One day, Jeff was thinking back of his family in Oreskos. It was a few years he was away from them, and while he knew he couldn't come back there, as he would be captured at least and killed at worst, he still missed them. That day he realized one thing that somehow had always escaped him. Theran Leonin refused the gods everyone else believed in on Theros. Then why did his parents name him with a name that means "peace of God"? Why was his father's name Matthew, meaning "gift of God"? And why was Matthew's father named Micheal, meaning "Who is like God"? Even Jeff's mother was named Elizabeth, meaning "God is an oath". Why did all his ancestors have a very Leonin last name, Lionheart, but first names always linked to those same gods they were supposed to reject? His inner search for who he truly is was now leading him back to his home plane. He was himself part of a mistery, his own name was part of a mistery, and he wanted to shed light on it somehow.
Main challenge: design a nonland card choosing one of the following options -
• A white card that contains the word "Sun" in its card name.
• A blue card that contains the word "Water" in its card name.
• A black card that contains the word "Death" in its card name.
• A red card that contains the word "Fire" in its card name.
• A green card that contains the word "Nature" in its card name.
The required words still count if they're adequately conjugated, for example with an added "s" for plural or Saxon genitive. Derived words do NOT count (for example, "Sunny" is not valid for white and "Natural" is not valid for green).
Only the card name counts, all other text on the card does NOT count.
Subchallenge 1: The card has a monocolored color identity (which means it is both monocolored and has no off color mana symbols wherever on the card).
Subchallenge 2: The card has at least one activated ability.
Would granting an activated ability achieve subchallenge 2?
It depends. How are you granting the activated ability? You must be granting that ability with an activated ability itself to pass the challenge, as the challenge cares about abilities the card has, not ones it grants. Let me make an example to clarify.
Elvish Mystic has an activated ability. Now consider two custom cards, the first says:
CARDNAME MANA
Artifact (for example, but any permanent type is good for this example) (RARITY)
Creatures you control have "T: Add G to your mana pool."
This does NOT pass subchallenge 2, as it doesn't have an activated ability itself, but the activated ability is an ability it grants to other cards/permanents.
The second card says:
CARDNAME MANA
Artifact (for example, but any permanent type is good for this example) (RARITY)
MANA: Until end of turn, creatures you control have "T: Add G to your mana pool."
This DOES pass subchallenge 2, as it has an activated ability itself. It doesn't matter that that ability is also granting an activated ability to other cards/permanents.
How about cards that are compound words with one of the words being the challenge's word? Such as Ajani's Sunstriker.
Both count as derived words, so they are not acceptable. You have to use the exact words by themselves, with the only exception of proper conjugation.
Design -
(X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? (X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development - (X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity? (X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity - (X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”? (X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish - (X/3) Quality: Points deducted for incorrect spelling, grammar, and templating. (X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge? (X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
Player deadline: Friday, August 14th 23:59 EDT
Judge deadline: Wednesday, August 19th 23:59 EDT
PLAYERS
(the star * means that player has not posted a card before deadline, so it's automatically dropped)
admirableadmiral
Am Shegar
Awkward Squirtle
caliburdeath
CardLurd
CrazyMatt
Flatline
FreshMeat *
glurman
IcariiFA
Koopa
link3343 *
Moss_Elemental *
netn10
NVRBLND
RaikouRider
scarbo
scrad_the_wanderer *
Trivmvirate
Vertain
The design phase is over. Unfortunately, we're missing four submissions, so all judges except one (randomly determined to be Antny223) will only have three card to judge. Anyway, in all brackets, top two will advance.
BRACKETS
Judge: bravelion83
CardLurd
Flatline
Trivmvirate
Judge: Tilwin
NVRBLND
RaikouRider
Vertain
Judge: hopefulhawkeye
IcariiFA
netn10
scarbo
Judge: nicol800
Awkward Squirtle
CrazyMatt
Koopa
Judge: Antny223
admirableadmiral
Am Shegar
caliburdeath
glurman
Judges, happy judging! Please respect the deadline (it shouldn't be difficult with less cards).
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.)
Nubrak, Liege of Death and Flesh1BB
Legendary Creature — Horror [M]
Deathtouch
At the beginning of your upkeep, if Nubrak is in your graveyard, you may sacrifice a creature. If you do, return Nubrak from your graveyard to your hand.
Transfigure 1BB
3/1
Shifting WatersU
Enchantment - Aura (C)
Enchant land
Enchanted land is an Island. U: Attach Shifting Waters to target land. Zendikar had always had a changing landscape, but after the Eldrazi were released it has been nothing short of erratic.
Oracle of Fire
Creature - Human Shaman (R)
Haste
: Exile the top card of your library. If an instant or sorcery card is exiled this way, you may cast it this turn. "As she stared into the dancing flames, a vision suddenly came to her."
1/1
(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)
Shira, the Fire of Creation1RRR
Legendary Creature - Elemental (Rare)
Whenever you cast a spell from exile, Shira deals damage equal to that spell's converted mana cost to target creature or player. 1R: Exile the top card of your library. You may cast it this turn if it's a nonland card.
4/4
Priestess of Water1U
Creature - Merfolk Cleric (U)
Hexproof t,Discard a card: Draw a card. If you discard a blue card or an Island card this way, creatures your opponent controls gets -1/-0 until end of turn. "She protects everyone at her best."
1/2
Glow of Blinding Sun1W
Enchantment (U)
When Glow of Blinding Sun enters the battlefield, tap all black and red creatures. WW, Exile Glow of Blinding Sun: Exile target black or red creature.
Bleak Fire ObeliskR Artifact(R)
You can't spend colored mana on colorless mana costs. 1: Add RRR to your mana pool. Those obsidian monoliths spread all throughout Angra, tombstones to a nameless god long forgotten.
Crown of the Sun1WW
Legendary Artifact - Equipment (R)
Whenever Crown of the Sun enters the battlefield or equipped creature dies, attach Crown of the Sun to target creature you control.
Equipped creature has vigilance and lifelink, is legendary, and has "Other creatures you control have exalted."
Equip 4WW
As Chanter of the White Sun enters the battlefield, choose a color.
Vigilance
Tap an untapped creature you control: Prevent the next 1 damage a source of your choice of the chosen color would deal to you or a permanent you control this turn.
Chandra, Fire of the Firmaments1RR
Planeswalker - Chandra (M)
+1: Chandra, Fire of the Firmaments deals 2 damage to each player. Until your next turn, players can't gain life.
-2: Chandra, Fire of the Firmaments deals 3 damage to target creature. That damage can't be prevented.
-6: You get an emblem with "Whenever you cast a red spell, exile the top card of your library. Until end of turn, you may play that card."
(3)
Water Dancing1UU
Enchantment (U)
Whenever an opponents creature blocks or is blocked by a creature you control, it gets -1/-0 until end of turn. "If I had known they could walk on water, I wouldn't of surrounded them by the lake."
— Captain Horotami
Nature's PerseveranceG
Enchantment R
Whenever a permanent enters your graveyard from the battlefield put a growth counter on Nature's Perseverance.
Sacrifice Nature's Perseverance: Add G to your mana pool for each growth counter on Nature's Perseverance. Often beaten, never conquered.
Nature's Purification4GGG
Sorcery {R}
Destroy all permanents except for creatures and lands.
Cycling 3GG(3GG, Discard this card: Draw a card.)
When you cycle Nature's Purification, you may destroy target noncreature, nonland permanent.
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.
The design phase is over. Unfortunately, we're missing four submissions, so all judges except one (randomly determined to be Antny223) will only have three card to judge. Anyway, in all brackets, top two will advance.
BRACKETS
Judge: bravelion83
CardLurd
Flatline
Trivmvirate
Judge: Tilwin
NVRBLND
RaikouRider
Vertain
Judge: hopefulhawkeye
IcariiFA
netn10
scarbo
Judge: nicol800
Awkward Squirtle
CrazyMatt
Koopa
Judge: Antny223
admirableadmiral
Am Shegar
caliburdeath
glurman
Judges, happy judging! Please respect the deadline (it shouldn't be difficult with less cards).
My judgments should come tomorrow.
Private Mod Note
():
Rollback Post to RevisionRollBack
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.)
(2/3) Appeal: A transfigure card which you can returning to your hand, merely at the cost of sacrificing a creature. It appears to a lot of black players, and both Johnny and Spike have uses for it.
(2/3) Elegance: As a transfigure returning straight to the battlefield is a little cooler. Alternatively transmute that went to hand would be elegant.
Development -
(3/3) Viability: Personally I don't think transfigure feels black but since 100% of transfigure cards are black I guess I'll let you have it. I'm sensing it's more mythic under hopes it's ubercompetitive than mythic feeling but since it's both legendary and recurring I will accept this as well.
(1/3) Balance: Returning deathtouch is already pretty nasty, just look at deathmist raptor. If that half doesn't get abused then the repeated abilty to tutor 3 mana creatures into play would.
Creativity -
(1/3) Uniqueness: It explores the space that of a future sight mechanic which has yet to be explored but none of the other elements are new. Ultimately this card suffers for feeling a bit too obvious.
(1/3) Flavor: Didn't really get the flavour beyond the broad strokes of death and I guess flesh is related to transfiguring... A little flavour text would help.
Polish -
(2/3) Quality: Transfigure should have reminder text.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Both Met.
Total: 16/25
Am Shegar
Design -
(3/3) Appeal: I instantly loved it. It is predomiantly a Johnny card but I can see the argument for both Spike and Timmy needing it. A rare treat that ticks all boxes.
(2/3) Elegance: I'm entirely sure on the flavour. It's a red artifact that dislike spending coloured mana on colorless costs because...reasons. The name and flavourtext are fine together but unfortunately it's all feels too generic for the out of the box design.
Development -
(2/3) Viability: I keep finding myself asking "Why is this red?" and getting nowhere. The denial effect feels more white or black, and permanent like this feels more green. It's fine for rare and works in a weird way as an artifact.
(3/3) Balance: So here's the big question. What cards are there that let turn red mana into colourless. I couldn't find any or think of any, so you get full marks here unless I remember any before the deadline.
Creativity -
(3/3) Uniqueness: It's like I've seen before.
(1/3) Flavor: I never really got the flavour which is the biggest disappointment with this card.
Polish -
(3/3) Quality: Fine
(2/2) *Main Challenge: Met
(2/2) Subchallenges: Both Met
Total: 21/25
caliburdeath
Design -
(3/3) Appeal: Only the second card to grant both vigilance and lifelink and I think that in itself might enough for Spike. The legendary clause actually makes this card interesting for Johnny and Timmy just likes giving everything exalted.
(3/3) Elegance: Mechanically it's well designed, working with whites favorite things and the flavour of the one monarch who gets supported by all other creatures works too.
Development -
(2/3) Viability: Mostly works in white but this card needs to be mythic.
(1.5/3) Balance: I think you went too far letting you equip for free the first time given how powerful this could potentially be. At rare I sense it's a little too game ending for limited (unless the format is oozing artifact hate).
Creativity -
(1.5/3) Uniqueness: The most unique element is the reattaching which isn't completely novel but gets half the potential marks.
(2/3) Flavor: I got the flavour but the Sun felt out of place.
Polish -
(2.5/3) Quality: "...creature has vigilance, lifelink, is legendary, ..."
(2/2) *Main Challenge: Met
(2/2) Subchallenges: Both met.
Total: 19.5/25
glurman
Design -
(1/3) Appeal: It's a sideboard hate card, which really won't have a huge appeal will be useful at times.
(2.5/3) Elegance: The card has a great theme. Sun blinds red and black creatures, and when it burns one will be obliterated. The use of enemy colours here is clever and all in all it works very well. Modern magic players will want this to only tap opponents creatures though.
Development -
(3/3) Viability: Works in white, perfectly placed at uncommon and as a enchantment.
(3/3) Balance: It's not overpowered at all.
Creativity -
(1.5/3) Uniqueness: Nothing particularly new here, but tapping red and black creatures hasn't been done before and the combination is original.
(2/3) Flavor: Simply and to the point, but a bit of flavour text to tie the exile effect to the rest of the card would help.
Design (5/6)
-Appeal (2.5/3): This certainly appeals to Johnny. It has tons of potential for combos, and has enough raw power that it will appeal to Spike, at the very least in limited. Timmy finds it somewhat exciting, since it has the potential for so much power, but it isn't a standout for him.
-Elegance (2.5/3): This also makes so much sense, even more so than cards like Five-Alarm Fire. Everything that enters the battlefield serving as food for the blaze is super cool, though the fact that the fuel isn't then consumed by the fire is a bit confusing. It is about as good as elegant as it could practically be made, but it isn't quite perfect.
Development (5/6)
-Viability (2.5/3): No color or rule problems here. It is, however, a very, very powerful uncommon. It is so efficient for so much effect in a variety of decks. This could, and probably should, be a rare. It isn't certain, as Shrine of Burning Rage is comparable (though worse), but it is probable, so -.5 points here.
-Balance (2.5/3): This is extremely powerful in a lot of formats. That doesn't mean it is busted or unbalanced necessarily, so let's examine: In Limited, this is a good play early, by turn 3. It is one of the best things to cast on turn one, but does very little when draw late off the top. It is one of those high ceiling, low floor type cards that will be 1/3rd game winning, 1/3rd kind of okay, and 1/3rd absolutely useless. In the current standard, or any standard with token based or red aggro strategies, this would likely see play. However, it wouldn't necessarily be very good (Impact Tremors serves as a point of comparison). Ultimately I think it is flexible and more powerful enough that it would end up being very good in Standard, but I could be wrong. Modern is where it starts to get a bit shaky though. It is good both in and against Twin or any other combo/token based strategy. It could even just be played for value in a Zoo deck against something like Affinity. It is very hard to evaluate, but ultimately I think it would see play, but mostly in sideboards. It could, maybe, enable some crazy combo deck, but chances are that if Impact Tremors didn't, it won't. -.5 for the risk and potential decks like Twin that are already dominant, but there are most likely no major issues here.
Creativity (3.5/6)
-Uniqueness (1.5/3): This is clearly inspired by Five-Alarm Fire. However, it is different enough from its predecessors and has a fresh enough feel that it still gets a decent score here. The flavor concept is also fairly unique, though once again has clear roots in FAF.
-Flavor (2/3): Neat flavor. The lemons saying on the flavor text feels a little bit off for Goblins though (not to mention the fact that lemons don't burn very well), and, as mentioned in Elegance, it is counter-intuitive that the things fuel for the fire doesn't burn.
Polish (7/7)
-Quality (3/3): No problems here.
-Main Challenge (2/2): The name fits, and says Fire.
-Subchallenges (2/2): Both met.
Total: 20.5/25
CrazyMatt
Design (5/6)
-Appeal (2.5/3): This is an extremely appealing card, that is for sure. Johnny loves it due to its digging capabilities and innate synergy, Timmy likes (though he isn't a huge fan) it since, well, it digs for the perfect card and doesn't die to removal, and Spike is head-over-heals infatuated with it since it is so good.
-Elegance (2.5/3): Overall, the card makes plenty of sense. The card feels like it belongs in Theros, alongside Thassa, God of the Sea. However, the flavor text is instrutable, and muddles the card somewhat.
Development (2/6)
-Viability (1.5/3): No rule problems. It should absolutely be rare. This is so much more powerful than Merfolk Looter (which would only be printed at uncommon in this day and age). It also has a lot of board complexity, though not too much for uncommon. Overall it is just far too powerful, as I will go over in the next section. It also uses the wrong kind of looting. The activation cost should just be tapping, and the it should draw and discard. This does make it marginally worse than Merfolk Looter in that respect, but it also makes it red. This should be an Izzet card.
Balance (0.5/3): Merfolk Looter was quite good in its standard and would be playable in this standard (though not as much as Jace, Vryn's Prodigy). This card is so much better on so many levels. First, it has hexproof. This is most important. The fact that a control deck can now run this card without commiting to playing some number of creatures is incredibly important. A hexproof Merfolk Looter would see a LOT of play in this standard (maybe more than Jace?), and maybe even some in Modern, especially since Fish is a deck. Second, it affects the board. A lot. Giving all your opponent's creatures -1/-0 is good against all of a control decks classic worst matchups, and it can even be used aggressively to race or disable opponent's blockers. And one more bonus: it is a 1/2 instead of a 1/1. This really should be a 0/1, since it doesn't deserve any more utility beyond what it already has. All this makes for a card that would dominate Standard, encouraging everyone to play as much blue as they possibly could, would heavily impact Modern, making all the blue decks far better and enabling some more (not to mention Fish), and would be playable in Legacy. If it wouldn't warp Standard, then maybe it would be printable (at Rare), but it just has too much power in it's current version.
Creativity (3.5/6)
-Uniqueness (2/3): While it does, in a way, just feel like a pushed, pushed, and pushed again Merfolk Looter, the -1/-0 ability conditional on what you discard was very smart and flavorful, and it saves this card in this category. I would really love to see it on a balanced uncommon.
-Flavor (1.5/3): Mechanically, I love the flavor here. While it is very magical and isn't completely logical, this is Magic, so it is fine. However, the flavor text doesn't make any sense. I read it to myself over and over again trying to make some sense out of it, but it just isn't clicking for me. Barring my being a extremely dense, dyslexic, or otherwise incapable of understanding the sentence, this probably means it actually doesn't make any sense, or at least not enough for most players to understand.
Polish (5.5/7)
-Quality (1.5/3): There are several small problems with the activated ability. First, their isn't a space between the comma after the tap symbol and "Discard a card." Second, "If you discard a blue card or an Island card this way," should be worded "If a blue card or Island card was discarded this way." Lastly: "creatures your opponent controls" should be "creatures target opponent controls," or "creatures your opponents control." Cards don't just refer to "your opponent" any more.
Main Challenge (2/2): The name matches the card very well.
Subchallenges (2/2): Both met.
Total: 16/25
Koopa
Design (4/6)
-Appeal (1/3): Timmy has absolutely no use for this card. Johnny might like it some because of Islandwalk, or maybe some synergy for targeting lands. Spike also may have a use for it, possibly in a deck like Modern Merfolk (if Spreading Seas were banned, which it won't be). Overall very slim appeal here, only marginal for even the psychographics that like it. Melvin might appreciate it, but he doesn't count for much, considering he isn't actually a psychographic.
-Elegance (3/3): Makes perfect sense. Simple wording, simple effect, simple flavor, combined quite well onto one card. It would be way cooler with landfall though...
Development (6/6)
-Viability (3/3): Common is the appropriate rarity for this card, it doesn't break color barriers, and it doesn't bend or break any rules. Perfectly viable.
-Balance (3/3): No balance problems. Barring an islandwalk ASFAN of 4 or more in a limited environment, this won't make any waves anywhere, though it will have some fun interactions for casual players.
Creativity (4/6)
-Uniqueness (1/3): This is not very unique. There are a lot of effects that move around equipment and a few that do the same for Auras. There are also plenty of ways to make lands Islands. This is a neat combination and has good flavor, but isn't unique enough for a great score here. If it had a landfall trigger it would go up at least half a point here...
-Flavor (3/3): Super cool flavor, elegantly executed. The flavor text fits just right, and elevates the card. I still miss landfall, but the flavor works just fine without it.
Polish (7/7)
-Quality (3/3): No quality problems to speak of.
-Main Challenge (2/2): The name fits!
-Subchallenges (2/2): All good here.
Status: judging complete. Not final until deadline.
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.
Gaea, Mother Nature6GGGG
Legendary Creature – Avatar (M) 1G: Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library. G, Sacrifice Gaea, Mother Nature: Reveal the cards in your library, if you have no lands in your library, you win the game, if you don’t, you may cast a green creature card revealed this way then shuffle your library.
10/10
Design (2.5/3) Appeal - Timmy absolutely loooooves this!!! Big, affect the boards in a huge way and wins him the game! What more could he ask for? I can easily see this becoming many Timmies' favorite card in the whole game! Johnny will try to finds original and alternative ways to extract all lands out of his library. Spike looks at the mana cost and says: "NEXT!". Also, having an alternative win condition on a 10/10 feels like overkill and useless to him. And it doesn't even have trample for such a huge cost! I'd normally give 2 points for this, but I'm willing to give you a little bonus for how well this card fits its clearly intended Timmy audience. (2/3) Elegance - Wordy, but still understandable enough.
Development (2.5/3) Viability - All screams green in this card. Even the win condition feels very green: flavorfully you've discovered all the lands so you know all of the plane or something like that, mechanically the first ability helps reaching it just like most classic green ramp spells you'd play anyway to get to ten mana to cast her. If this isn't a mythic I don't know what would qualify. Is it intentional that you still have to pay the mana cost of the green creature you get from your library? Usually, such effects say "without paying its mana cost", or "put that card onto the battlefield" rather than "cast". Still, it's not a big problem though, if you have ten mana to cast Gaea, the following turn you can sacrifice her and still have NINE mana to cast that creature without even having to play the land for the turn (if you have it). That should be enough, and that's if you don't win right away. So in the end, this is just a minor point. (1.5/3) Balance - The high mana cost makes this unplayable in any form of competitive constructed unless some Eldrazi-like shenanigans. I have also my doubts about limited, even if the fact that games usually go on a little longer and that there are fewer lands to get rid of in a 40-card deck rather than a 60-card one helps. It would require again an environment like the "battlecruiser Magic" of ROE. Many casual players will absolutely love this card and they will try to make it work in any way. In multiplayer, games also last longer, so you'd have better chances of getting to cast this. Also, the alternative win condition lets you win the game against all opponents at the same time. Still, if you get to cast this, it will make you a target for all other players.
Creativity (3/3) Uniqueness - Despite so many cards referencing her, she's never had a card for herself. The first ability is nothing new, but the second ability more than makes up for it! "Reveal the cards in your library" is a phrase found only in a single card in all Magic's history (Guided Passage), which by the way also confirms that wording is legit. I also checked "Reveal your library" to make sure it wasn't just an alternative wording and Gatherer gave me back a grand total of zero results, so we're fine here. Also, you have a very original win condition there, and having a different effect happen if the win condition fails is also something I can't remember. Again, if this isn't a unique card, I don't know what would qualify. (2/3) Flavor - As I don't have a deep knowledge of the lore before I'd say around Mirrodin/Kamigawa, and I knew that someone called Gaea was involved way before that, I had to check her wiki page to be sure. After reading that, I'd say the name fits very well, as it's said the she's possibly the creator of one of the creators of Dominaria, so in a sense she's the mother of the whole plane and of course she represents nature. That makes the name fit the card very well, and the required word fits in it very naturally (pun nice but unintended), so I'm giving you a little bonus for this. Unfortunately there's no room for flavor text.
Polish (2/3) Quality - The last ability should be broken into three sentences, and that means both commas right before the "if"s should be periods: "Reveal the cards in your library. If you have... win the game. If you don't, ..." (half a point deducted for each missing period makes one point). I also think it would be better to use "Otherwise" instead of "If you don't", but as it's still not technically incorrect ("you don't have no lands" actually means you have some, despite the use in slang) I won't deduct any points for this. (2/2) Main Challenge - All good here. (2/2) Subchallenges - Both met.
Oracle of Fire
Creature - Human Shaman (R)
Haste
: Exile the top card of your library. If an instant or sorcery card is exiled this way, you may cast it this turn.
[i]"As she stared into the dancing flames, a vision suddenly came to her."[/i]
1/1
Design (2/3) Appeal - Timmy doesn't care. Johnny can use this to dig into his library for an instant or sorcery combo piece. Spike just sees potential card advantage here, and he likes very much the haste that lets him get advantage of that immediately. (3/3) Elegance - Very easily understandable, not wordy, and makes complete sense as a whole. It's an exemplar card in this area.
Development (3/3) Viability - Everything is in color. Rarity feels appropriate too. (3/3) Balance - Certainly playable in limited, it may also find a place in constructed, especially in burn decks. I see no particular problems in casual or multiplayer, nor any particular unfun experience this can create.
Creativity (1.5/3) Uniqueness - Mechanically, there is nothing particularly new in this card. The impulsive draw variant coupled with haste is nice, but not enough to make this card feel completely fresh. The very good flavor helps a bit here in giving more of a unique identity to the card. (2.5/3) Flavor - Given the name, I was expecting a damage related ability instead of an impulsive draw-like one, but when I read the flavor text all made sense. In the overall concept of the card the name and the required word in it make complete sense. I don't think the flavor text needs to be a quote though. However, the overall package is very flavorful.
Polish (3/3) Quality - The activated ability's effect could be shortened saying just "If it's an instant or sorcery card, you may cast it this turn", but your wording is still perfectly functional, so no point deduction. (2/2) Main Challenge - See Flavor. (2/2) Subchallenges - Both met.
Trials of Death3BB
Sorcery (R)
Put a trial counter on all non-Demon creatures. At the beginning of your next upkeep, destroy all untapped creatures with trial counters on them.
Rebound[i] (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)[/i]
Design (1.5/3) Appeal - Timmy certainly likes the flavor of this and the fact that this affects the board in a very visible way. A Timmy/Johnny might try to pair this with a huge (Spike would add "possibly undercosted") Demon to try to wipe the board the next turn and then smash face with it. I can't see that much to do for a pure Johnny, maybe some shenanigans with the trial counters, but that feels like a stretch. Spike sees just yet another Wrath variant, and not even that efficient. (2/3) Elegance - The text is understandable enough, but it has quite a lot of not so obvious implications.
Development (2/3) Viability - Black is the best color at creature removal, and it can have rebound as shown in that mechanic's first appearance in ROE (in DTK obviously not as it was the white/blue Ojutai mechanic). Rarity feels right. The functionality leaves me a bit perplex though: let's say I have a few creatures including a Demon, and you have some creatures too. I cast this on my turn (it's a sorcery), putting a trial counter on every creature but my Demon and setting up a delayed trigger that will go off at my next upkeep (together with rebound by the way). I pass the turn. You attack with all your creatures, supposing you have profitable attacks, then pass the turn. I untap (so it's not relevant if I have attacked or not on my last turn, my creatures will be untapped anyway whan the upkeep comes), and on my upkeep both the delayed trigger and rebound go on the stack. I can't see any real difference, so let's say I have the delayed trigger resolve first. Untapped creatures with trial counters are destroyed. Which creatures are those? My own! Yours are tapped from the attack, so only I do control untapped creatures! My Demon survives, but that's not good. Then rebound resolves and we do it all again, without a big difference on the next turn. I don't exactly see why this has rebound. The "I destroy my own creatures" problem will only alleviate when you, as my opponent, don't have profitable attacks, so you're forced to choose between probably losing your creatures in combat or leaving them untapped with the delayed trigger coming soon, and that's the only case I see where this card can be somewhat damaging to your opponent. If this card didn't say "untapped" this problem would be much alleviated. I may be missing something though. If I do, let me know. (1/3) Balance - I think the problems I just talk about would prevent this from seeing play in constructed. In limited it may be playable anyway when you have a stall: you might hit some of his or her creatures too in that case. Its complex functionality won't help this card being appreciated in casual. In multiplayer the same "opponents' creatures survive" problem is even bigger as you have multiple opponents, and losing your own creatures is even a bigger problem there.
Creativity (1/3) Uniqueness - This feels like a delayed and selective Wrath. A new twist on a classic effect, but nothing particularly new mechanically. The flavor, while good, doesn't add a lot of a fresh feeling to the card. (1.5/3) Flavor - The name makes sense with the mechanics, and the overall flavor is good. No room for flavor text.
Polish (3/3) Quality - All good here. (2/2) Main Challenge - All good here. (1/2) Subchallenges - Monocolored, but no activated ability.
This is one I was working on when I ran out of time.
No problem. Real life always takes precedence.
Vaali, Water Wielder2UU
Legendary Creature - Human Wizard (R)
Whenever Vaali attacks, you may tap or untap target creature. 1S: The next time a creature becomes the target of a spell or ability you control, that creature doesn't untap during its controller's next untap step.
3/4
Design (2/3) Appeal - Timmy may like a big enough creature that when it attacks it frees the way by tapping opposing would-be blockers, still this isn't a card that makes him go "Wow!". Johnny may use this in some tap/untap kind of combo, even though there may be better cards for that. Spike sees the value in paying the snow mana right before the attack, attacking with this and tapping a creature that won't untap for a turn. Actually, now that I think of it, Johnny too will appreciate the innate synergy between the two abilities. (2/3) Elegance - The text is understandable but you might have to pause for a moment to get a good grasp of it.
Development (3/3) Viability - Everything is in color and rarity feels right. No problems here. (2.5/3) Balance - Certainly playable in limited. In constructed, as long as snow mana is in the environment (which I imagine would be in the hypothetical Standard format this would be in), I think this could see a little Standard play, maybe as pseudo-removal in blue decks that normally have a hard time dealing with resolved permanents (and that's totally meant to be the main weakness of the color). I can't see this in bigger formats than Standard: one could think of Splinter Twin in Modern with the tap/untap ability, but it's actually useless there as it's an attack trigger and not an etb one. I see no problems in multiplayer. In casual, some players will not like seeing their stuff repeatedly freezed, and that can be a little unfun for them.
Creativity (1.5/3) Uniqueness - The original part here is the activated ability: I can't remember such a pseudo-reverse heroic ability before. The rest is nothing new, and flavor is not enough to add further freshness to the card. (1/3) Flavor - I don't understand why one who wields water is a legend, it's quite an ordinary gesture. Certainly there is some story behind here that we don't know. Not untapping during the next untap step is usually associated with cold (ice, frost, freezing, etc…), not water (the chemist in me feels forced to specify "liquid water" here, as ice is just solid water anyway). There is no flavor text here, even though MSE tells me that up to two lines would have fit. I think it would have really helped in clearing both of the points I just brought up.
Polish (3/3) Quality - All good here. (1.5/2) Main Challenge - The water is involved in that you flood the creature with it and that's why it doesn't untap? It may be, but it's not 100% clear. Some flavor text could have helped here. (2/2) Subchallenges - Both met (snow mana symbols are colorless).
That's not the best attitude to get you heard. I do what I want to do. At least, you could have asked it saying "please". Anyway, I do want to judge that, because that's an exemplar card of what to avoid in Quality: you certainly broke the record for the most Quality mistakes in a single card! Well, let's be positive then and turn this into a learning occasion for everyone.
Elspeth, Sun's Savior
Creature- Human Solider
Put a +1/+1 counter on target creature.
When a creature with a +1/+1 counter on it dies, Exile Elspteh,
Then Return her to the battlefield transformed.
[i]Her magic brought strength to her comrades in dire times. /i]
2/2
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Elspeth, The Protector
Plansewalker- Elspeth
{+1} Put a +1/+1 counter on up to one target creature
{-3} Creatures you control are indestructible until end of turn
{-5} You get an emblem with "When a creature you control enters the battlefield, put a +1/+1 counter on each creature you control"
{2}
Design (2.5/3) Appeal - Timmy likes flavorful planeswalkers and also one that makes his creatures grow. Johnny might use her in some combo involving +1/+1 counters, especially as the activated ability on the creature side doesn't even tap her. Spike sees good value overall, but he doesn't like too much the low starting loyalty of the planeswalker side. (2.5/3) Elegance - Wordy, as most planeswalker are and need to be, but still understandable enough.
Development (1.5/3) Viability - Everything is in color. Rarity is missing, so I can't judge it. It's obviously a mythic, but it being obvious doesn't mean you can leave it out. (2.5/3) Balance - Limited bomb as most planeswalkers. She may see play in constructed too as she can kind of protect herself by making other creatures grow or gain indestructible to better act as blockers. This looks very good in some kind of white weenie deck, acting as one in the beginning and later turning into the perfect planeswalker for such a deck: she makes those weenies grow, makes them indestructible (which is good but would have been wonderful to chump block bigger creatures with if it lasted "until your next turn" instead of "until end of turn"), or gives you a pseudo-anthem emblem. I see no problems in casual or multiplayer, nor any unfun experience this can create.
Creativity (2/3) Uniqueness - An Elspeth DFC is already original. Her transforming condition reminds me of Liliana's one but it still has its own twist (caring about +1/+1 counters). The planeswalker side is the first and only version of Elspeth to not put Soldier tokens onto the battlefield, that is actually the most distinctive thing about her mechanically, so while it's original to drop it, I'm not sure it's that good of an idea. (0/3) Flavor - In a vacuum, the names are good enough, and the mechanics nicely reflect the flavor of a savior/protector, but the flavor text feels generic. With knowledge of her storyline it gets even worse: "Sun's Savior"? Does killing the usurper (from Heliod's point of view) god Xenagos count as "saving" Heliod himself? And which "comrades" did she have in that journey? I can remember only one: Ajani, who can use his own magic. Also, at the end of the story she doesn't exactly become a "protector"... well, unless you mean "protector of the Theran Underworld"! Seriously, the only possibility I can see for the flavor of this card working is this card representing her before she became Heliod's champion, even if she was quite solitary also back then. I can't picture her having a lot of "comrades" even back there. Anyway, even if it was like that, before becoming Heliod's champion, she certainly couldn't be the "Sun's" anything. Finally, these DFCs represent the exact moment that planeswalker's spark ignites. Unfortunately, we know that Elspeth's home plane is one we never visited yet, a plane invaded by the Phyrexians, but not Mirrodin. The "Sun" flavor really doesn't work in Theros (as I 've already explained), nor in Mirrodin (there are suns but she isn't from there, so her spark can't have ignited there), nor in Bant where we first met her (the sun is not so important there). It may work in the plane she's actually from, but again, we don't even know how that plane is called, let alone about the sun there.
Polish (0/3) Quality - Now we come to the real meat of the judgment. This will be long, I warn you. I also anticipate that I should deduct way more than three points here, but that is the maximum, so that's what you'd get here: a zero. A shame that negative points aren't a thing in the MCC! And now here we go with the full list of mistakes:
Front face (creature side):
• Name not bolded. I normally deduct no points for this, though, rather I just point to the CCC forum rules.
• Missing space between "Creature" and the hyphen in the type line.
• That hyphen should also be a long dash, but I normally don't even mention this. Doing so here for the sake of completeness.
• Always in the type line: "Solider" has a typo in it, should be "Soldier".
• Rarity is missing. This is a huge mistake, because rarity is a fundamental part of a card, and I usually deduct one whole point for this.
• Let's finally go to the rules text. A colon is missing after the mana symbol in the first ability. A functional mistake, because the colon is exactly what identifies an activated ability. Without it, that ability is not activated, but neither triggered or static. So in the end it's nothing, and it has the same functionality of the "assemble" ability in Steamflogger Boss, that is none.
• In the second ability, the word "Exile" should not be capitalized.
• Right after that, "Elspteh" is a clear typo.
• An unneeded line break right after that typo.
• Right after that, the word "Then" should not be capitalized.
• The same goes for the word "Return".
• The exile/transforming ability should say "...transformed under her owner's control". Otherwise, your opponent might gain control of the creature side, transform her and get to keep her permanently.
• The flavor text should be in italics. The problem here is you didn't correctly close the italic tag: /i] is missing the opening square bracket.
Back face (planeswalker side):
• Name not bolded. I normally deduct no points for this, though, rather I just point to the CCC forum rules.
• Missing space between "Planeswalker" and the hyphen in the type line.
• That hyphen should also be a long dash, but I normally don't even mention this. Doing so here for the sake of completeness.
• Rarity is missing. Even if it were correctly there in the front face, it must be repeated in the back face anyway.
• Missing colon in the +1 ability. Again, without a colon that ability is not even activated, it's nothing and not functional.
• Missing period at the end of the +1 ability.
• Missing colon in the -3 ability. See above.
• In the -3, you are using old templating, from where indestructible was not yet a keyword ability. Now that it is, creatures you control should "gain" indestructible, not "be" indestructible.
• Missing period at the end of the -3 ability.
• Missing colon in the -5 ability. See above.
• In the -5, the "When" in the emblem trigger should be "Whenever", as you expect the trigger to happen multiple times.
• Again in that emblem, the wording of the trigger should be "a creature enters the battlefield under your control". You can't say "a creature you control enters the battlefield", as before it enters the battlefield you don't control it yet! You control the creature spell on the stack in that moment, not yet the creature permanent on the battlefield.
• Missing period at the end of the -5 ability.
I think this is all: 13 in the front face and 13 in the back face. Two times 13 makes 26! Even more than the 17 I counted in my first quick read! New record!
(2/2) Main Challenge - I assume this is for July Round 3 so I'll consider the challenge from there. It was to design an Origins-style DFC planeswalker keeping the same original character as the previous rounds. Now, Elspeth is not exactly an "original" character, but let's assume she didn't exist in real Magic and that you created her character, so that this card satisfies the main challenge, also because otherwise I should hypothetically DQ you, and I don't want to in a sample judgment. (1/2) Subchallenges - I assume this is for July Round 3 so I'll consider the subchallenges from there. They were:
• Front face (creature side) with same colors as round 2's card: you weren't in round 2, so let's just assume this is met.
• No emblems in the back face (planeswalker side): oh, look! It's an emblem right there in the -5! No bonus point!
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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August MCC Round 2
"A beautiful name"
One day, Jeff was thinking back of his family in Oreskos. It was a few years he was away from them, and while he knew he couldn't come back there, as he would be captured at least and killed at worst, he still missed them. That day he realized one thing that somehow had always escaped him. Theran Leonin refused the gods everyone else believed in on Theros. Then why did his parents name him with a name that means "peace of God"? Why was his father's name Matthew, meaning "gift of God"? And why was Matthew's father named Micheal, meaning "Who is like God"? Even Jeff's mother was named Elizabeth, meaning "God is an oath". Why did all his ancestors have a very Leonin last name, Lionheart, but first names always linked to those same gods they were supposed to reject? His inner search for who he truly is was now leading him back to his home plane. He was himself part of a mistery, his own name was part of a mistery, and he wanted to shed light on it somehow.
Main challenge: design a nonland card choosing one of the following options -
• A white card that contains the word "Sun" in its card name.
• A blue card that contains the word "Water" in its card name.
• A black card that contains the word "Death" in its card name.
• A red card that contains the word "Fire" in its card name.
• A green card that contains the word "Nature" in its card name.
The required words still count if they're adequately conjugated, for example with an added "s" for plural or Saxon genitive. Derived words do NOT count (for example, "Sunny" is not valid for white and "Natural" is not valid for green).
Only the card name counts, all other text on the card does NOT count.
Subchallenge 1: The card has a monocolored color identity (which means it is both monocolored and has no off color mana symbols wherever on the card).
Subchallenge 2: The card has at least one activated ability.
It depends. How are you granting the activated ability? You must be granting that ability with an activated ability itself to pass the challenge, as the challenge cares about abilities the card has, not ones it grants. Let me make an example to clarify.
Elvish Mystic has an activated ability. Now consider two custom cards, the first says:
CARDNAME MANA
Artifact (for example, but any permanent type is good for this example) (RARITY)
Creatures you control have "T: Add G to your mana pool."
This does NOT pass subchallenge 2, as it doesn't have an activated ability itself, but the activated ability is an ability it grants to other cards/permanents.
The second card says:
CARDNAME MANA
Artifact (for example, but any permanent type is good for this example) (RARITY)
MANA: Until end of turn, creatures you control have "T: Add G to your mana pool."
This DOES pass subchallenge 2, as it has an activated ability itself. It doesn't matter that that ability is also granting an activated ability to other cards/permanents.
Both count as derived words, so they are not acceptable. You have to use the exact words by themselves, with the only exception of proper conjugation.
(X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card?
(X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development -
(X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
(X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity -
(X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”?
(X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish -
(X/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
(X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
(X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
Player deadline: Friday, August 14th 23:59 EDT
Judge deadline: Wednesday, August 19th 23:59 EDT
JUDGES
bravelion83
Tilwin
hopefulhawkeye
nicol800
Antny223
PLAYERS
(the star * means that player has not posted a card before deadline, so it's automatically dropped)
admirableadmiral
Am Shegar
Awkward Squirtle
caliburdeath
CardLurd
CrazyMatt
Flatline
FreshMeat *
glurman
IcariiFA
Koopa
link3343 *
Moss_Elemental *
netn10
NVRBLND
RaikouRider
scarbo
scrad_the_wanderer *
Trivmvirate
Vertain
The design phase is over. Unfortunately, we're missing four submissions, so all judges except one (randomly determined to be Antny223) will only have three card to judge. Anyway, in all brackets, top two will advance.
BRACKETS
Judge: bravelion83
CardLurd
Flatline
Trivmvirate
Judge: Tilwin
NVRBLND
RaikouRider
Vertain
Judge: hopefulhawkeye
IcariiFA
netn10
scarbo
Judge: nicol800
Awkward Squirtle
CrazyMatt
Koopa
Judge: Antny223
admirableadmiral
Am Shegar
caliburdeath
glurman
Judges, happy judging! Please respect the deadline (it shouldn't be difficult with less cards).
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.)
Legendary Creature — Horror [M]
Deathtouch
At the beginning of your upkeep, if Nubrak is in your graveyard, you may sacrifice a creature. If you do, return Nubrak from your graveyard to your hand.
Transfigure 1BB
3/1
Enchantment - Aura (C)
Enchant land
Enchanted land is an Island.
U: Attach Shifting Waters to target land.
Zendikar had always had a changing landscape, but after the Eldrazi were released it has been nothing short of erratic.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Creature - Human Shaman (R)
Haste
: Exile the top card of your library. If an instant or sorcery card is exiled this way, you may cast it this turn.
"As she stared into the dancing flames, a vision suddenly came to her."
1/1
Legendary Creature - Elemental (Rare)
Whenever you cast a spell from exile, Shira deals damage equal to that spell's converted mana cost to target creature or player.
1R: Exile the top card of your library. You may cast it this turn if it's a nonland card.
4/4
Creature - Merfolk Cleric (U)
Hexproof
t,Discard a card: Draw a card. If you discard a blue card or an Island card this way, creatures your opponent controls gets -1/-0 until end of turn.
"She protects everyone at her best."
1/2
Enchantment (U)
When Glow of Blinding Sun enters the battlefield, tap all black and red creatures.
WW, Exile Glow of Blinding Sun: Exile target black or red creature.
Artifact (R)
You can't spend colored mana on colorless mana costs.
1: Add RRR to your mana pool.
Those obsidian monoliths spread all throughout Angra, tombstones to a nameless god long forgotten.
Legendary Artifact - Equipment (R)
Whenever Crown of the Sun enters the battlefield or equipped creature dies, attach Crown of the Sun to target creature you control.
Equipped creature has vigilance and lifelink, is legendary, and has "Other creatures you control have exalted."
Equip 4WW
Creature - Cat Cleric (R)
As Chanter of the White Sun enters the battlefield, choose a color.
Vigilance
Tap an untapped creature you control: Prevent the next 1 damage a source of your choice of the chosen color would deal to you or a permanent you control this turn.
3/3
Planeswalker - Chandra (M)
+1: Chandra, Fire of the Firmaments deals 2 damage to each player. Until your next turn, players can't gain life.
-2: Chandra, Fire of the Firmaments deals 3 damage to target creature. That damage can't be prevented.
-6: You get an emblem with "Whenever you cast a red spell, exile the top card of your library. Until end of turn, you may play that card."
(3)
Enchantment (U)
Whenever an opponents creature blocks or is blocked by a creature you control, it gets -1/-0 until end of turn.
"If I had known they could walk on water, I wouldn't of surrounded them by the lake."
— Captain Horotami
Enchantment R
Whenever a permanent enters your graveyard from the battlefield put a growth counter on Nature's Perseverance.
Sacrifice Nature's Perseverance: Add G to your mana pool for each growth counter on Nature's Perseverance.
Often beaten, never conquered.
Signature by DarkNightCavalier at Heroes of the Plane Studios
Sorcery {R}
Destroy all permanents except for creatures and lands.
Cycling 3GG (3GG, Discard this card: Draw a card.)
When you cycle Nature's Purification, you may destroy target noncreature, nonland permanent.
Emille, Seven-Sting Dancer Shalin Nariya
BRACKETS
Judge: bravelion83
CardLurd
Flatline
Trivmvirate
Judge: Tilwin
NVRBLND
RaikouRider
Vertain
Judge: hopefulhawkeye
IcariiFA
netn10
scarbo
Judge: nicol800
Awkward Squirtle
CrazyMatt
Koopa
Judge: Antny223
admirableadmiral
Am Shegar
caliburdeath
glurman
Judges, happy judging! Please respect the deadline (it shouldn't be difficult with less cards).
My judgments should come tomorrow.
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.)
admirableadmiral
(2/3) Appeal: A transfigure card which you can returning to your hand, merely at the cost of sacrificing a creature. It appears to a lot of black players, and both Johnny and Spike have uses for it.
(2/3) Elegance: As a transfigure returning straight to the battlefield is a little cooler. Alternatively transmute that went to hand would be elegant.
Development -
(3/3) Viability: Personally I don't think transfigure feels black but since 100% of transfigure cards are black I guess I'll let you have it. I'm sensing it's more mythic under hopes it's ubercompetitive than mythic feeling but since it's both legendary and recurring I will accept this as well.
(1/3) Balance: Returning deathtouch is already pretty nasty, just look at deathmist raptor. If that half doesn't get abused then the repeated abilty to tutor 3 mana creatures into play would.
Creativity -
(1/3) Uniqueness: It explores the space that of a future sight mechanic which has yet to be explored but none of the other elements are new. Ultimately this card suffers for feeling a bit too obvious.
(1/3) Flavor: Didn't really get the flavour beyond the broad strokes of death and I guess flesh is related to transfiguring... A little flavour text would help.
Polish -
(2/3) Quality: Transfigure should have reminder text.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Both Met.
Total: 16/25
(3/3) Appeal: I instantly loved it. It is predomiantly a Johnny card but I can see the argument for both Spike and Timmy needing it. A rare treat that ticks all boxes.
(2/3) Elegance: I'm entirely sure on the flavour. It's a red artifact that dislike spending coloured mana on colorless costs because...reasons. The name and flavourtext are fine together but unfortunately it's all feels too generic for the out of the box design.
Development -
(2/3) Viability: I keep finding myself asking "Why is this red?" and getting nowhere. The denial effect feels more white or black, and permanent like this feels more green. It's fine for rare and works in a weird way as an artifact.
(3/3) Balance: So here's the big question. What cards are there that let turn red mana into colourless. I couldn't find any or think of any, so you get full marks here unless I remember any before the deadline.
Creativity -
(3/3) Uniqueness: It's like I've seen before.
(1/3) Flavor: I never really got the flavour which is the biggest disappointment with this card.
Polish -
(3/3) Quality: Fine
(2/2) *Main Challenge: Met
(2/2) Subchallenges: Both Met
Total: 21/25
(3/3) Appeal: Only the second card to grant both vigilance and lifelink and I think that in itself might enough for Spike. The legendary clause actually makes this card interesting for Johnny and Timmy just likes giving everything exalted.
(3/3) Elegance: Mechanically it's well designed, working with whites favorite things and the flavour of the one monarch who gets supported by all other creatures works too.
Development -
(2/3) Viability: Mostly works in white but this card needs to be mythic.
(1.5/3) Balance: I think you went too far letting you equip for free the first time given how powerful this could potentially be. At rare I sense it's a little too game ending for limited (unless the format is oozing artifact hate).
Creativity -
(1.5/3) Uniqueness: The most unique element is the reattaching which isn't completely novel but gets half the potential marks.
(2/3) Flavor: I got the flavour but the Sun felt out of place.
Polish -
(2.5/3) Quality: "...creature has vigilance, lifelink, is legendary, ..."
(2/2) *Main Challenge: Met
(2/2) Subchallenges: Both met.
Total: 19.5/25
(1/3) Appeal: It's a sideboard hate card, which really won't have a huge appeal will be useful at times.
(2.5/3) Elegance: The card has a great theme. Sun blinds red and black creatures, and when it burns one will be obliterated. The use of enemy colours here is clever and all in all it works very well. Modern magic players will want this to only tap opponents creatures though.
Development -
(3/3) Viability: Works in white, perfectly placed at uncommon and as a enchantment.
(3/3) Balance: It's not overpowered at all.
Creativity -
(1.5/3) Uniqueness: Nothing particularly new here, but tapping red and black creatures hasn't been done before and the combination is original.
(2/3) Flavor: Simply and to the point, but a bit of flavour text to tie the exile effect to the rest of the card would help.
Polish -
(3/3) Quality:
(2/2) *Main Challenge:
(2/2) Subchallenges:
Total: 20/25
Awkward Squirtle
Design (5/6)
-Appeal (2.5/3): This certainly appeals to Johnny. It has tons of potential for combos, and has enough raw power that it will appeal to Spike, at the very least in limited. Timmy finds it somewhat exciting, since it has the potential for so much power, but it isn't a standout for him.
-Elegance (2.5/3): This also makes so much sense, even more so than cards like Five-Alarm Fire. Everything that enters the battlefield serving as food for the blaze is super cool, though the fact that the fuel isn't then consumed by the fire is a bit confusing. It is about as good as elegant as it could practically be made, but it isn't quite perfect.
Development (5/6)
-Viability (2.5/3): No color or rule problems here. It is, however, a very, very powerful uncommon. It is so efficient for so much effect in a variety of decks. This could, and probably should, be a rare. It isn't certain, as Shrine of Burning Rage is comparable (though worse), but it is probable, so -.5 points here.
-Balance (2.5/3): This is extremely powerful in a lot of formats. That doesn't mean it is busted or unbalanced necessarily, so let's examine: In Limited, this is a good play early, by turn 3. It is one of the best things to cast on turn one, but does very little when draw late off the top. It is one of those high ceiling, low floor type cards that will be 1/3rd game winning, 1/3rd kind of okay, and 1/3rd absolutely useless. In the current standard, or any standard with token based or red aggro strategies, this would likely see play. However, it wouldn't necessarily be very good (Impact Tremors serves as a point of comparison). Ultimately I think it is flexible and more powerful enough that it would end up being very good in Standard, but I could be wrong. Modern is where it starts to get a bit shaky though. It is good both in and against Twin or any other combo/token based strategy. It could even just be played for value in a Zoo deck against something like Affinity. It is very hard to evaluate, but ultimately I think it would see play, but mostly in sideboards. It could, maybe, enable some crazy combo deck, but chances are that if Impact Tremors didn't, it won't. -.5 for the risk and potential decks like Twin that are already dominant, but there are most likely no major issues here.
Creativity (3.5/6)
-Uniqueness (1.5/3): This is clearly inspired by Five-Alarm Fire. However, it is different enough from its predecessors and has a fresh enough feel that it still gets a decent score here. The flavor concept is also fairly unique, though once again has clear roots in FAF.
-Flavor (2/3): Neat flavor. The lemons saying on the flavor text feels a little bit off for Goblins though (not to mention the fact that lemons don't burn very well), and, as mentioned in Elegance, it is counter-intuitive that the things fuel for the fire doesn't burn.
Polish (7/7)
-Quality (3/3): No problems here.
-Main Challenge (2/2): The name fits, and says Fire.
-Subchallenges (2/2): Both met.
Total: 20.5/25
Design (5/6)
-Appeal (2.5/3): This is an extremely appealing card, that is for sure. Johnny loves it due to its digging capabilities and innate synergy, Timmy likes (though he isn't a huge fan) it since, well, it digs for the perfect card and doesn't die to removal, and Spike is head-over-heals infatuated with it since it is so good.
-Elegance (2.5/3): Overall, the card makes plenty of sense. The card feels like it belongs in Theros, alongside Thassa, God of the Sea. However, the flavor text is instrutable, and muddles the card somewhat.
Development (2/6)
-Viability (1.5/3): No rule problems. It should absolutely be rare. This is so much more powerful than Merfolk Looter (which would only be printed at uncommon in this day and age). It also has a lot of board complexity, though not too much for uncommon. Overall it is just far too powerful, as I will go over in the next section. It also uses the wrong kind of looting. The activation cost should just be tapping, and the it should draw and discard. This does make it marginally worse than Merfolk Looter in that respect, but it also makes it red. This should be an Izzet card.
Balance (0.5/3): Merfolk Looter was quite good in its standard and would be playable in this standard (though not as much as Jace, Vryn's Prodigy). This card is so much better on so many levels. First, it has hexproof. This is most important. The fact that a control deck can now run this card without commiting to playing some number of creatures is incredibly important. A hexproof Merfolk Looter would see a LOT of play in this standard (maybe more than Jace?), and maybe even some in Modern, especially since Fish is a deck. Second, it affects the board. A lot. Giving all your opponent's creatures -1/-0 is good against all of a control decks classic worst matchups, and it can even be used aggressively to race or disable opponent's blockers. And one more bonus: it is a 1/2 instead of a 1/1. This really should be a 0/1, since it doesn't deserve any more utility beyond what it already has. All this makes for a card that would dominate Standard, encouraging everyone to play as much blue as they possibly could, would heavily impact Modern, making all the blue decks far better and enabling some more (not to mention Fish), and would be playable in Legacy. If it wouldn't warp Standard, then maybe it would be printable (at Rare), but it just has too much power in it's current version.
Creativity (3.5/6)
-Uniqueness (2/3): While it does, in a way, just feel like a pushed, pushed, and pushed again Merfolk Looter, the -1/-0 ability conditional on what you discard was very smart and flavorful, and it saves this card in this category. I would really love to see it on a balanced uncommon.
-Flavor (1.5/3): Mechanically, I love the flavor here. While it is very magical and isn't completely logical, this is Magic, so it is fine. However, the flavor text doesn't make any sense. I read it to myself over and over again trying to make some sense out of it, but it just isn't clicking for me. Barring my being a extremely dense, dyslexic, or otherwise incapable of understanding the sentence, this probably means it actually doesn't make any sense, or at least not enough for most players to understand.
Polish (5.5/7)
-Quality (1.5/3): There are several small problems with the activated ability. First, their isn't a space between the comma after the tap symbol and "Discard a card." Second, "If you discard a blue card or an Island card this way," should be worded "If a blue card or Island card was discarded this way." Lastly: "creatures your opponent controls" should be "creatures target opponent controls," or "creatures your opponents control." Cards don't just refer to "your opponent" any more.
Main Challenge (2/2): The name matches the card very well.
Subchallenges (2/2): Both met.
Total: 16/25
Design (4/6)
-Appeal (1/3): Timmy has absolutely no use for this card. Johnny might like it some because of Islandwalk, or maybe some synergy for targeting lands. Spike also may have a use for it, possibly in a deck like Modern Merfolk (if Spreading Seas were banned, which it won't be). Overall very slim appeal here, only marginal for even the psychographics that like it. Melvin might appreciate it, but he doesn't count for much, considering he isn't actually a psychographic.
-Elegance (3/3): Makes perfect sense. Simple wording, simple effect, simple flavor, combined quite well onto one card. It would be way cooler with landfall though...
Development (6/6)
-Viability (3/3): Common is the appropriate rarity for this card, it doesn't break color barriers, and it doesn't bend or break any rules. Perfectly viable.
-Balance (3/3): No balance problems. Barring an islandwalk ASFAN of 4 or more in a limited environment, this won't make any waves anywhere, though it will have some fun interactions for casual players.
Creativity (4/6)
-Uniqueness (1/3): This is not very unique. There are a lot of effects that move around equipment and a few that do the same for Auras. There are also plenty of ways to make lands Islands. This is a neat combination and has good flavor, but isn't unique enough for a great score here. If it had a landfall trigger it would go up at least half a point here...
-Flavor (3/3): Super cool flavor, elegantly executed. The flavor text fits just right, and elevates the card. I still miss landfall, but the flavor works just fine without it.
Polish (7/7)
-Quality (3/3): No quality problems to speak of.
-Main Challenge (2/2): The name fits!
-Subchallenges (2/2): All good here.
Total: 21/25
Koopa: 21
Awkward Squirtle: 20.5
CrazyMatt: 16
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.
Design
(2.5/3) Appeal - Timmy absolutely loooooves this!!! Big, affect the boards in a huge way and wins him the game! What more could he ask for? I can easily see this becoming many Timmies' favorite card in the whole game! Johnny will try to finds original and alternative ways to extract all lands out of his library. Spike looks at the mana cost and says: "NEXT!". Also, having an alternative win condition on a 10/10 feels like overkill and useless to him. And it doesn't even have trample for such a huge cost! I'd normally give 2 points for this, but I'm willing to give you a little bonus for how well this card fits its clearly intended Timmy audience.
(2/3) Elegance - Wordy, but still understandable enough.
Development
(2.5/3) Viability - All screams green in this card. Even the win condition feels very green: flavorfully you've discovered all the lands so you know all of the plane or something like that, mechanically the first ability helps reaching it just like most classic green ramp spells you'd play anyway to get to ten mana to cast her. If this isn't a mythic I don't know what would qualify. Is it intentional that you still have to pay the mana cost of the green creature you get from your library? Usually, such effects say "without paying its mana cost", or "put that card onto the battlefield" rather than "cast". Still, it's not a big problem though, if you have ten mana to cast Gaea, the following turn you can sacrifice her and still have NINE mana to cast that creature without even having to play the land for the turn (if you have it). That should be enough, and that's if you don't win right away. So in the end, this is just a minor point.
(1.5/3) Balance - The high mana cost makes this unplayable in any form of competitive constructed unless some Eldrazi-like shenanigans. I have also my doubts about limited, even if the fact that games usually go on a little longer and that there are fewer lands to get rid of in a 40-card deck rather than a 60-card one helps. It would require again an environment like the "battlecruiser Magic" of ROE. Many casual players will absolutely love this card and they will try to make it work in any way. In multiplayer, games also last longer, so you'd have better chances of getting to cast this. Also, the alternative win condition lets you win the game against all opponents at the same time. Still, if you get to cast this, it will make you a target for all other players.
Creativity
(3/3) Uniqueness - Despite so many cards referencing her, she's never had a card for herself. The first ability is nothing new, but the second ability more than makes up for it! "Reveal the cards in your library" is a phrase found only in a single card in all Magic's history (Guided Passage), which by the way also confirms that wording is legit. I also checked "Reveal your library" to make sure it wasn't just an alternative wording and Gatherer gave me back a grand total of zero results, so we're fine here. Also, you have a very original win condition there, and having a different effect happen if the win condition fails is also something I can't remember. Again, if this isn't a unique card, I don't know what would qualify.
(2/3) Flavor - As I don't have a deep knowledge of the lore before I'd say around Mirrodin/Kamigawa, and I knew that someone called Gaea was involved way before that, I had to check her wiki page to be sure. After reading that, I'd say the name fits very well, as it's said the she's possibly the creator of one of the creators of Dominaria, so in a sense she's the mother of the whole plane and of course she represents nature. That makes the name fit the card very well, and the required word fits in it very naturally (pun nice but unintended), so I'm giving you a little bonus for this. Unfortunately there's no room for flavor text.
Polish
(2/3) Quality - The last ability should be broken into three sentences, and that means both commas right before the "if"s should be periods: "Reveal the cards in your library. If you have... win the game. If you don't, ..." (half a point deducted for each missing period makes one point). I also think it would be better to use "Otherwise" instead of "If you don't", but as it's still not technically incorrect ("you don't have no lands" actually means you have some, despite the use in slang) I won't deduct any points for this.
(2/2) Main Challenge - All good here.
(2/2) Subchallenges - Both met.
Total: 19.5/25
(2/3) Appeal - Timmy doesn't care. Johnny can use this to dig into his library for an instant or sorcery combo piece. Spike just sees potential card advantage here, and he likes very much the haste that lets him get advantage of that immediately.
(3/3) Elegance - Very easily understandable, not wordy, and makes complete sense as a whole. It's an exemplar card in this area.
Development
(3/3) Viability - Everything is in color. Rarity feels appropriate too.
(3/3) Balance - Certainly playable in limited, it may also find a place in constructed, especially in burn decks. I see no particular problems in casual or multiplayer, nor any particular unfun experience this can create.
Creativity
(1.5/3) Uniqueness - Mechanically, there is nothing particularly new in this card. The impulsive draw variant coupled with haste is nice, but not enough to make this card feel completely fresh. The very good flavor helps a bit here in giving more of a unique identity to the card.
(2.5/3) Flavor - Given the name, I was expecting a damage related ability instead of an impulsive draw-like one, but when I read the flavor text all made sense. In the overall concept of the card the name and the required word in it make complete sense. I don't think the flavor text needs to be a quote though. However, the overall package is very flavorful.
Polish
(3/3) Quality - The activated ability's effect could be shortened saying just "If it's an instant or sorcery card, you may cast it this turn", but your wording is still perfectly functional, so no point deduction.
(2/2) Main Challenge - See Flavor.
(2/2) Subchallenges - Both met.
Total: 22/25
Design
(1.5/3) Appeal - Timmy certainly likes the flavor of this and the fact that this affects the board in a very visible way. A Timmy/Johnny might try to pair this with a huge (Spike would add "possibly undercosted") Demon to try to wipe the board the next turn and then smash face with it. I can't see that much to do for a pure Johnny, maybe some shenanigans with the trial counters, but that feels like a stretch. Spike sees just yet another Wrath variant, and not even that efficient.
(2/3) Elegance - The text is understandable enough, but it has quite a lot of not so obvious implications.
Development
(2/3) Viability - Black is the best color at creature removal, and it can have rebound as shown in that mechanic's first appearance in ROE (in DTK obviously not as it was the white/blue Ojutai mechanic). Rarity feels right. The functionality leaves me a bit perplex though: let's say I have a few creatures including a Demon, and you have some creatures too. I cast this on my turn (it's a sorcery), putting a trial counter on every creature but my Demon and setting up a delayed trigger that will go off at my next upkeep (together with rebound by the way). I pass the turn. You attack with all your creatures, supposing you have profitable attacks, then pass the turn. I untap (so it's not relevant if I have attacked or not on my last turn, my creatures will be untapped anyway whan the upkeep comes), and on my upkeep both the delayed trigger and rebound go on the stack. I can't see any real difference, so let's say I have the delayed trigger resolve first. Untapped creatures with trial counters are destroyed. Which creatures are those? My own! Yours are tapped from the attack, so only I do control untapped creatures! My Demon survives, but that's not good. Then rebound resolves and we do it all again, without a big difference on the next turn. I don't exactly see why this has rebound. The "I destroy my own creatures" problem will only alleviate when you, as my opponent, don't have profitable attacks, so you're forced to choose between probably losing your creatures in combat or leaving them untapped with the delayed trigger coming soon, and that's the only case I see where this card can be somewhat damaging to your opponent. If this card didn't say "untapped" this problem would be much alleviated. I may be missing something though. If I do, let me know.
(1/3) Balance - I think the problems I just talk about would prevent this from seeing play in constructed. In limited it may be playable anyway when you have a stall: you might hit some of his or her creatures too in that case. Its complex functionality won't help this card being appreciated in casual. In multiplayer the same "opponents' creatures survive" problem is even bigger as you have multiple opponents, and losing your own creatures is even a bigger problem there.
Creativity
(1/3) Uniqueness - This feels like a delayed and selective Wrath. A new twist on a classic effect, but nothing particularly new mechanically. The flavor, while good, doesn't add a lot of a fresh feeling to the card.
(1.5/3) Flavor - The name makes sense with the mechanics, and the overall flavor is good. No room for flavor text.
Polish
(3/3) Quality - All good here.
(2/2) Main Challenge - All good here.
(1/2) Subchallenges - Monocolored, but no activated ability.
Total: 15/25
Flatline: 22
CardLurd: 19.5
Trivmvirate: 15
Out of competition: judgments complete and final.
No problem. Real life always takes precedence.
Design
(2/3) Appeal - Timmy may like a big enough creature that when it attacks it frees the way by tapping opposing would-be blockers, still this isn't a card that makes him go "Wow!". Johnny may use this in some tap/untap kind of combo, even though there may be better cards for that. Spike sees the value in paying the snow mana right before the attack, attacking with this and tapping a creature that won't untap for a turn. Actually, now that I think of it, Johnny too will appreciate the innate synergy between the two abilities.
(2/3) Elegance - The text is understandable but you might have to pause for a moment to get a good grasp of it.
Development
(3/3) Viability - Everything is in color and rarity feels right. No problems here.
(2.5/3) Balance - Certainly playable in limited. In constructed, as long as snow mana is in the environment (which I imagine would be in the hypothetical Standard format this would be in), I think this could see a little Standard play, maybe as pseudo-removal in blue decks that normally have a hard time dealing with resolved permanents (and that's totally meant to be the main weakness of the color). I can't see this in bigger formats than Standard: one could think of Splinter Twin in Modern with the tap/untap ability, but it's actually useless there as it's an attack trigger and not an etb one. I see no problems in multiplayer. In casual, some players will not like seeing their stuff repeatedly freezed, and that can be a little unfun for them.
Creativity
(1.5/3) Uniqueness - The original part here is the activated ability: I can't remember such a pseudo-reverse heroic ability before. The rest is nothing new, and flavor is not enough to add further freshness to the card.
(1/3) Flavor - I don't understand why one who wields water is a legend, it's quite an ordinary gesture. Certainly there is some story behind here that we don't know. Not untapping during the next untap step is usually associated with cold (ice, frost, freezing, etc…), not water (the chemist in me feels forced to specify "liquid water" here, as ice is just solid water anyway). There is no flavor text here, even though MSE tells me that up to two lines would have fit. I think it would have really helped in clearing both of the points I just brought up.
Polish
(3/3) Quality - All good here.
(1.5/2) Main Challenge - The water is involved in that you flood the creature with it and that's why it doesn't untap? It may be, but it's not 100% clear. Some flavor text could have helped here.
(2/2) Subchallenges - Both met (snow mana symbols are colorless).
Total: 18.5/25
That's not the best attitude to get you heard. I do what I want to do. At least, you could have asked it saying "please". Anyway, I do want to judge that, because that's an exemplar card of what to avoid in Quality: you certainly broke the record for the most Quality mistakes in a single card! Well, let's be positive then and turn this into a learning occasion for everyone.
Design
(2.5/3) Appeal - Timmy likes flavorful planeswalkers and also one that makes his creatures grow. Johnny might use her in some combo involving +1/+1 counters, especially as the activated ability on the creature side doesn't even tap her. Spike sees good value overall, but he doesn't like too much the low starting loyalty of the planeswalker side.
(2.5/3) Elegance - Wordy, as most planeswalker are and need to be, but still understandable enough.
Development
(1.5/3) Viability - Everything is in color. Rarity is missing, so I can't judge it. It's obviously a mythic, but it being obvious doesn't mean you can leave it out.
(2.5/3) Balance - Limited bomb as most planeswalkers. She may see play in constructed too as she can kind of protect herself by making other creatures grow or gain indestructible to better act as blockers. This looks very good in some kind of white weenie deck, acting as one in the beginning and later turning into the perfect planeswalker for such a deck: she makes those weenies grow, makes them indestructible (which is good but would have been wonderful to chump block bigger creatures with if it lasted "until your next turn" instead of "until end of turn"), or gives you a pseudo-anthem emblem. I see no problems in casual or multiplayer, nor any unfun experience this can create.
Creativity
(2/3) Uniqueness - An Elspeth DFC is already original. Her transforming condition reminds me of Liliana's one but it still has its own twist (caring about +1/+1 counters). The planeswalker side is the first and only version of Elspeth to not put Soldier tokens onto the battlefield, that is actually the most distinctive thing about her mechanically, so while it's original to drop it, I'm not sure it's that good of an idea.
(0/3) Flavor - In a vacuum, the names are good enough, and the mechanics nicely reflect the flavor of a savior/protector, but the flavor text feels generic. With knowledge of her storyline it gets even worse: "Sun's Savior"? Does killing the usurper (from Heliod's point of view) god Xenagos count as "saving" Heliod himself? And which "comrades" did she have in that journey? I can remember only one: Ajani, who can use his own magic. Also, at the end of the story she doesn't exactly become a "protector"... well, unless you mean "protector of the Theran Underworld"! Seriously, the only possibility I can see for the flavor of this card working is this card representing her before she became Heliod's champion, even if she was quite solitary also back then. I can't picture her having a lot of "comrades" even back there. Anyway, even if it was like that, before becoming Heliod's champion, she certainly couldn't be the "Sun's" anything. Finally, these DFCs represent the exact moment that planeswalker's spark ignites. Unfortunately, we know that Elspeth's home plane is one we never visited yet, a plane invaded by the Phyrexians, but not Mirrodin. The "Sun" flavor really doesn't work in Theros (as I 've already explained), nor in Mirrodin (there are suns but she isn't from there, so her spark can't have ignited there), nor in Bant where we first met her (the sun is not so important there). It may work in the plane she's actually from, but again, we don't even know how that plane is called, let alone about the sun there.
Polish
(0/3) Quality - Now we come to the real meat of the judgment. This will be long, I warn you. I also anticipate that I should deduct way more than three points here, but that is the maximum, so that's what you'd get here: a zero. A shame that negative points aren't a thing in the MCC! And now here we go with the full list of mistakes:
Front face (creature side):
• Name not bolded. I normally deduct no points for this, though, rather I just point to the CCC forum rules.
• Missing space between "Creature" and the hyphen in the type line.
• That hyphen should also be a long dash, but I normally don't even mention this. Doing so here for the sake of completeness.
• Always in the type line: "Solider" has a typo in it, should be "Soldier".
• Rarity is missing. This is a huge mistake, because rarity is a fundamental part of a card, and I usually deduct one whole point for this.
• Let's finally go to the rules text. A colon is missing after the mana symbol in the first ability. A functional mistake, because the colon is exactly what identifies an activated ability. Without it, that ability is not activated, but neither triggered or static. So in the end it's nothing, and it has the same functionality of the "assemble" ability in Steamflogger Boss, that is none.
• In the second ability, the word "Exile" should not be capitalized.
• Right after that, "Elspteh" is a clear typo.
• An unneeded line break right after that typo.
• Right after that, the word "Then" should not be capitalized.
• The same goes for the word "Return".
• The exile/transforming ability should say "...transformed under her owner's control". Otherwise, your opponent might gain control of the creature side, transform her and get to keep her permanently.
• The flavor text should be in italics. The problem here is you didn't correctly close the italic tag: /i] is missing the opening square bracket.
Back face (planeswalker side):
• Name not bolded. I normally deduct no points for this, though, rather I just point to the CCC forum rules.
• Missing space between "Planeswalker" and the hyphen in the type line.
• That hyphen should also be a long dash, but I normally don't even mention this. Doing so here for the sake of completeness.
• Rarity is missing. Even if it were correctly there in the front face, it must be repeated in the back face anyway.
• Missing colon in the +1 ability. Again, without a colon that ability is not even activated, it's nothing and not functional.
• Missing period at the end of the +1 ability.
• Missing colon in the -3 ability. See above.
• In the -3, you are using old templating, from where indestructible was not yet a keyword ability. Now that it is, creatures you control should "gain" indestructible, not "be" indestructible.
• Missing period at the end of the -3 ability.
• Missing colon in the -5 ability. See above.
• In the -5, the "When" in the emblem trigger should be "Whenever", as you expect the trigger to happen multiple times.
• Again in that emblem, the wording of the trigger should be "a creature enters the battlefield under your control". You can't say "a creature you control enters the battlefield", as before it enters the battlefield you don't control it yet! You control the creature spell on the stack in that moment, not yet the creature permanent on the battlefield.
• Missing period at the end of the -5 ability.
I think this is all: 13 in the front face and 13 in the back face. Two times 13 makes 26! Even more than the 17 I counted in my first quick read! New record!
(2/2) Main Challenge - I assume this is for July Round 3 so I'll consider the challenge from there. It was to design an Origins-style DFC planeswalker keeping the same original character as the previous rounds. Now, Elspeth is not exactly an "original" character, but let's assume she didn't exist in real Magic and that you created her character, so that this card satisfies the main challenge, also because otherwise I should hypothetically DQ you, and I don't want to in a sample judgment.
(1/2) Subchallenges - I assume this is for July Round 3 so I'll consider the subchallenges from there. They were:
• Front face (creature side) with same colors as round 2's card: you weren't in round 2, so let's just assume this is met.
• No emblems in the back face (planeswalker side): oh, look! It's an emblem right there in the -5! No bonus point!
Total: 14/25
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.)