile, it can act in two different ways changing from one to the other every turn and it's a mana investment that repays itself very quickly. Must play in limited if you're in its colors, it may even be the reason to splash red in your green deck or vice versa. This costing two mana hurts its constructed playability, mana dorks haven't been historically that playable at two mana (only Sylvan Caryatid comes to my mind), but I feel this still has some chances there mainly because of haste. No problems in the casual, multiplayer, and fun departments.
Creativity Uniqueness - Haste has never been on a mana dork before. This card is a perfect example here too: how to give a card a very original look adding just one word. Still, I can't give full points here because there is nothing actually new on the card. Flavor - As I mentioned before in Elegance, the name and flavor text are very good and they blend together with the mechanics very nicely to tell a whole story on a single card. Excellent.
Polish Quality - All good here. Main Challenge - This fits perfectly the main challenge. Subchallenges - Both met.
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.)
CryoZenith's bracket: judging complete. I'm sorry there will be no time to discuss them and they'll be final immediately. Also, I'm sorry if I didn't go as deep as I usually go in some points, but otherwise I wouldn't have been able to judge eight cards in two hours to be able to move on with the contest.
Going to post round 2 in a few minutes.
Note - When I say "#N in MOQX", it means: this is the mistake number N in my "Mark of Quality, part X" article.
Challenges: what counts is always the letter of the law.
Quality: half a point deducted for any error in templating, wording, spelling, or grammar, no matter how little they may be; a whole point for particularly serious errors.
No complaints unless I got something objectively wrong.
Herald of VitalityGG
Creature — Elemental [U]
When Herald of Vitality enters the battlefield, creatures you control enter the battlefield with an additional +1/+1 counter on them this turn.
Suspend 1—3G(Rather than cast this card from your hand, you may pay 3G and exile it with a time counter on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste.)
2/2
Design (2.5/3) Appeal - Timmy always likes making his creatures enter the battlefield bigger, but he probably would like the Herald to be a little bigger by itself though. Johnny likes suspend as a mechanic and may try to recur this. He also has the challenge to time this so that its effect is maximed, and can achieve that via suspend. Spike also likes this: it's either a bear that makes other creatures you cast this turn permanently bigger, or a3/3 that pumps your whole team next turn. (2/3) Elegance - A bit wordy, and suspend is in and of itself a complex mechanic, but the result is still readable enough.
Development (2.5/3) Viability - Nowadays, the triggered ability probably fits a bit better in white, but it's still something that green can very well do. Suspend is in every color. Rarity feels right, even if I could also see this at rare. (2.5/3) Balance - Certainly playable in limited, maybe constructed too in particular Standard decks. I can't see it in bigger constructed formats. In casual or multiplayer, if you suspend this you'll be very probably be a target at least for a turn cycle, but other than that it's fine.
Creativity (2.5/3) Uniqueness - I can't remember a suspend card with a triggered ability that creates a limited continous effect. Not giving full points because all single parts are nothing new, but the mix still feels fresh enough. (2/3) Flavor - The name is very good and fits very nicely with the ability. Too bad there is clearly no room for flavor text.
Polish (3/3) Quality - All good here. (1.5/2) Main Challenge - The character is not explicitly new, but the card still fits the main challenge. (2/2) Subchallenges - Both met.
Limbus DriftersWB [Smoke-like figures are scattered across the moon-lit field. Massive, indistinct shadow is displayed across the moon]
Creature - Spirit (U) Presence - When Limbus Drifters is put into your hand, you may play with it revealed until it leaves your hand. As long as you do, Spirit spell you cast cost 1 less to cast.
2/2 The sun has grown weary of guarding the day.
Design (1/3) Appeal - Timmy doesn't care. Johnny likes presence on this card, but mostly because of the cost reduction effect specific to this card rather than in general. Spike too likes the cost reduction effect, but he really hates giving away information about cards in his hands. (1.5/3) Elegance - The text of presence is understandable, but I think that ability might have a few unclear rules implications.
Development (2/3) Viability - I don't see any particular restriction for presence to be in some specific colors. If it's tied to Spirits it makes sense in white and black, as white is one of the main colors of Spirits and black reflects their connection with death. Presence looks complex enough in gameplay (mostly logistically) that this would definitely not be common if printed for real. The cost reduction is very strong in a tribal deck, and thus it may even push this to rare. (2/3) Balance - This is quite strong in a Spirit tribal deck and as useful as a bear with a restrictive cost elsewhere. There is a high variance in power level depending on the number of Spirits you have in your deck. That impacts the playability in all formats: in limited you have to open/draft enough Spirits to justify playing this, even if it may be playable also as a simple bear. In constructed, this is playable as long as a Spirit deck is in the format. In casual there are all kinds of tribal decks, so it may see play there. No particular problems in multiplayer.
Creativity (3/3) Uniqueness - Presence is new and quite splashy. (2/3) Flavor - Name and flavor text are fine, even though not exceptional. Presence is flavorful for a Spirit.
Polish (3/3) Quality - All good here. The wording of presence looks reasonable. (1.5/2) Main Challenge - The character is not explicitly new, but the card still fits the main challenge. (2/2) Subchallenges - Both met.
Shipwreck Looter1U
Creature - Human Pirate (C)
Whenever Shipwreck Looter deals combat damage to a player, plunder 1 (to plunder 1, exile the top card of target player’s library. You may put a plundered card into its owner’s graveyard at any time to add 1 to your mana pool)
Put two cards you plundered into their owners’ graveyards: Draw a card, then discard a card.
1/2
Design (2/3) Appeal - Timmy doesn't care. Johnny can use the looting ability to dig into his deck to find combo pieces and may also try to do something with plunder. Spike likes being able to use plundered cards for mana and also removing useless cards from his hand. (3/3) Elegance - I see no problems here.
Development (1.5/3) Viability - While I can see plunder in blue, so no problem color-pie-wise, I can't see this card at common. I could without the looting ability, but I think that pushes this card to uncommon. (2/3) Balance - I think the plunder triggered ability is balanced. Plunder will give you extra mana or cards, but this needs to connect to do that, and this is still a creature without evasion after all, so it's not that easy on its own, and I like that. Playable in limited, not sure about constructed. I don't see any big problem in casual or multiplayer.
Creativity (3/3) Uniqueness - Plunder is new. (2/3) Flavor - Very good work here: the name "Looter" makes sense with both plunder (as the words "loot" and "plunder" are very close if not synonyms) and the looting ability. Too bad there's no room for flavor text.
Polish (2/3) Quality - Two periods are missing: one at the end of the reminder text and one after "plunder 1" in the triggered ability's rules text (because it's a keyword action, half a point deducted twice). (2/2) Main Challenge - This fits perfectly the main challenge. (2/2) Subchallenges - Both met.
Politician1W
Creature - Human (U)
Plunder (At the beginning of your upkeep, you may shuffle a nontoken creature you control into its owner's library. If you do, draw two cards.)
Whenever you plunder, you gain 1 life.
0/1
Design (0.5/3) Appeal - I see no one actually being interested in this card: too smal for Timmy, and anyway he hates to shuffle away his own creatures; the "nontoken" clause removes a lot of what Johnny might have been thinking about; and while Spike appreciates the card advantage, he's unlikely to like a two mana 0/1 that practically does nothing else. (1.5/3) Elegance - The mechanics are easy to understand, but I don't really see the concept fitting.
Development (1/3) Viability - Card advantage is supposed to be white's main weakness, and this actively goes against that. That's both the reason why this ability in this color doesn't really fit the color pie, and why at least it can't be common, so rarity is acceptable, even if a two mana 0/1 looks quite underwhelming at uncommon even with that ability. Lifegain is certainly white though. (1/3) Balance - I think this is too weak and I probably wouldn't play it even in limited. Yes, it's card advantage, but you can't ignore the cost of shuffling a creature (that you must have already on the battlefield by the way) and the stats of the creature that ability is on. No problems in casual or multiplayer, provided it gets played there.
Creativity (3/3) Uniqueness - Plunder is new. (0.5/3) Flavor - The name is way too generic for a Magic card. No flavor text even if it would have fit with no problems.
Polish (3/3) Quality - All good here. (1.5/2) Main Challenge - The character is not explicitly new, but the card still fits the main challenge. (2/2) Subchallenges - Both met.
Hero of FortuneRW
[Art: A lightly armoured warrior charges recklessly, narrowly avoiding a series of traps]
Creature - Human Warrior (U)
At the beginning of your upkeep, put a +1/+1 counter on Hero of Fortune. Then flip a coin for each +1/+1 counter on Hero of Fortune or until you lose a flip. If you lose one of the flips, sacrifice Hero of Fortune. "I can't escape Fate, but I can at least lead her on a merry chase."
2/2
Design (1/3) Appeal - Timmy loves this and Spike hates this for the same reason: the coin flips. Johnny doesn't care that much. (2/3) Elegance - The coin flip ability isn't the easiest thing to understand, but it's still clear enough.
Development (1.5/3) Viability - I can't see the white in this. This card should just be monored. All colors have the ability to interact with +1/+1 counters, and anyway here the additional counter is so tied to the coin flips that the overall feeling is still red. Rarity is fine, I wouldn't want to see this card all the time in limited, from either side of the table. (1/3) Balance - Even in limited, this would only get played by pure Timmies. That's not necessarily a bad thing though. I just can't see this in constructed. I think in casual it would be a very polarizing card: players will either love it or hate it. Having to sacrifice this because of a single coin flip gone wrong is fun for those Timmies I talked about before, but definitely unfun for everyone else.
Creativity (3/3) Uniqueness - I can't remember a card using coin flips this way before. (3/3) Flavor - Very flavorful. The name is good, even though it made me expect this card to have heroic. The flavor text is also quite good. The concept fits very nicely with all the coin flips going on.
Polish (3/3) Quality - All good here. (1.5/2) Main Challenge - The character is not explicitly new, but the card still fits the main challenge. (2/2) Subchallenges - Both met.
Treetop ForagerG
Creature - Elf (U)
Treetop Forager can't be blocked except by creatures with flying or reach.
Whenever Treetop Forager deals combat damage to a player add G to your mana pool during your postcombat main phase.
(1/1)
Art Direction: An Elf looking out over the tops of the trees reminiscent of the scene from The Hobbit when Bilbo looks over the top of Mirkwood forest.
Design (1.5/3) Appeal - Timmy doesn't care. Johnny may think of ways to exploit the additional mana this gives him. Spike likes the evasion on this, but he sees it as a conditional mana dork. (2.5/3) Elegance - The reference to the "postcombat main phase" somewhat hurts a little here, but still well within limits.
Development (3/3) Viability - All within the color pie. Rarity is fine, at least because of the mention of the "postcombat main phase" in NWO. (2.5/3) Balance - Mana dorks are typically playable in limited, and sometimes constructed too, and this trades evasion for a heavy restriction on when it can give you mana. This trade looks balanced at first, but I think it actually makes this card weaker than a simple Elvish Mystic, as in the late game this will probably stop to give you mana while the Mystic continues. For this reasons, while I think this is still playable in limited, I really can't see it in constructed getting used by decks that want mana dorks. No problems in casual or multiplayer.
Creativity (2/3) Uniqueness - "Fake flying" is nothing new. The triggered ability is seldom seen and gives this card a bit of originality. (1.5/3) Flavor - Name is fine. No flavor text even though one line would have fit.
Polish (2/3) Quality - A comma is missing after the trigger (half a point deducted). "During your postcombat main phase" should be "At the beginning of your postcombat main phase" (half a point deducted). I don't like P/T in parenthesis but no point deduction for this because it's just a matter of formatting. (2/2) Main Challenge - This fits perfectly the main challenge. (2/2) Subchallenges - Both met.
Ambitious SycophantB
Creature - Human Cleric (C)
Ambitious Sycophant enters the battlefield with two -1/-1 counters on it. 2: Remove a -1/-1 counter from Ambitious Sycophant. The cult of Jexir has many supplicants, only a select few who can endure the suffering, are ever chosen by him.
3/3
Design (1.5/3) Appeal - Timmy doesn't care. Johnny may look for some way to remove the counters earlier than he's supposed to. Spike likes at least the versatility of this: he sees it as his choice of a one mana 1/1, a three mana 2/2, or a five mana 3/3. Spike knows flexibility is key, and likes this, at least for limited. (3/3) Elegance - All good here.
Development (3/3) Viability - All within the color pie and no problems with rarity. (2/3) Balance - The power level of this card looks fine to me. It's a 1/1 for one mana and to make it grow you have to spend more mana, which makes it balanced. In a way, that reminds me of level up. You can "level this up" at instant speed, but in the early game, when you want to play this, you'll lack the mana to do. A hidden cost of this card is the tempo one. Playable in limited, but I can't see it in constructed. I see no particular problems in casual and multiplayer.
Creativity (1.5/3) Uniqueness - Creatures entering the battlefield with -1/-1 counters are nothing new, but being able to remove those with mana gives it a nice touch. (3/3) Flavor - Name and flavor text are both very good. The flavor text, in particular, blends with the mechanics quite nicely.
Polish (2.5/3) Quality - In the flavor text, either a "but" is missing ("has many supplicants, but only...") or a period is ("has many supplicants. Only..."). Also, the second comma has no reason being there. Two minor mistakes together make half a point deducted. (2/2) Main Challenge - This fits perfectly the main challenge. (2/2) Subchallenges - Both met.
Sandramina's Escort1B
Creature - Vampire (U)
Whenever Sandramina's Escort attacks, each player reveals the top card of his or her library. You may put the revealed cards into their owners' graveyards. He is her constant companion, though he's rarely seen.
2/1
Design (0.5/3) Appeal - Timmy doesn't care. Johnny may try to do something but there's not a lot for him to do. Spike also isn't that impressed. (2.5/3) Elegance - Understandable enough, though mechanics and flavor aren't so integrated.
Development (1.5/3) Viability - The effect makes sense in black both because it involves graveyards and because it looks like a variation on milling, that is still secondary in black. This could probably be common for complexity, and I don't think it would be too strong in multiples. (1.5/3) Balance - I see no problem with this in limited, actually I'm not sure it's that playable even there. A 2/1 for two mana that practically mills each opponent for one when it attacks… yes, you can leave a land or a bad card on top of your opponent's library if you want, but there should be better things to look for in the limited environment. Unplayable in any constructed format. Some casual players might find being fatesealed and/or milled a little unfun, even if only one card at a time. No particular problems in multiplayer.
Creativity (2.5/3) Uniqueness - The effect somewhat reminds me of parley, but it's still different because it puts the revealed cards into the graveyard instead of the hand. (2.5/3) Flavor - Name and flavor text are both good. The card concept feels a little weak because they are not that linked to the card's mechanics.
Polish (3/3) Quality - All good here. (2/2) Main Challenge - This fits perfectly the main challenge. (2/2) Subchallenges - Both met.
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.)
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Creature - Human Wizard Monk(U)
<Art note: The shape of three robed humanoid figures can barely be made out in the mist, one holding a curved dagger, one a short, studded club, and one swinging a chain.>
Hexproof IThis creature can't be the target of spells or abilities your opponents control.)
Mistbringer 1 (When you cast this spell, put a mist counter on your graveyard with "If a creature attacks you, you may remove a mist counter from your graveyard. If you do, that creature doesn't attack instead.")
"All tales of their kind are lost to history or shrouded in rumor... except this last one."
2/2
Creature - Zombie Advisor [U]
When Necromancer's Counsel dies, draw a card.
Discard a creature card: You may cast Necromancer's Counsel from your graveyard this turn.
"Thire, the nextht time you revive me I thuggest uthing a body with an intact tongue."
2/2
Creature - Elemental {U}
Landfall -- Whenever a land enters the battlefield under your control, put a 0/1 green Plant creature token onto the battlefield.
Sacrifice 3 Plants: Return target permanent to it's owner's hand.
"Curiously, the plants of Zendikar find ways of adapting to the roil." -- Ilyanna, Bala Ged Trailblazer
2/2
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Creature - Human (U)
B, exile a creature card from your graveyard:
Regenerate target creature.
Exhuming bodies is rather normal for an
anatomist. Calling them 'spare parts' is not.
1/1
Creature - Human (U)
Vigilance
Renown 3 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
"Tek children are given a wooden sword as their first toy. Imagine what they can do by the time they get their first real one"
0/3
Art: Three small kids with wooden swords hiding behind a tall bush, conspiring to ambush a lone, passing goblin.
Creature - Vampire (U)
Whenever Sandramina's Escort attacks, each player reveals the top card of his or her library. You may put the revealed cards into their owners' graveyards.
He is her constant companion, though he's rarely seen.
2/1
GWU Bant Manifest - The Future Is Here. Or it will be at the end of turn. GWU
[Art: A lightly armoured warrior charges recklessly, narrowly avoiding a series of traps]
Creature - Human Warrior (U)
At the beginning of your upkeep, put a +1/+1 counter on Hero of Fortune. Then flip a coin for each +1/+1 counter on Hero of Fortune or until you lose a flip. If you lose one of the flips, sacrifice Hero of Fortune.
"I can't escape Fate, but I can at least lead her on a merry chase."
2/2
Creature - Human Soldier (C)
R, T: Target creature attacks this turn if able.
W, T: Target creature can't attack this turn.
"Masters of the lash are breathtaking to watch, their deft steps and strokes painting a red picture with the blood of the unrighteous. I hope to join their ranks someday."
1/1
Emille, Seven-Sting Dancer Shalin Nariya
Creature - Human Rogue [U]
Swordsmanship (Whenever a creature without swordsmanship blocks this creature, this creature gains first strike until end of turn.)
WW: Untap target creature an opponent controls. That creature blocks Brash Duelist this turn if able.
He’ll fight for honor. He’ll fight for pride. He’ll fight for coin. Mostly, he fights for fun.
2/2
CCL Winner- July '08, Aug '08 Sept '08, Oct '08
Survivor- CCS: Lost in Takenuma, CCS: Stranded In Tolaria
Creature - Human Knight (U)
When Cursed Crusader dies, put a 2/2 black Zombie creatuer token onto the battlefield under an opponent's control.
He set out to conquer darkness, but when he returned it ruled him.
2/2
Creature — Human Druid (U)
Haste
: Add or to your mana pool.
Sulvar was eager to show what he had learned.
2/1
Creature - Human Wizard (U)
Haste
Whenever Eager Electromancer attacks, it deals 1 damage to each creature defending player controls.
"Lightning's far superior to fire - I don't even need to aim!"
1/2
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Creature - Human (U)
Plunder (At the beginning of your upkeep, you may shuffle a nontoken creature you control into its owner's library. If you do, draw two cards.)
Whenever you plunder, you gain 1 life.
0/1
Creature - Lizard (U)
As long as you control an untapped Island, Riverside Rootwalla gets +1/+1.
2U: Riverside Rootwalla gets flying until end of turn.
"These curious lizards spread skin flaps along their abdomen to glide long distance, giving the impression of flight."
-Journal entry of Charwin Darles
2/2
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Barrier Technician 2W
Creature - Human Artificer (U)
Defender
Metalcraft - As long as you control three or more artifacts, creatures cannot attack you or planeswalkers you control unless their controller pays 2 for each attacking creature.
"Good fences make good neighbors. We make sure our city has the best fences."
-Durallo, Barrier Technician.
0/3
bravelion83
CasualR
DemigodOfRevenge
Doombringer
Flatline
Jakobmunk1981
netn10
Rithaniel
TacticalCelebrant
CryoZenith
admirableadmiral
Am Shegar
Asrama
CrazyMatt
FreshMeat
hopefulhawkeye
PsyOp
riliss
Piar
ArchSinccubus
Awkward Squirtle
caliburdeath
doomfish
Hemlock
IlGreven
Moss_Elemental
Sagharri
Ryder052
CardLurd
glurman
Koopa
L0ng5h0t
Marco
Ninja Caterpie
SelesnyaNewLife
Vertain
Tilwin
CommanderZ
Folza
Jimmy Groove
Lef
RaikouRider
scrad_the_wanderer
SkyBoundFencer
Tesco(black)lotus
Top 4 from each bracket advance.
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.)
Design -
(2/3) Appeal: Everyone gets something out of this card. Timmy likes the experience of each Spirit growing stronger, but it isn't such a fantastic experience he's over the moon about it. Johnny sees potential in getting the card's synergy going, but doesn't have any way to be clever about it. Spike loves how efficient the card is and is happy to try to draft the Remnant deck.
(3/3) Elegance: Quite a grokkable card. Each element is well thought out and comes together cohesively to form a resonant design.
Development -
(3/3) Viability: This is certainly a black card, the effect fits well in black. It's important for it to be a common because it requires a critical mass of itself to be exciting.
(1.5/3) Balance: In its current implementation, this card feels undercosted. Its power level is above where a common should be in draft - you want a card like this to flow around the table until it gets to the player willing to make the investment to make it good. That being said, it does form the foundation of a limited deck using only one card slot, which is pretty cool.
Creativity -
(1/3) Uniqueness: We haven't seen quite this card before, but it doesn't tread any new ground (not that it necessarily should). We've seen Relentless Rats and Unbreathing Hordes and Kindles before.
(3/3) Flavor: Vorthos is giggling with glee over this card. It tells of a classic kingslayer moment, and foreshadows a reckoning that may never come. The flavor text alone is solid, but your art description pushes it over the top.
Polish -
(3/3) Quality: No technical errors.
(2/2) *Main Challenge: We've been introduced to the Fallen King!
(2/2) Sub Challenges: Is a common and is tiny.
Total: 20.5/25
Design -
(1.5/3) Appeal: Spike is happy to play this card. Timmy and Johnny are each a little interested in making their Brawler fight but it doesn't make for a memorable experience and doesn't give Johnny room to express himself.
(3/3) Elegance: This card presents a cohesive message - survival of the fittest.
Development -
(3/3) Viability: With fight firmly in RG this design certainly belongs to Gruul. Uncommon feels like the correct rarity for the effect.
(2.5/3) Balance: A properly-costed generic beater with upside if you play into the Gruul trope. It fits well into a fight-deck, but is still fair. It alone doesn't make a fight deck feasible though, as it needs more support.
Creativity -
(1.5/3) Uniqueness: This card treads right on the heels of Foe-Razer Regent, but overall there isn't much precedence for this effect yet. It certainly feels like something we'll see more of in the future.
(2/3) Flavor: The flavor is solid, if a bit generic for Ravnica. Overall it works, but it doesn't wow Vorthos.
Polish -
(3/3) Quality: Giving you the benefit of the doubt on "Brawler Champion" being a proper title.
(2/2) *Main Challenge: We've met a brawler and we've learned a bit about Feralt.
(2/2) Sub Challenges: Uncommon and tiny.
Total: 20.5/25
Design -
(1/3) Appeal: Timmy isn't at all interested in this card as it takes away gameplay experiences. Johnny might think for a little bit about whether he can use it to counter his own spells but isn't too interested. Spike likes that he can test his skill with this card and know when to activate it and when to not.
(1/3) Elegance: Each aspect of the design works, but they don't come together all that well. The flavor doesn't indicate the mechanics, nor do the mechanics indicate the flavor. At least, there are several mental steps required to the two.
Development -
(3/3) Viability: Appropriate for blue, appropriate rarity, and a doable effect make the mechanical design perfectly viable.
(2/3) Balance: Generally I think you played it too safe on power level here, as this card feels underpowered even for limited. Repeatable counter effects are important to be cautious with and I'm glad you were cautious, but the costs here lead to a poor first impression and mental playtests. I don't see this card being a big part of any archtype beyond limited control decks. Part of the problem here is that if the card is good, it could create an oppressive environment.
Creativity -
(1.5/3) Uniqueness: First time I've ever seen a Demon Wizard! The general mechanics of the card aren't new, but you've found a way to use an old mechanic in a new way.
(1.5/3) Flavor: The name is pretty uninspired; picking a name for the faction of demons for instance would have drawn more intrigue since we already see from the type line that it's a Demon. The idea of a demon seeking the truth behind its race is the most intriguing part of the card, and I encourage you to iterate on that idea.
Polish -
(1/3) Quality: A few grammar hiccups. In the activated ability, should use "its" with no apostrophe. Misspelled "ravaged" in the flavor text and lack a period at the end of the sentence. only a small deduction for non-standard formatting as the template is still clearly readable and is the second most common template on the forum.
(2/2) *Main Challenge: I'm a little bit charmed by Hue.
(2/2) Sub Challenges: Uncommon and tiny.
Total: 15/25
Design -
(2/3) Appeal: This card doesn't create any awesome experiences for Timmy. Johnny likes the challenge of getting this out turn two. Spike likes the chance to get his card on the cheap if he plays it smart.
(2.5/3) Elegance: The overall effort is very resonant. Two small inelegance points though: (a) Morbid on creatures so far only triggers on the battlefield, not as part of casting even though it totally can occur on casting, (b) incomplete colorless cost reduction here doesn't feel perfect. An example of an elegance tweak would be 1BB for a 3/3 with the same ability as it reduces the entire colorless cost. These are honestly more development notes than design notes, but they don't apply to those sections and I think the feedback is relevant.
Development -
(3/3) Viability: Morbid zombies are solidly black. This card seems fine as a common as long as Morbid is a mechanic in its environment. No rules quandaries here.
(2.5/3) Balance: This feels a bit like a bloodthirst card - you jump through a hoop to get above the curve. Both modes are well balanced, and encourage the card to fit into an aggressive black deck. Depending on how easy it is to trigger the morbid it could potentially warp a format, but that's certainly not an issue with this card. It'll contribute to several decks/archtypes, but probably won't create one itself.
Creativity -
(2/3) Uniqueness: The concept here is pretty great; a fresh corpse is easier to reanimate than a stale one. We've seen plenty of necromancy before, but only a handful of occasions where the timing of death matters.
(3/3) Flavor: The name and flavor text work together to enhance the card's story. Vorthos gets what the card is saying and is happy about it.
Polish -
(2.5/3) Quality: The only grammar/templating issue I have is that "But" isn't supposed to start a sentence, especially when that sentence is dependent on the initial independent phrase. Nitpicky, but we strive for the best here.
(2/2) *Main Challenge: Hello Sina.
(2/2) Sub Challenges: Common and tiny.
Total: 21.5/25
Design -
(1.5/3) Appeal: Apprentice Aeronaut doesn't offend any of the psychographs, but none of them are totally impressed by it either. Johnny likes that he can flash in a thopter for a trick, but the trick is really minor. Spike is okay with Wind Drake in limited, but this is a little weaker on average since it's split across two bodies. Timmy doesn't see this creating any awesome experiences, but it might contribute to one.
(3/3) Elegance: The card's theme is consistent. Good job here pairing flavor with mechanics (in this case also literally :P).
Development -
(3/3) Viability: This is the kind of card we expect in blue, and as a common it plays it pretty safe.
(2.5/3) Balance: No power level concerns one way or the other. Playable in limited, probably won't make the cut in constructed. Casual certainly enjoys it, especially the players who build Thopter decks. It fits in several decks, but doesn't form the foundation for any.
Creativity -
(1/3) Uniqueness: Thopter tokens aren't new, in general or to blue. Wind Drake variants aren't new either. It's certainly printable, but unless it gets incredible art it isn't something that will particularly stick out to players.
(3/3) Flavor: Flavor is meant to give context to mechanics, and the context here is great. It's a charming concept, and the flavor text alludes to the larger world the card is a part of very effectively.
Polish -
(3/3) Quality: No technical problems - capitalizing "the Knack" shows its importance to the plane.
(2/2) *Main Challenge: I want to see this young nameless prodigy grow up.
(2/2) Sub Challenges: Common and tiny.
Total: 21/25
Design -
(2/3) Appeal: The gears of Johnny's mind start turning when he sees this card. Spike likes the value he can get out of it. Timmy doesn't really see any memorable experiences coming from this one.
(1.5/3) Elegance: It takes a bit of thinking to really *get* what the card is doing, despite its flavor and mechanics syncing together well. It isn't confusing, but abilities that can only be activated from the graveyard always read oddly until you reach the end and process it. There's also some potential to confuse players into thinking they can cast it as though it had flash, since it "says I can cast it this turn" even if it's an opponent's turn.
Development -
(2/3) Viability: This might be doable at uncommon, but it should really be a rare. As far as color identity is concerned, you're in fine shape.
(2/3) Balance: Repetitive game state cards are always something to be careful of. That's not to say they shouldn't exist however, as this one seems like a fine and fair attrition card. It's one of the most fair reanimator enablers I've seen in a while; it's nutty for dredge (but what isn't?). It's a card that might make the cut in pretty much every format we judge on, and it's hard to say it would be oppressive though it has potential to be frustrating to play against.
Creativity -
(2/3) Uniqueness: We've seen plenty of creatures cast from the graveyard, but very few have such a tortured existence as the Necromancer's Counsel.
(3/3) Flavor: It's rare to see a blue-black card with humorous flavor text, but you found a great way to do so! If you're ever looking for a party game, you should check out [u]Give Me The Brain[/u], it's got tons of flavor text like this in it.
Polish -
(3/3) Quality:
So many misspellings in the flavor textjust kidding, the misspellings are clearly for effect and are still understandable.(2/2) *Main Challenge: What form will our Counsel take on next?
(2/2) Sub Challenges: Tiny, and technically uncommon.
Total: 19.5/25
Design -
(2.5/3) Appeal: Johnny and Spike are both interested in cracking the "Glory Dreamer" code. Timmy sees the experience of getting early renowned as interesting but isn't super excited about it.
(3/3) Elegance: Vigilance is interesting to pair with Renown, and overall the card is quite grokkable. The flavor text isn't super compelling to me, but I think a lot of players would enjoy it. It's certainly a good context for a card to have renown.
Development -
(1/3) Viability: As is this card (with help from any support card) can become a 3/6 vigilance on turn 2, which doesn't belong at uncommon... or frankly in magic. Renown and vigilance are both fine in white.
(1/3) Balance: This card would warp a lot of formats to at least the extent that Delver of Secrets did and probably moreso. It's simply too big too fast - while the concept is fantastic, it needs tuning to be reasonable in the greater context of magic. If it was harder to trigger this wouldn't be as big of an issue, but the hoop is a bit too easy to jump through.
Creativity -
(1.5/3) Uniqueness: We've seen Citadel Castellan and Topan Freeblade, but neither presents the riddle you've included on Glory Dreamer, which is a fun one to crack (as long as the reward is appropriate).
(3/3) Flavor: Name is solid, flavor text is solid. Together they contribute clear context to the mechanics of the card.
Polish -
(2.5/3) Quality: Flavor text is missing punctuation. Everything else looks good.
(2/2) *Main Challenge: We've been introduced to not one but three characters!
(2/2) Sub Challenges: It's uncommon, and it's tiny (though it can become big).
Total: 18.5/25
Design -
(1.5/3) Appeal: Spike likes the upside of this card. Timmy enjoys the experience of flying his rootwalla but isn't overjoyed by it. Johnny doesn't see any new ways to express himself with this card.
(2/3) Elegance: Much like Flinthoof Boar, the design here drives at the concept of "water lizard" from both mechanical and flavorful aspects consistently. It flips expectations a bit which isn't ideal, as Rootwallas always have a pump-once ability. Expanding it to flying - a once-and-done ability - breaks part of that expectation but not in a devastating way.
Development -
(3/3) Viability: As mentioned before, Flinthoof Boar is strong precedence for this being an uncommon. Its abilities are acceptable in the color pie. It doesn't break any rules of magic and extrapolates on a half-finished megacycle.
(2.5/3) Balance: Depending on the meta/environment, this is playable in constructed and is certainly playable in limited. It's strong enough to make a player explore a GU deck, but isn't by itself the foundation of that archtype.
Creativity -
(1/3) Uniqueness: Rootwalla and Flinthoof Boar have a lovechild and it's this card. Finishing patterns is a core part of design, and you've taken on part of that in a fun way. This isn't terribly innovative or unique, but it makes smart choices and provides meaningful gameplay to players.
(2/3) Flavor: The flavor here is solid, but I do question how a river lizard that glides becomes airborn. Maybe a reflavor to reference waterfalls would work - so there's an inherent height they can begin their glide from. I'm amused by the name of the journalist, especially in the context of a simic colored card.
Polish -
(1.5/3) Quality: "Riverside Rootwalla gains flying". Flavor text isn't italicized. Interesting that the Boar words the first clause without the comma pause.
(2/2) *Main Challenge: A lizard can become a character I suppose. Why not?
(2/2) Sub Challenges: Uncommon and tiny.
Total: 17.5/25
Awkward Squirtle: 20.5
Moss Elemental: 20.5
ArchSinccubus: 15
Sagharri: 21.5
IlGreven: 21
caliburdeath: 19.5
Hemlock: 18.5
doomfish: 17.5
Check out "The Lion's Lair", the article series where I specifically talk about custom card design with the intent to help you get better at it. The article index is always updated with the latest content.
Note - When I say "#N in MOQX", it means: this is the mistake number N in my "Mark of Quality, part X" article.
Challenges: what counts is always the letter of the law.
Quality: half a point deducted for any error in templating, wording, spelling, or grammar, no matter how little they may be; a whole point for particularly serious errors.
No complaints unless I got something objectively wrong.
CasualR
Design
(1.5/3) Appeal - Even with unity turned on, this is too small for Timmy to care. Johnny may try some combo about creature types, but he's much more likely to use bigger creatures with unity as finishers. Or he can try a different approach: if he puts two more copies of the Rascal itself onto the battlefield somehow, he achieves unity. Spike likes this: a one-drop that can still be somewhat relevant later, when it's likely to get menace.
(3/3) Elegance - Very clean, short, and elegant. A card that in my opinion should be presented as an example of what elegance looks like.
Development
(2.5/3) Viability - Haste and menace are red, and I guess unity would be in all colors in the hypothetic set this comes from, so no problems with the color pie. I could even see this at common, maybe the haste pushes it towards uncommon. I'd like to playtest this to understand if it could be a common.
(2.5/3) Balance - This is certainly limited playable in a block that looks like it would have at least a tribal subtheme. As a 1/1 haste for one mana it wouldn't be playable even there, but the potential of being a 2/2 haste menace for one mana is what can make it playable in limited in my opinion. There's no way this could see any constructed play, but it really looks like it's made to be a limited card. I see no problems in casual or multiplayer, and no unfun experiences this can create.
Creativity
(3/3) Uniqueness - There have been several mechanics caring about creature types, but none like unity, that feels original and quite inspired.
(3/3) Flavor - In these competitive contests, and this is the most competitive one, we want text cards to be as close as possible to how they would be if they were printed for real. That's why you shouldn't use ~ as a character here, but type the actual card name (half a point deducted).
Polish
(2.5/3) Quality - In these competitive contests, and this is the most competitive one, we want text cards to be as close as possible to how they would be if they were printed for real. That's why you shouldn't use ~ as a character here, but type the actual card name (half a point deducted).
(2/2) Main Challenge - This fits perfectly the main challenge.
(2/2) Subchallenges - Both met.
Total: 22/25
Design
(2/3) Appeal - Timmy likes swarming the battlefield with tokens, he just would like them to be able to profitably attack. And it's there that Johnny intervenes to say: "just put those tokens together with an Anthem effect! It's so easy!", but he also might use the activated ability in some sort of combo. And it's there that Spike intervenes and says: "why would you want to return your own permanents to your hand to combo off? Return your opponents' ones! Or just just the tokens for blocking!" (Yes, sometimes I like to have a little fun with writing...)
(3/3) Elegance - I see no problems here.
Development
(2/3) Viability - The landfall ability is green and the activated one is blue. No problem color-pie-wise. The fact that this requires three Plants (that is, three land drops) to bounce something is what could let this be printable at uncommon, depending on playtest results, otherwise I would have definitely said this looks best suited for rare.
(1/3) Balance - It worries me that this is able to return lands to hand. That's something we don't see that much if at all these days, and there's a reason for that, that it's definitely unfun from the other side of the table. In fact, things like Disperse always say "nonland permanent" nowadays. This is playable in limited without a doubt if you're in its colors, as it spits out chump blockers almost every turn. At the contrary, if it sees a little Standard play, and that's not sure, I think it will be because of the bouncing ability, and mainly right because it can target lands, so I'm not sure that's a good thing. In casual, the "unfun land bouncing" problem is even bigger. I see no particular problems with this in multiplayer.
Creativity
(1.5/3) Uniqueness - Landfall abilities like that are nothing new (Avenger of Zendikar comes to mind). The bouncing ability is somewhat original indeed.
(3/3) Flavor - Name and flavor text are both quite good. The only remark I have to make here is that if Ilyanna was meant to be your new character, she should have been the focus of the card, but I'll mention that again in the Main Challenge section. Here, I judge them regardless of that and as I said they're quite good in and of themselves, so I'm willing to give you a full score here.
Polish
(0/3) Quality - Landfall is an ability dragon so it should be in italics (#34 in MOQ2, half a point deducted), as should be the flavor text (#12 in MOQ1, half a point deducted). Speaking about the flavor text, attribution should be on its own line (#12 in MOQ1, half a point deducted). The order of the mana symbols in the mana cost is wrong: it should be 1GU (#44 in MOQ2, half a point deducted). In the activated ability, there are two mistakes: one in the cost (3 should by typed as a word and not a number, #10 in MOQ1, half a point deducted), and one in the effect ("ITS owner's hand" WITHOUT the apostrophe! It is possessive and not a verb! This is a mistake that irritates me way more than it should and I'm seeing it way too often in custom cards! #16 in MOQ1, half a point deducted.).
(1.5/2) Main Challenge - The new character should have been represented by the card itself, so I consider it to be the Foilage itself and not Ilyanna. The mention of a new character in flavor text catches more attention than the character the card actually represents.
(2/2) Subchallenges - Both met.
Total: 16/25
Design
(2/3) Appeal - I can't see Timmy being that interested in this card. Johnny may try to recur it. Spike likes this, though he doesn't like to give his opponent choices. At least here both choices are bad enough for the opponent.
(3/3) Elegance - Very good here. Simple, clean, and it makes a whole lot of sense as a whole.
Development
(3/3) Viability - We're more used to see punisher style mechanics in red, but here between the sacrifice option and the life loss rather than damage it fits perfectly in black. Rarity feels right, this definitely isn't common and would be a little underwhelming as a rare.
(2/3) Balance - Very playable in limited, where you get in stall situations relatively often. In those cases, this card will definitely help you break the stall. Not sure about constructed, it would probably depend very much on what the format looks like: if there are a lot of decks trying to go wide rather than tall, this could see some play there, at least as a sideboard option. At the contrary, if the format is dominated by control decks that put few creatures on the board, this card won't get played. In casual, seeing something like this too often is definitely unfun for the opponent, you have to hit the sweet spot where it's good but not so good that you see it all that time. As a 1/3 for four mana, which utterly fails the Vanilla Test, this card probably manages to achieve that. The same goes for multiplayer, where this card will affect the board even more as it hits all creatures all of your opponents control. Well, at least you can't say this has no visual feedback! (Hey Reuben, look! I've learnt my lessons! )
Creativity
(1.5/3) Uniqueness - Nothing on this card is particularly original, but the punisher style choice at least gives this some refreshing feel.
(3/3) Flavor - Very good work in both name and flavor text. The latter is particularly good, it leaves you wondering what she really discovered. That's very good, it makes you feel involved.
Polish
(3/3) Quality - All good here.
(2/2) Main Challenge - This fits perfectly the main challenge.
(2/2) Subchallenges - Both met.
Total: 21/25
Design
(1/3) Appeal - Timmy may be interested in turning one creature each turn into a 5/5, but most of his creatures will already be big enough. Johnny may try to do something like recurring this, but it may cost him a little too much mana to manage. Spike wonders why would he ever cast this normally and would always use bestow, but for six mana he wants something that can win the game by itself, and this doesn't look like it, as you need to already have a creature to enchant, and not just any creature but a good creature, otherwise what use is a vanilla 5/5 for six mana?
(0/3) Elegance - This is the opposite of elegance. Very wordy and potentially confusing. Also, this is a bestow creature that gives enchanted creature completely different stats from its own (and creature types too by the way, but at least there's a flavor justification for that), and they haven't done it in Theros block, rightly because they saw it being confusing (I remember MaRo saying something like that, my vague memories prevent me from finding the exact quote).
Development
(1/3) Viability - Almost everything is in black's color pie. The only thing that isn't is being able to return it from the battlefield to your hand, that's green, white, or blue. I think this is so complex that it should be a mythic.
(0.5/3) Balance - We should really treat this as a 3BBB 5/5 creature that keeps the abilities of a creature you control and returns to your hand at end of turn, because you'll just never cast this normally. You're already paying six mana, three of which colored, and you need a creature to target, and you need a drawback? Returning it from the battlefield to your hand is a drawback, it's only an advantage if you're returning it from the graveyard to your hand. And even then, how often this ends up in the graveyard? To make this die, the creature it enchants needs to die (hard to do in combat as it's a 5/5, will happen mostly if your opponent uses a removal spell on it) and then the 0/1 needs to die too. The gameplay with this looks like it would be a big mess. This may be playable in limited, but I don't see it in constructed unless in some very weird combo deck, but even then it's a stretch. In casual, it wouldn't generate unfun experiences in gameplay, but it will be unfun in that it takes quite some time to understand it. The comprehension complexity here is at a very high level.
Creativity
(3/3) Uniqueness - Well, being a bestow creature that gives different stats from its own, it's quite unique.
(3/3) Flavor - The flavor is there, this is for certain, and the art description plays perfectly in that. There are certainly buch better ways to execute on such flavor. They weren't allowed this round, but double-faced cards come to mind. Anyway, we're judging the flavor here, and that is there, I can't deny that.
Polish
(0.5/3) Quality - In "Enchanted creature is a (…) creature with base power and toughness 5/5", there is no need to repeat the word "creature" (just say "(…) is a black Demon Spirit with base power and toughness 5/5, see for example Turn to Frog, half a point deducted). Also, that same sentence lacks a period at the end (half a point deducted). In the flavor text, quotation marks are not closed (half a point deducted) and the attribution should be in a separate line (12 in MOQ1, half a point deducted). I also doubt Poe wrote the pronoun "I" not capitalized in "long i stood there", but I don't know his works well enough to be sure about it. In the meantime, it still is a mistake in English, so half a point deducted. Finally, I always recommend formatting cards as specified in the CCC forum rules, and in this case that means bolding the name. As this is just a matter of formatting, I'm not going to deduct points for this.
(1/2) Main Challenge - Ehm... who is the new character here? I didn't get it until the art description that it's probably meant to be that old man it talks about. If it's him, that's not clear from the card text nor the flavor text. If it's not him, then who is it?
(1/2) Subchallenges - Subchallenge 1 NOT met (this is a rare). Subchallenge 2 met only because of the letter of the law, if the spirit of the law counted this wouldn't have met that either.
Total: 11/25
Design
(1.5/3) Appeal - Timmy doesn't care. Johnny likes the triggered ability, he can easily use it in some kind of recurring engine. Spike will like this depending on the one-drops available in the format, if there is something worth reanimating Spike will like this.
(3/3) Elegance - I see no big problems here.
Development
(2.5/3) Viability - First strike is white, as is reanimating small creatures. Putting creatures directly from the hand onto the battlefield is usually something green does. When white does that, it usually puts the creature on the battlefield tapped and attacking, but this card is just a small bending, it's not breaking the color pie in any way. Rarity feels right.
(3/3) Balance - This is very good in limited, where the classic WW bear with double upside (usually two keywords though) has always been playable. Depending on the availability of good one-drops in the format, this may see some constructed play too. The bigger the format, the more good one-drops there are, so this may even see some Modern play. Using this to put on the battlefield or reanimate a Noble Hierarch, for example, sounds very good. I see no problems with this card in casual or multiplayer, nor any particular unfun experience this can create.
Creativity
(1.5/3) Uniqueness - Nothing in this card is particularly new. The "hand or graveyard" is the most innovative part: they've already been seen separately, but I can't remember them ever being together.
(3/3) Flavor - The name and flavor text are both very good and they reflect very nicely the mechanics, making this card feel like an organic whole package.
Polish
(2.5/3) Quality - In the flavor text, the verb "honors" should not have the final "s" because it's in the third person indeed but plural! (half a point deducted)
(2/2) Main Challenge - This fits perfectly the main challenge.
(2/2) Subchallenges - Both met.
Total: 21/25
Design
(1.5/3) Appeal - Timmy doesn't care. Dryad Arbor (warning: I'll be mentioning this card a lot in this judgment) is a card that Johnny likes very much, so he will definitely like this. Spike just sees this as an Evolving Wilds that exchange summoning sickness for the ability to block.
(1/3) Elegance - Dryad Arbor proved that land creatures are already very confusing to a lot of players, add on top of that that you can't use the land fetching ability on the turn you play this because of summoning sickness, which won't be understood by many players until someone points it out to them, and you've got a very confusing card. The similarity to two existing cards (Terramorphic Expanse and the aforementioned Evolving Wilds) helps a little with comprehension complexity, but not that much in the end.
Development
(2.5/3) Viability - This has no color indicator, so it's colorless. Fetching basic lands is alright on colorless lands, as I already mentioned, and all colors can have a 0/3 Shapeshifter, so there are no problems in this area. Rarity is acceptable in the end, provided this card is actually printable, which I don't think it is for the confusion/complexity issues I talked about above.
(1.5/3) Balance - I don't think being a creature makes that much of a difference over Evolving Wilds in playability. This would be used mostly as a delayed Wilds in limited. In constructed it might see some play because of its ability to block immediately while also fetching you a land if it survives until the second turn. No additional problems in multiplayer, but in casual the confusion/complexity issues are even magnified. I think almost all casual groups would play this wrong, allowing its land fetching ability to be used immediately. The unfun experience this creates is not in gameplay, but in understanding how this actually works.
Creativity
(2.5/3) Uniqueness - Dryad Arbor is the only land creature ever printed, and there is a reason for this. Anyway, this means the card still feels quite original.
(2/3) Flavor - The flavor text is fine.
I don't like the name though. I get that Loci is the plural of Locus, but I'm not really seeing how this particular Shapeshifter is a Genius, nor the flavor text helps me understand that.Ok, after the explanation in the discussion thread, the name makes sense. Still, you can't give it for granted that everyone that plays Magic also knows D&D as well as to know what a Genius Loci is, and the people who don't won't understand the name. I still have to keep at least that and the fact that you had to explain it for me to get it into account.Polish
(2.5/3) Quality - In the flavor text, the use of "they" is wrong according to the style rules of Magic. "Soul" is singular, so a singular pronoun should be used later in its place. Consider "it" or "he or she", depending whether you want to personalize it or not (half a point deducted).
(1.5/2) Main Challenge - This feels more like a place than a character, even though it's technically both, but the challenge asked for something that was clearly a new character and not half a new character.
(2/2) Subchallenges - Both met.
Total: 17/25
Design
(1.5/3) Appeal - Timmy doesn't care. Johnny at least has the challenge of keeping metalcraft turned on, it's not much but at least it's something. Spike likes this, but he probably sees this card as a bit overcosted.
(3/3) Elegance - I see no big problems here.
Development
(3/3) Viability - Everything in this card is something white can do. Rarity feels right: the metalcraft ability is definitely too strong for common and too conditional for rare.
(2/3) Balance - This is not playable in any deck playing white. It requires a specific kind of deck: a control one with a lot of artifacts. In a block set on Mirrodin/New Phyrexia I definitely expect such a deck to be viable in limited. In constructed it may found a place in something like Esper Control, but again, it needs specific decks to see play there. In multiplayer, this gets even stronger, as it prevents (or taxes) multiple opponents from attacking you or a planeswalker of yours. In casual I can't see this card getting loved, as cards like this tend to be not that fun from the other side of the table.
Creativity
(1.5/3) Uniqueness - This is quite reminiscent of Norn's Annex, in that the metalcraft ability is very similar to what the Annex does and they are even set on the same plane (Mirrodin/New Phyrexia). At least I can't remember a Mirran creature doing that.
(3/3) Flavor - The name is fine, and the flavor text is very good. It explain the card's mechanics very well and introduces to our new character in a good way.
Polish
(1/3) Quality - In the flavor text, the attribution should not have a period at the end (half a point deducted). The metalcraft ability contains three mistakes in one sentence: "cannot" should be spelled "can't", as it always is in Magic (#22 in MOQ1, half a point deducted), the ability should say "or a planeswalker you control" (see Norn's Annex for example, half a point deducted), and "for each attacking creature" should be "for each creature he or she controls that's attacking you" (see Windborn Muse, Propaganda, and Ghostly Prison among others, half a point deducted).
(2/2) Main Challenge - This fits perfectly the main challenge.
(2/2) Subchallenges - Both met.
Total: 18/25
CasualR: 22
Doombringer: 21.5
netn10: 21
TacticalCelebrant: 19
Rithaniel: 17
DemigodOfRevenge: 16
Jakobmunk1981: 11
Unfortunately, Flatline chose to drop from the contest. As I had already done the judgment for his card prior of his decision, I will still post it here but without scores.
Flatline
Design
Appeal - Timmy isn't that interested in this, he only sees in this a mean to cast his monsters earlier, but this is not what excites him, the big monsters he will cast will. Johnny may try some tap/untap combo to get infinite mana or something like that. Spike loves this: on the turn he casts this, it's either a 2/1 haste for two mana (not exceptional but not bad either) or a 2/1 Elvish Mystic, in that it can immediately give you back one of the two mana you just spent making this effectively cost one mana.
Elegance - Very good here. Another card to present as an example of elegance. Nice, short, clean, and name, mechanics, and flavor text work really nicely together to give you a whole package that's more than the sum of its parts. Wonderful.
Development
Viability - Red and green can both produce mana, even if red usually does so with one-shot spells. Still, it's something red can do, especially in multicolor blocks (I'm thinking for example of Wild Cantor in original Ravnica or Burning-Tree Emissary in RTR block). Haste is the real red part of the card. Rarity feels right: this is definitely not common and it would be underwhelming as a rare at two mana.
Balance - I already touched a little on this when talking about how Spike sees the card, so I won't repeat that here. This card is very versatile, it can act in two different ways changing from one to the other every turn and it's a mana investment that repays itself very quickly. Must play in limited if you're in its colors, it may even be the reason to splash red in your green deck or vice versa. This costing two mana hurts its constructed playability, mana dorks haven't been historically that playable at two mana (only Sylvan Caryatid comes to my mind), but I feel this still has some chances there mainly because of haste. No problems in the casual, multiplayer, and fun departments.
Creativity
Uniqueness - Haste has never been on a mana dork before. This card is a perfect example here too: how to give a card a very original look adding just one word. Still, I can't give full points here because there is nothing actually new on the card.
Flavor - As I mentioned before in Elegance, the name and flavor text are very good and they blend together with the mechanics very nicely to tell a whole story on a single card. Excellent.
Polish
Quality - All good here.
Main Challenge - This fits perfectly the main challenge.
Subchallenges - Both met.
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.)
Going to post round 2 in a few minutes.
Note - When I say "#N in MOQX", it means: this is the mistake number N in my "Mark of Quality, part X" article.
Challenges: what counts is always the letter of the law.
Quality: half a point deducted for any error in templating, wording, spelling, or grammar, no matter how little they may be; a whole point for particularly serious errors.
No complaints unless I got something objectively wrong.
admirableadmiral
Design
(2.5/3) Appeal - Timmy always likes making his creatures enter the battlefield bigger, but he probably would like the Herald to be a little bigger by itself though. Johnny likes suspend as a mechanic and may try to recur this. He also has the challenge to time this so that its effect is maximed, and can achieve that via suspend. Spike also likes this: it's either a bear that makes other creatures you cast this turn permanently bigger, or a3/3 that pumps your whole team next turn.
(2/3) Elegance - A bit wordy, and suspend is in and of itself a complex mechanic, but the result is still readable enough.
Development
(2.5/3) Viability - Nowadays, the triggered ability probably fits a bit better in white, but it's still something that green can very well do. Suspend is in every color. Rarity feels right, even if I could also see this at rare.
(2.5/3) Balance - Certainly playable in limited, maybe constructed too in particular Standard decks. I can't see it in bigger constructed formats. In casual or multiplayer, if you suspend this you'll be very probably be a target at least for a turn cycle, but other than that it's fine.
Creativity
(2.5/3) Uniqueness - I can't remember a suspend card with a triggered ability that creates a limited continous effect. Not giving full points because all single parts are nothing new, but the mix still feels fresh enough.
(2/3) Flavor - The name is very good and fits very nicely with the ability. Too bad there is clearly no room for flavor text.
Polish
(3/3) Quality - All good here.
(1.5/2) Main Challenge - The character is not explicitly new, but the card still fits the main challenge.
(2/2) Subchallenges - Both met.
Total: 20.5/25
Design
(1/3) Appeal - Timmy doesn't care. Johnny likes presence on this card, but mostly because of the cost reduction effect specific to this card rather than in general. Spike too likes the cost reduction effect, but he really hates giving away information about cards in his hands.
(1.5/3) Elegance - The text of presence is understandable, but I think that ability might have a few unclear rules implications.
Development
(2/3) Viability - I don't see any particular restriction for presence to be in some specific colors. If it's tied to Spirits it makes sense in white and black, as white is one of the main colors of Spirits and black reflects their connection with death. Presence looks complex enough in gameplay (mostly logistically) that this would definitely not be common if printed for real. The cost reduction is very strong in a tribal deck, and thus it may even push this to rare.
(2/3) Balance - This is quite strong in a Spirit tribal deck and as useful as a bear with a restrictive cost elsewhere. There is a high variance in power level depending on the number of Spirits you have in your deck. That impacts the playability in all formats: in limited you have to open/draft enough Spirits to justify playing this, even if it may be playable also as a simple bear. In constructed, this is playable as long as a Spirit deck is in the format. In casual there are all kinds of tribal decks, so it may see play there. No particular problems in multiplayer.
Creativity
(3/3) Uniqueness - Presence is new and quite splashy.
(2/3) Flavor - Name and flavor text are fine, even though not exceptional. Presence is flavorful for a Spirit.
Polish
(3/3) Quality - All good here. The wording of presence looks reasonable.
(1.5/2) Main Challenge - The character is not explicitly new, but the card still fits the main challenge.
(2/2) Subchallenges - Both met.
Total: 18/25
Design
(2/3) Appeal - Timmy doesn't care. Johnny can use the looting ability to dig into his deck to find combo pieces and may also try to do something with plunder. Spike likes being able to use plundered cards for mana and also removing useless cards from his hand.
(3/3) Elegance - I see no problems here.
Development
(1.5/3) Viability - While I can see plunder in blue, so no problem color-pie-wise, I can't see this card at common. I could without the looting ability, but I think that pushes this card to uncommon.
(2/3) Balance - I think the plunder triggered ability is balanced. Plunder will give you extra mana or cards, but this needs to connect to do that, and this is still a creature without evasion after all, so it's not that easy on its own, and I like that. Playable in limited, not sure about constructed. I don't see any big problem in casual or multiplayer.
Creativity
(3/3) Uniqueness - Plunder is new.
(2/3) Flavor - Very good work here: the name "Looter" makes sense with both plunder (as the words "loot" and "plunder" are very close if not synonyms) and the looting ability. Too bad there's no room for flavor text.
Polish
(2/3) Quality - Two periods are missing: one at the end of the reminder text and one after "plunder 1" in the triggered ability's rules text (because it's a keyword action, half a point deducted twice).
(2/2) Main Challenge - This fits perfectly the main challenge.
(2/2) Subchallenges - Both met.
Total: 19.5/25
Design
(0.5/3) Appeal - I see no one actually being interested in this card: too smal for Timmy, and anyway he hates to shuffle away his own creatures; the "nontoken" clause removes a lot of what Johnny might have been thinking about; and while Spike appreciates the card advantage, he's unlikely to like a two mana 0/1 that practically does nothing else.
(1.5/3) Elegance - The mechanics are easy to understand, but I don't really see the concept fitting.
Development
(1/3) Viability - Card advantage is supposed to be white's main weakness, and this actively goes against that. That's both the reason why this ability in this color doesn't really fit the color pie, and why at least it can't be common, so rarity is acceptable, even if a two mana 0/1 looks quite underwhelming at uncommon even with that ability. Lifegain is certainly white though.
(1/3) Balance - I think this is too weak and I probably wouldn't play it even in limited. Yes, it's card advantage, but you can't ignore the cost of shuffling a creature (that you must have already on the battlefield by the way) and the stats of the creature that ability is on. No problems in casual or multiplayer, provided it gets played there.
Creativity
(3/3) Uniqueness - Plunder is new.
(0.5/3) Flavor - The name is way too generic for a Magic card. No flavor text even if it would have fit with no problems.
Polish
(3/3) Quality - All good here.
(1.5/2) Main Challenge - The character is not explicitly new, but the card still fits the main challenge.
(2/2) Subchallenges - Both met.
Total: 14/25
Design
(1/3) Appeal - Timmy loves this and Spike hates this for the same reason: the coin flips. Johnny doesn't care that much.
(2/3) Elegance - The coin flip ability isn't the easiest thing to understand, but it's still clear enough.
Development
(1.5/3) Viability - I can't see the white in this. This card should just be monored. All colors have the ability to interact with +1/+1 counters, and anyway here the additional counter is so tied to the coin flips that the overall feeling is still red. Rarity is fine, I wouldn't want to see this card all the time in limited, from either side of the table.
(1/3) Balance - Even in limited, this would only get played by pure Timmies. That's not necessarily a bad thing though. I just can't see this in constructed. I think in casual it would be a very polarizing card: players will either love it or hate it. Having to sacrifice this because of a single coin flip gone wrong is fun for those Timmies I talked about before, but definitely unfun for everyone else.
Creativity
(3/3) Uniqueness - I can't remember a card using coin flips this way before.
(3/3) Flavor - Very flavorful. The name is good, even though it made me expect this card to have heroic. The flavor text is also quite good. The concept fits very nicely with all the coin flips going on.
Polish
(3/3) Quality - All good here.
(1.5/2) Main Challenge - The character is not explicitly new, but the card still fits the main challenge.
(2/2) Subchallenges - Both met.
Total: 18/25
Design
(1.5/3) Appeal - Timmy doesn't care. Johnny may think of ways to exploit the additional mana this gives him. Spike likes the evasion on this, but he sees it as a conditional mana dork.
(2.5/3) Elegance - The reference to the "postcombat main phase" somewhat hurts a little here, but still well within limits.
Development
(3/3) Viability - All within the color pie. Rarity is fine, at least because of the mention of the "postcombat main phase" in NWO.
(2.5/3) Balance - Mana dorks are typically playable in limited, and sometimes constructed too, and this trades evasion for a heavy restriction on when it can give you mana. This trade looks balanced at first, but I think it actually makes this card weaker than a simple Elvish Mystic, as in the late game this will probably stop to give you mana while the Mystic continues. For this reasons, while I think this is still playable in limited, I really can't see it in constructed getting used by decks that want mana dorks. No problems in casual or multiplayer.
Creativity
(2/3) Uniqueness - "Fake flying" is nothing new. The triggered ability is seldom seen and gives this card a bit of originality.
(1.5/3) Flavor - Name is fine. No flavor text even though one line would have fit.
Polish
(2/3) Quality - A comma is missing after the trigger (half a point deducted). "During your postcombat main phase" should be "At the beginning of your postcombat main phase" (half a point deducted). I don't like P/T in parenthesis but no point deduction for this because it's just a matter of formatting.
(2/2) Main Challenge - This fits perfectly the main challenge.
(2/2) Subchallenges - Both met.
Total: 19/25
Design
(1.5/3) Appeal - Timmy doesn't care. Johnny may look for some way to remove the counters earlier than he's supposed to. Spike likes at least the versatility of this: he sees it as his choice of a one mana 1/1, a three mana 2/2, or a five mana 3/3. Spike knows flexibility is key, and likes this, at least for limited.
(3/3) Elegance - All good here.
Development
(3/3) Viability - All within the color pie and no problems with rarity.
(2/3) Balance - The power level of this card looks fine to me. It's a 1/1 for one mana and to make it grow you have to spend more mana, which makes it balanced. In a way, that reminds me of level up. You can "level this up" at instant speed, but in the early game, when you want to play this, you'll lack the mana to do. A hidden cost of this card is the tempo one. Playable in limited, but I can't see it in constructed. I see no particular problems in casual and multiplayer.
Creativity
(1.5/3) Uniqueness - Creatures entering the battlefield with -1/-1 counters are nothing new, but being able to remove those with mana gives it a nice touch.
(3/3) Flavor - Name and flavor text are both very good. The flavor text, in particular, blends with the mechanics quite nicely.
Polish
(2.5/3) Quality - In the flavor text, either a "but" is missing ("has many supplicants, but only...") or a period is ("has many supplicants. Only..."). Also, the second comma has no reason being there. Two minor mistakes together make half a point deducted.
(2/2) Main Challenge - This fits perfectly the main challenge.
(2/2) Subchallenges - Both met.
Total: 20.5/25
Design
(0.5/3) Appeal - Timmy doesn't care. Johnny may try to do something but there's not a lot for him to do. Spike also isn't that impressed.
(2.5/3) Elegance - Understandable enough, though mechanics and flavor aren't so integrated.
Development
(1.5/3) Viability - The effect makes sense in black both because it involves graveyards and because it looks like a variation on milling, that is still secondary in black. This could probably be common for complexity, and I don't think it would be too strong in multiples.
(1.5/3) Balance - I see no problem with this in limited, actually I'm not sure it's that playable even there. A 2/1 for two mana that practically mills each opponent for one when it attacks… yes, you can leave a land or a bad card on top of your opponent's library if you want, but there should be better things to look for in the limited environment. Unplayable in any constructed format. Some casual players might find being fatesealed and/or milled a little unfun, even if only one card at a time. No particular problems in multiplayer.
Creativity
(2.5/3) Uniqueness - The effect somewhat reminds me of parley, but it's still different because it puts the revealed cards into the graveyard instead of the hand.
(2.5/3) Flavor - Name and flavor text are both good. The card concept feels a little weak because they are not that linked to the card's mechanics.
Polish
(3/3) Quality - All good here.
(2/2) Main Challenge - This fits perfectly the main challenge.
(2/2) Subchallenges - Both met.
Total: 18/25
admirableadmiral: 20.5
PsyOp: 20.5
Asrama: 19.5
hopefulhawkeye: 19
Am Shegar: 18
FreshMeat: 18
riliss: 18
CrazyMatt: 14
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.)