Doomfish I really like this. It's not a bad creature on its own, and it makes good things better. You get to easily see the potential reward for picking out cards for this and building around it. Arguably mono-red, but a little bleeding into black is acceptable.
scrad_the_wanderer That's really powerful. Drawing a card whenever you sacrifice a creature at the cost of 1 life is pretty good. I think it would be fine to leave it at that. But when you tack on the ability to steal a creature and end up drawing 2 card for your trouble, you run into problems. Even if you lose your dude afterwards.
Eskimo_Rage I think Kulrath Knight is a good comparison to make here. The knight looks better because it's got flying and a way to put -1/-1 counters on creatures, but I've never been able to get it to work. It dies when it would wither something so it can't stick around to make it matter. I'd imagine your card would probably trigger more often, and it would certainly make you look for good ways to put -1/-1 counters on things. It could probably do a little more for the cost, or cost a little less.
willows I'm not sure a +1/+1 counter would be enough incintive to jump through hoops and build a deck around when you have to be saddled with a gray ogre. I suppose it would depend on the other cards, and in the right environment, this could be worth it. But going by the transform cards I know of, this doesn't feel like enough.
Top 4
1. Doomfish
2. Eskimo_Rage
3. willows
4. scrad_the_wanderer
This might just be a better version of Ajani's Pridemate. I like how this is more centered around quantity of lifegain instead of quality (4+) that we had before.
While it's a good execution on the concept, it's still an old concept. I'd like to see lifegain do something new.
The name doesn't fit a fantasy setting, combat medic is something I expect to find in a modern setting. While I realize they're both general terms, they still feel affiliated 19th/20th century war.
The flavortext is also not all that great, I get what you were going for, but as a matter of fact scars don't make anyone stronger.
Still, it's a very well developed card.
So, a deck around power 2-o.l. creatures? With cards like Goblin Tunneler I could imagine it could work.
The card is appropriately costed. What I see as problematic is that you don't have to build around this at all.
Most decks will have another three power 2 creatures, so you can just run this in any deck and it will do its thing.
A solid card, but not fitting for the task.
The tribal route, I see. With that effect you really want to have tons of soldiers in your deck.
It's a bit weird how the card has both a tribal theme and a +1/+1-counter theme going on. Maybe there's a tribal mechanic that distributes +1/+1 counters, then that'd be fine.
I don't know why, but the flavor makes me grin. It's just so blunt.
The +1/+1-counter spell-shield part is really neat. A cool way to use counters.
I'm a sucker for keyword-tribal themes. Just what are deathtouchers going to do with more power? The one toughness isn't all that big.
I would have liked for this to be a bigger creature with more impact and not just efficiency. It's solid on its own, you don't need to build around it.
There's hardly ever many deathtouchers running around anyway. I like the concept, but this needs a different approach.
Okay, let's forget about how this just isn't possible rules-wise. Let's pretend it is.
Card draw from activated abilities is a terribly difficult theme to build around in a draft environment.
At common you'll maybe get one or two looters that will be heavily contested. Uncommon? Forget it, it's not gonna happen in a draft.
The clarifications stated that "hybrid color cards will not meet this requirements". Your card allows usage in either blue or red decks, no need to play both.
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
Memoir Moeba2UB
Creature - Elemental Beast (Uncommon)
At the beginning of each end step, if you discarded a card this turn, draw a card.
Madness 1UB Like a moon, it is the only light you will see,
Like a tide, it will wash away all you hold dear...
2/4
This is an interesting card, not overpowered but strong in the right deck and well costed. I think it could've been only your end step instead of each without losing much and would've made it clearer that the theme is making yourself discard. I also don't think moeba is a word, it makes me think of amoeba which makes me think of oozes, not elementals. Maybe with art this would make more sense.
Clear theme, discard/madness.
Quote from glurman »
Mental Fatigue2UB
Enchantment (U)
At the beginning of your end step, if one or more cards were put into an opponent's graveyard from their library this turn, you may return target instant or sorcery card from your graveyard to your hand. "You will slip into madness. I will see to it" - Szadek
Recurring instants and sorceries is a powerful and dangerous effect, making it recurrable is much too strong and having it only cost 4 and be an uncommon is just absurd. Combine any milling permanent with any take an extra turn effect is instant win. Even doing this as a one time only effect costs at least 3 if not more.
If I had to guess at the UB theme you're pushing I'd say mill, but I could see it being graveyard recursion.
Quote from Bravelion83 »
Selesnya Stategist1GW
Creature — Human Soldier (U)
Creature tokens you control get +1/+1 and have vigilance and trample. One of Selesnya’s main tactics in battle is to create a living shield of bodies to stall opponents.
2/3
This is a better, cheaper Phantom General which was already a decent card in RTR Limited making this seem too pushed for an uncommon. I also feel a slight disconnect with the flavor text, since this is card pushes you to be more aggressive and the flavor text talks about creating a shield and stalling.
The theme is clear, tokens tokens tokens.
Memoir Moeba2UB
Creature - Elemental Beast (Uncommon)
At the beginning of each end step, if you discarded a card this turn, draw a card.
Madness 1UB Like a moon, it is the only light you will see,
Like a tide, it will wash away all you hold dear...
2/4
Madness really gives this the "Look at what I am good in!" flag this card needed. Solid, balanced design that is narrow enough to fit into a specific archetype but not so narrow that nobody else would ever NOT want it.
Mental Fatigue2UB
Enchantment (U)
At the beginning of your end step, if one or more cards were put into an opponent's graveyard from their library this turn, you may return target instant or sorcery card from your graveyard to your hand. "You will slip into madness. I will see to it" - Szadek
The mill lynchpin. This is certainly a build-around-me card that nobody outside of the mill deck would want. However, this card is just too good. It is literally a regrowth everytime you do what you want to be doing anyway. One of the flaws of the mill deck has normally been that you couldn't get enough mill cards to finish off your opponent, which this card gives you far too easily. It should probably have some sort of mana cost associated with the activated ability.
Selesnya Stategist1GW
Creature — Human Soldier (U)
Creature tokens you control get +1/+1 and have vigilance and trample. One of Selesnya’s main tactics in battle is to create a living shield of bodies to stall opponents.
2/3
This card is a beating! It could probably stand to cost another mana or two but the design is solid. Use tokens! is a good theme.
Unless set involves a very particular type of land interaction, I don't really see how you can build a deck around this. It's not good ramp, even with Karoo lands, and a shoddy sac outlet. It's on color and overall a respectable design, I just can't see the point.
Hemlock
It's an insane anthem even with minimal amount of spells in your deck. It's a constructed build-around, not a limited one; it's naturally good. Also not sure about the color identity, but that's minor.
Piar
Again not sure about the build-around aspect of it. It obviously fights against itself, but that is clearly the intent. "Play huge guys" is not really a limited strategy. You pick this card even if you are not going for the particulat archetype, it's strong individually. Otherwise the design is fine, a bit complex for an uncommon, maybe.
Ranking:
1. Piar
2. Hemlock
3. Sagharri
Private Mod Note
():
Rollback Post to RevisionRollBack
Wizards can start putting booster packs inside dog poo and dog owners will still complain.
Prophylaxis - This card reminds me too much of Citadel Costellan. They both serves the same archetype but your card does it in a less subtle and more fun way. My only concern with your card is that it's way too narrow - it fits only one single type of deck (The same problem with Arcanes). In limited it's fine, though.
Folza - Dropped.
KoolKoal - This card is a cheaper, tribal specific Infinite Reflection. Those kind of effects aren't appearing on non-rare cards, as they are pretty complex. Also, are the shapeshifters in the set green? Because this isn't a green effect. My last concern here is that the activated ability would make this card really annoying in limited. The idea of a cheaper, tribe specific Infinite Reflection is pretty inturigaring, though.
Am Shegar - This card is pretty interesting. The common sense is that red-green is the "make your creatures the biggest" but I guess white could work too. I don't get what is the "build around me here" though - this is just a sopid creature card that doesn't need anything else to be good. The flavor is pretty cool and the ability bis unique, but again - I don't think this fits the challenge.
RaikouRider - Is this a multicolored, twice as costed Mindcrank that effects me? Players are going to feel bad about this. Also, what am I supposed to build with this? This card meant for milling myself via dealing damage to myself? Or am I supposed to mill my opponent? Neither of those options are effective with this card (dealing damage to yourself is hard in limited and dealing damage to your opponent is usually going to kill him before he or she would die from milling).
Top 4:
First Place: Am Shegor
Second Place: KoolKoal
Third Place: Prophylaxis
Forth Place: RaikouRider
Sagharri - So you trade a creature for abusing lands in some way? I don't think I (or anyone else) wants to play a limited environment with enough lands that can be abused by this.
Hemlock - This card is a complicated version of "Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn." I don't think the future possibilities of spells effecting creatures with prowess is worth the extra complication. The fact that the card isn't in blue is also just wrong. Prowess is a U/r mechanic.
Piar - This isn't a build around card. Limited decks play creatures. Good limited decks play creatures at different sizes to fill out their curve. No one would change the way they draft for this card unless they were drafting strangely in the first place.
1. Hemlock
2. Piar
3. Sagharri
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
scrad_the_wanderer That's really powerful. Drawing a card whenever you sacrifice a creature at the cost of 1 life is pretty good. I think it would be fine to leave it at that. But when you tack on the ability to steal a creature and end up drawing 2 card for your trouble, you run into problems. Even if you lose your dude afterwards.
Eskimo_Rage I think Kulrath Knight is a good comparison to make here. The knight looks better because it's got flying and a way to put -1/-1 counters on creatures, but I've never been able to get it to work. It dies when it would wither something so it can't stick around to make it matter. I'd imagine your card would probably trigger more often, and it would certainly make you look for good ways to put -1/-1 counters on things. It could probably do a little more for the cost, or cost a little less.
willows I'm not sure a +1/+1 counter would be enough incintive to jump through hoops and build a deck around when you have to be saddled with a gray ogre. I suppose it would depend on the other cards, and in the right environment, this could be worth it. But going by the transform cards I know of, this doesn't feel like enough.
Top 4
1. Doomfish
2. Eskimo_Rage
3. willows
4. scrad_the_wanderer
While it's a good execution on the concept, it's still an old concept. I'd like to see lifegain do something new.
The name doesn't fit a fantasy setting, combat medic is something I expect to find in a modern setting. While I realize they're both general terms, they still feel affiliated 19th/20th century war.
The flavortext is also not all that great, I get what you were going for, but as a matter of fact scars don't make anyone stronger.
Still, it's a very well developed card.
The card is appropriately costed. What I see as problematic is that you don't have to build around this at all.
Most decks will have another three power 2 creatures, so you can just run this in any deck and it will do its thing.
A solid card, but not fitting for the task.
It's a bit weird how the card has both a tribal theme and a +1/+1-counter theme going on. Maybe there's a tribal mechanic that distributes +1/+1 counters, then that'd be fine.
I don't know why, but the flavor makes me grin. It's just so blunt.
The +1/+1-counter spell-shield part is really neat. A cool way to use counters.
I would have liked for this to be a bigger creature with more impact and not just efficiency. It's solid on its own, you don't need to build around it.
There's hardly ever many deathtouchers running around anyway. I like the concept, but this needs a different approach.
Card draw from activated abilities is a terribly difficult theme to build around in a draft environment.
At common you'll maybe get one or two looters that will be heavily contested. Uncommon? Forget it, it's not gonna happen in a draft.
The clarifications stated that "hybrid color cards will not meet this requirements". Your card allows usage in either blue or red decks, no need to play both.
2. Koopa
3. CasualR
4. CardLurd
5. Killer of Giants
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
This is an interesting card, not overpowered but strong in the right deck and well costed. I think it could've been only your end step instead of each without losing much and would've made it clearer that the theme is making yourself discard. I also don't think moeba is a word, it makes me think of amoeba which makes me think of oozes, not elementals. Maybe with art this would make more sense.
Clear theme, discard/madness.
Recurring instants and sorceries is a powerful and dangerous effect, making it recurrable is much too strong and having it only cost 4 and be an uncommon is just absurd. Combine any milling permanent with any take an extra turn effect is instant win. Even doing this as a one time only effect costs at least 3 if not more.
If I had to guess at the UB theme you're pushing I'd say mill, but I could see it being graveyard recursion.
This is a better, cheaper Phantom General which was already a decent card in RTR Limited making this seem too pushed for an uncommon. I also feel a slight disconnect with the flavor text, since this is card pushes you to be more aggressive and the flavor text talks about creating a shield and stalling.
The theme is clear, tokens tokens tokens.
2nd. Bravelion83
3rd. glurman
1> netn10
2> Bravelion83
3> glurman
Sorry, just don't have time this week to write more detailed responses.
Madness really gives this the "Look at what I am good in!" flag this card needed. Solid, balanced design that is narrow enough to fit into a specific archetype but not so narrow that nobody else would ever NOT want it.
The mill lynchpin. This is certainly a build-around-me card that nobody outside of the mill deck would want. However, this card is just too good. It is literally a regrowth everytime you do what you want to be doing anyway. One of the flaws of the mill deck has normally been that you couldn't get enough mill cards to finish off your opponent, which this card gives you far too easily. It should probably have some sort of mana cost associated with the activated ability.
This card is a beating! It could probably stand to cost another mana or two but the design is solid. Use tokens! is a good theme.
1) netn10
2) Bravelion
3) glurman
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Unless set involves a very particular type of land interaction, I don't really see how you can build a deck around this. It's not good ramp, even with Karoo lands, and a shoddy sac outlet. It's on color and overall a respectable design, I just can't see the point.
Hemlock
It's an insane anthem even with minimal amount of spells in your deck. It's a constructed build-around, not a limited one; it's naturally good. Also not sure about the color identity, but that's minor.
Piar
Again not sure about the build-around aspect of it. It obviously fights against itself, but that is clearly the intent. "Play huge guys" is not really a limited strategy. You pick this card even if you are not going for the particulat archetype, it's strong individually. Otherwise the design is fine, a bit complex for an uncommon, maybe.
Ranking:
1. Piar
2. Hemlock
3. Sagharri
Prophylaxis - This card reminds me too much of Citadel Costellan. They both serves the same archetype but your card does it in a less subtle and more fun way. My only concern with your card is that it's way too narrow - it fits only one single type of deck (The same problem with Arcanes). In limited it's fine, though.
Folza - Dropped.
KoolKoal - This card is a cheaper, tribal specific Infinite Reflection. Those kind of effects aren't appearing on non-rare cards, as they are pretty complex. Also, are the shapeshifters in the set green? Because this isn't a green effect. My last concern here is that the activated ability would make this card really annoying in limited. The idea of a cheaper, tribe specific Infinite Reflection is pretty inturigaring, though.
Am Shegar - This card is pretty interesting. The common sense is that red-green is the "make your creatures the biggest" but I guess white could work too. I don't get what is the "build around me here" though - this is just a sopid creature card that doesn't need anything else to be good. The flavor is pretty cool and the ability bis unique, but again - I don't think this fits the challenge.
RaikouRider - Is this a multicolored, twice as costed Mindcrank that effects me? Players are going to feel bad about this. Also, what am I supposed to build with this? This card meant for milling myself via dealing damage to myself? Or am I supposed to mill my opponent? Neither of those options are effective with this card (dealing damage to yourself is hard in limited and dealing damage to your opponent is usually going to kill him before he or she would die from milling).
Top 4:
First Place: Am Shegor
Second Place: KoolKoal
Third Place: Prophylaxis
Forth Place: RaikouRider
Hemlock - This card is a complicated version of "Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn." I don't think the future possibilities of spells effecting creatures with prowess is worth the extra complication. The fact that the card isn't in blue is also just wrong. Prowess is a U/r mechanic.
Piar - This isn't a build around card. Limited decks play creatures. Good limited decks play creatures at different sizes to fill out their curve. No one would change the way they draft for this card unless they were drafting strangely in the first place.
1. Hemlock
2. Piar
3. Sagharri
Emille, Seven-Sting Dancer Shalin Nariya