(From Left to Right| Legend of the Five Rings: Daidoji Akeha, Duel Masters: Crystal Paladin, Yugioh: Exodia, Netrunner: Project Ares, Universal Fighting System: Chun Li, Dominion: Governor, Star Wars OCG: Luke with Lightsaber, Cardfight Vanguard: Thunder Break Dragon, Pokemon TCG: Mewtwo EX, Marvel Card Game: The Hulk, Smash Up: High Ground, Game of Thrones TCG: Eddard Stark)
Welcome players to Round 2! As you may have gathered from the ridiculously large image, our inspiration for the round will come from other card games. Sometimes the best place for inspiration and solutions is to look next door, at other games with similar goals and problems to solve as your own. While magic has inspired many similarly minded games being a pioneer of the genre, it's descendants have struck new territory and ideas that can in turn be used to make the game even better. Can you as a designer spot worthwhile inspirations?
Challenge: Design a card directly inspired from another card in a non Magic the Gathering card game (it can be a card from above or your own choosing). Do not copy or directly translate the inspired card. Interpret its ideas, flavor, and/or mechanics into a new magic card with a distinct identity. Include the inspiration card along with your entry.
Sub Challenge 1: Your card has a converted mana cost of 4 or greater.
Sub Challenge 2: You card uses a new keyword ability, keyword action, or ability word.
Foolfire Trap4RR
Instant - Trap (C)
If you have cast another Trap card this turn, you may pay R rather than pay Foolfire Trap’s mana cost.
Foolfire Trap deals 5 damage to target creature or player. “It’s never just one trap.”
—Arhana, Kazandu trapfinder
Based on the card Market from the card game Dominion:
Village Market5
Artifact (R)
Haggle 1 (Discard a card: Add 1 to your mana pool. Spend this mana only to activate activated abilities of Village Market.) 1, T: Scry 2. 2, T: Add two mana of any one color to your mana pool. 3, T: Untap up to two target artifacts other than Village Market. 4, T: Draw a card.
Holder. I don't see myself passing, but I'll do my best.
Demon's Wrath3B
Instant (U) React -- If an opponent casts a spell during your turn, you may cast Demon's Wrath without paying its mana cost.
Destroy target creature. Just when you though you got the advantage.
The only non-MTG card game I've ever a played is a little Kaijudo with my son. This card is loosely inspired by the Kaijudo card of the same name. It's inspired more by the general way mana works in the game....
Front side.....
Veil Stalker
Creature — Spirit Horror (R)
Embody (You may play this card face down anytime you could play a land. If you do, it remains facedown for the rest of the game.)
When Veil Stalker enters the battlefield, exile target player's hand until Veil Stalker leaves the battlefield. "Entering my domain is mistake you will not likely repeat."
4/4
Back side....
Veiled Sanctuary
Land (R)
Veiled Sanctuary enters the battlefield tapped.
: Add or to your mana pool.
A sanctuary built on the dreams of its congregation, and the nightmares of its opposition.
(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)
I'm a proud member of the Online Campaign for Real English. If you believe in capital letters, correct spelling, and good sentence structure, then copy this into your signature.
Legendary creature - Demon [Mythic Rare] Triumph — As Lord Jaraxxus enters the battlefield, it has haste and trample if your life total is more than an opponent's life total by 4 or more.
When Lord Jaraxxus enters the battlefield from your hand, exchange your life total with Lord Jaraxxus' power.
Enlightend Sage2U
Creature - Human Warrior (U)
Enlighten 2 (At the beginning of your upkeep, put the top 2 cards from your library into your graveyard.)
Whenever one or more creature cards are put into your graveyard from your library, draw a card. As we bring the light to more souls the light will grow within ours.
1/3
Adreus, Keeper of Armageddon3BB
Legendary Creature - Demon (R)
Overlay (When this creature enters the battlefield, you may exile any number of nontoken creatures you control until this creature leaves the battlefield. This creature gets +1/+1 for each card exiled this way.)
Flying BB, Put a card exiled by Adreus into its owner’s graveyard: Target creature gets -X/-X until end of turn, where X is the converted mana cost of the card put in a graveyard this way.
4/4
Maxx, Martyr of the Mind2UU
Creature - Human Wizard (R)
Flash
Ambush UU(If an opponent has a spell on the stack, you may cast this card for its Ambush cost.) B, Sacrifice Maxx, Martyr of the Mind: Until end of turn, whenever a creature enters the battlefield under an opponent's control, draw a card.
2/2
Saying the name of your inspiration card is not enough.
Please included a direct link and/or attached image of the card you a referencing for inspiration. The judges and I should not have to dig it up. Do so before the Friday deadline. Further, make sure some of your links actually work. Right now, they all don't take me directly to the card you mention. Thank you.
Nozdormu3UR
Legendary Creature - Dragon (M)
Flying
Players can cast spells and activate abilities only during their own turns.
Each turn, whenever the third spell or ability that has resolved after the upkeep step resolves, end the turn. "Your time is up!"
4/5
Jinzo2WUB
Artifact Creature - Construct (R)
Players can't cast instant spells. The aristocratic class of Esper decided they had enough of the rogue insurgents and their ambushes.
5/3
Based on Jinzo the magic card. This isn't a legendary because I think in lore Jinzo's are androids that can be mass produced.
Seething Ogre3RG
Creature - Ogre [R]
Enrage 1 (Whenever this creature is dealt damage, if it's not enraged, put one +1/+1 counter on it and it becomes enraged.)
As long as Seething Ogre is enraged, it has double strike and trample and attacks each turn if able.
3/3
I can't find an image of Kid Radd from CardMasterConflict, so I'll use the card as a holder if I can't find one.
Kid Radd2WR
Creature - Human (R)
Focus: Double Kid Radd's base power (At the beggining of your upkeep, do focus action if this permanent didn't attack, block, or become the target of a spell or ability since your last upkeep.)
When Kid Radd attacks, set its base power to 3 at the end of combat.
If a source would deal 2 or more damage to Kid Radd, it deals 1 damage to Kid Radd instead.
3/2
Mutilation, from Enadrya.
enadrya.wikia.com/wiki/Mutilaci%C3%B3n
Mental Mutilation
Enchantment (R)
Whenever an opponent would draw a card, that opponent skips drawing that card if he or she has four or more cards in his or her hand. A hook can replace a lost hand and a patch can replace a lost eye, yet nothing can replace a lost memory.
Foolfire Trap4RR
Instant - Trap (C)
If you have cast another Trap card this turn, you may pay R rather than pay Foolfire Trap’s mana cost.
Foolfire Trap deals 5 damage to target creature or player. “It’s never just one trap.”
—Arhana, Kazandu trapfinder
Design -
(2/3) Appeal: Well, I like it. Seriously, though, this is a great Johnny-esque twist on the trap mechanic, and a card spike may not mind seeing in their limited pool. The ability to target a player is what sets this apart from other expensive limited removal. It is a bit annoying though that the trap trigger is going to be go into effect so rarely unless you've built arund the card. Might frustrate some players.
(3/3) Elegance: this is going to be a round of crazy card designs, so it's appreciated you've kept yours fairly grounded. I like how it fairly easy to calculate how this card should be played.
Development -
(1.5/3) Viability: Red's right, but if I'm honest, I'm not too sure that common is the way to go, for the sole reason that I would not want to see too many of these card show up in a limited pool. The low trap cost means that with a couple of these and another trap you can insta-kill a player with 10 life or maybe even more, and that's something that should be rare in magic, otherwise it makes the game feel cheap and luck-based.
(2.5/3) Balance: I have a soft spot for Lava Axe variants, and I like them even more when they can target creatures. Six mana is about the place you want to do this in, and five damage is just the right kind of punishment that can make a difference in a game. That said, I doubt casting it for one mana, even if the hoop you need to jump through is a tough one, is reasonable. Your card strides the divide between "good utility" to "the tables have now turned" and it's just a tad too much swingy for my comfort. A change in numbers is needed.
Creativity -
(2/3) Uniqueness: I like that you didn't go overboard here with trying to come out with something so weird and out of the box that it would be hard to know how it might play. I also like the "pile on" twist on traps. But let's face it, direct damage isn't the most original effect.
(1.5/3) Flavor: I feel like you've missed a chance to drill in the flavor of a trap designed mainly to make other traps more deadly. Right now, I like the flavor from the mechanics way more than I like the flavor from the creative writing.
Polish -
(3/3) Quality: None that I can see.
(1/2) Main Challenge: I'm not familiar with the CCG in question, so I'm not too sure of the rules, but from what I gather the original card works more like a regular trap than what you've designed. The most interesting and original part of your card does not correspond with the first card.
(1/2) Subchallenges: No new keyword.
The only non-MTG card game I've ever a played is a little Kaijudo with my son. This card is loosely inspired by the Kaijudo card of the same name. It's inspired more by the general way mana works in the game....
Front side.....
Veil Stalker
Creature — Spirit Horror (R)
Embody (You may play this card face down anytime you could play a land. If you do, it remains facedown for the rest of the game.)
When Veil Stalker enters the battlefield, exile target player's hand until Veil Stalker leaves the battlefield. "Entering my domain is mistake you will not likely repeat."
4/4
Back side....
Veiled Sanctuary
Land (R)
Veiled Sanctuary enters the battlefield tapped.
: Add or to your mana pool.
A sanctuary built on the dreams of its congregation, and the nightmares of its opposition.
Oh god, I've got your card to judge.
Design -
(3/3) Appeal: Very few cards will get support from all three major player psychographics, which is why I usually don't feel that should be a demand for a perfect score in this section, but I have to admit that I cannot think of any player who would not like to play this card if his or her deck allows. At the sight of this card, Timmies will flock, Spikes will foam at the mouth, and Johnnies will swoon.
(2/3) Elegance: This may belong more to viability than elegance, but simply put, your card can never be printed as is. I'll go into more details further, but for now, just accept that it complicates one the most basic aspects of the game, and there's just no way I can give you a full score on elegance.
Development -
(1 /3) Viability: So here's the issue: This isn't actually a creature. It's a land that you can sometimes play as a creature, if you don't need a land. It's an automatic 4-of in any deck that can get it, and thus I feel that it should be treated as a land first, creature second. Honestly, I'd be afraid to have it as a mythic in the game. In addition, Embody does a lot of things that regular magic likes to do differently. Is it breaking the rules? no, probably just bending them, but as I said before there's just no way it can be printed like this.
(0/3) Balance: This card will break the game. Think of it as a Stalking Stones on steroids. It's not just about eliminating the mana screw, it also eliminates the need for lands in any deck that can find and play about 24 embody cards. The game, the curve, all the formats, nothing will be the same after they print this. Is there nothing that can be done? why yes, yes there is. Firstly, the cost for the creature is way too low. Any man-land would only give a creature on a provisional basis, and the ones that don't (Urza's Factory, Stalking Stones) only give you medicore creatures at a high cost. Your creature may be low for the curve in terms of p/t, but it's still a fatty that will eat your opponent's hand and send them into top-deck mode. And if you can't cast it right now, you still get a land! can you see how broken this is?
Creativity -
(3/3) Uniqueness: Normally I take off points for charting new ideas that were left out for good reasons. I know for a fact that Wizards R&D considered a mechanic like yours and decided against it (MaRo mentioned it during the first Great Designer Search). But You probably didn't know that, and I do like the general idea behind this, so a very tentative full marks here.
(1.5/3) Flavor: I have the same flavor issues that I do with the card you've used as inspiration. I don't see the connection between the badass creature and the land.
Polish -
(2.5/3) Quality: Embody probably needs to be "Instead of playing a land, you may play ~ face down..." or something of the sort.
(2/2) Main Challenge: You've included the card and the card game in your design. Nice one.
(2/2) Subchallenges: All met.
Maxx, Martyr of the Mind2UU
Creature - Human Wizard (R)
Flash
Ambush UU(If an opponent has a spell on the stack, you may cast this card for its Ambush cost.) B, Sacrifice Maxx, Martyr of the Mind: Until end of turn, whenever a creature enters the battlefield under an opponent's control, draw a card.
2/2
Design -
(1/3) Appeal: For reasons that I'd get into later, this card has a lot of issues that would prevent it from appealing to most players. Johnnies and Spikes might be intrigued by some of the ideas of the card, but the card itself hold little to no appeal.
(0/3) Elegance: I'm not gonna go "-1 for mentioning the stack", but, well, there's a reason why wizards only ever mentioned the stack in Split Second cards and never did so again, despite the obvious potential of the mechanic. Add to that that the ability is a bit weird and that flash is kinda redundant on the card, and you have one hell of an inelegant card.
Development -
(1/3) Viability: What is the reason for the black mana in the activated ability? There's nothing here blue can't do on its own. I'm not sure why it's legendary, there's nothing in the abilities that evokes that for me. Uncommon is also probably better as a rarity, since even at its very best your card is a 2/2 for 2 with an ability that might, one day, get you some card draws.
(1/3) Balance: This is essentially a 2/2 for 2, that if you have the colors can be used to turn the tables on a player playing something like, say Storm Herd. Except that those effects are very rare and blue can always just counter them, and "turn the tables" in this case means "draw you a different card that might actually help". I cannot think of any deck that would go "yes! that's the card for me!". Plus, you've ruined any Commander potential by requiring the sacrifice for the last ability. Overall, it's just too weak.
Creativity -
(2.5/3) Uniqueness: I bet you thought that ability would score you points here, and it does, but I don't think a card should get points for doing something different if that thing should not have been done in the first place. There is buried somewhere here the idea for a good, unique card, and that potential is what gets you the points.
(1/3) Flavor: Dear god, it has a double X in its name. I know you were asked to get inspiration from other games, but this is Magic, the game that taught me English. How am I supposed to pronounce that? and how will it be different than to call him Max? I'm honestly not sure what flavor you were aiming for. I'm not getting 'martyr' here at all.
Polish -
(3/3) Quality: I think it's ok.
(2/2) Main Challenge: I was given instructions to take off points in case a card is a direct translation rather than one inspired by another, but I'm going to be lenient. I feel like you got this part better than any other in your submission.
(2/2) Subchallenges: Both met.
Master Cannoneer2RR
Creature — Human Pirate [U]
Collateral (If blocked, this creature can deal excess damage to another creature defending player controls.)
5/2
Note: A different frame would be used to remind players of collateral damage during combat. The miracle frame works fine for this purpose.
Note2: If by chance a creature has both collateral and trample, its controller chooses if the excess damage is dealt to defending player/planeswalker or another creature.
Design -
(1.5/3) Appeal: I should tell you that I designed a similar mechanic and called it "cleave" back in the day. Limited appeal is abundant, as this can easily lead to a two-for-one and force players to make difficult decisions with their life total. Timmy is also happy to add another effective ability for his fatties, but I'm somewhat disappointed this is the card you used to showcase it. I would have liked to see something more splashy. I sincerely doubt if this can see play outside limited. Next time, go bigger.
(2/3) Elegance: It's a good twist on trample, but I worry that it doesn't have the same combat interactions. It's a bit counter-intuitive that a creature with collateral can still be successfully chumped by a single creature. The fact that it doesn't target is also an issue, I wonder how many missplays would be caused because of it. I feel many players would wih a creature had both collateral AND trample.
Development -
(3/3) Viability: Design issues of collateral aside, this card is the most printable card out of the entire bracket. Right rarity, right color, right stuff.
(3/3) Balance: Again, good stuff. It is a powerful uncommon, a bit over the curve actually, but not by too much that it would be broken. Not too many creatures would be able to fully absorb the damage of a 5/2, and opponents will face some tough choices.
Creativity -
(2/3) Uniqueness: Even if I discount having the same idea myself, I feel like this card is the spiritual successor for Soltari Guerrillas and Zealot en-Vec. Not completely a throwback, not completely fresh.
(2/3) Flavor: Pirate is an odd choice, but I dig it. I get where you were going with the card, but the lack of flavor text hurts the card a lot. I'd like to know more of the world and the motivations of the creature.
Polish -
(2/3) Quality: Should have copy the template from trample: "This creature can deal excess combat damage to another creature defending player controls while attacking."
(2/2) Main Challenge: I'm not sure if you were inspired by the piercing mechanic or you just used a card you've designed that kinda fit the same general idea, but I'm going to give you the benefit of the doubt.
(2/2) Subchallenges: Both met
Judgments complete, not final until deadline. It looks to me PsyOp didn't post a card, please let me know if I'm wrong and I just missed it.
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.
Seething Ogre3RG
Creature - Ogre [R]
Enrage 1 (Whenever this creature is dealt damage, if it's not enraged, put one +1/+1 counter on it and it becomes enraged.)
As long as Seething Ogre is enraged, it has double strike and trample and attacks each turn if able.
3/3
Design (2/3) Appeal - Timmy likes this. Johnny may try to do something like damaging his own creatures to get them enraged. Spike likes the enraged state, but the base stats are a little underwhelming to him. (3/3) Elegance - I see no problems here.
Development (3/3) Viability - Both colors and rarity feel perfect. (2.5/3) Balance - A vanilla 3/3 for five mana is bad. A 4/4 double strike trampler for five mana is very good, even if it has to attack each turn. You'd probably do that anyway. It's hard to find a balance between an underwhelming state and a almost busted one. I'd say this is probably fine, but it's hard to be sure without playtest. This is a must play in limited if you're in its colors, and may also see some Standard play. I can't see it in older formats. I see no particular problems in casual or multiplayer.
Creativity (2.5/3) Uniqueness - Enrage is new but it clearly plays into similar design space as monstrosity and renown. (2/3) Flavor - Enrage is very flavorful: if you hit it, it goes crazy! It feels perfect philosophically in red and green. Too bad there's no flavor text.
Polish (3/3) Quality - All good here. (2/2) Main Challenge - Even without knowing how Hearthstone works, the inspiration is evident because you used the same name for its ability and the "+1 attack" is clearly implemented by the use of +1/+1 counters. (2/2) Subchallenges - Both met.
Jinzo2WUB
Artifact Creature - Construct (R)
Players can't cast instant spells. The aristocratic class of Esper decided they had enough of the rogue insurgents and their ambushes.
5/3
Based on Jinzo the magic card. This isn't a legendary because I think in lore Jinzo's are androids that can be mass produced.
I think this is inspired by the Yugioh card of the same name. At least I know how Yugioh works, unlike Hearthstone, so I understand what the original card does in its game.
Design (2/3) Appeal - Timmy likes a big creatures that protects him and his creatures from opposing instants, though he doesn't like that he has to give up his own instants to do that. Johnny may consider this for protecting his combo or such. It's also a very build-around-me card. Spike would also like this more if it only applied to your opponents. (3/3) Elegance - All good here.
Development (2/3) Viability - This could easily be monowhite, blue and black are there only for flavor. Rarity is definitely right, and the least it could be. (2/3) Balance - The effect is quite strong, especially if you build your deck with no instants to break the symmetry. Notably, you can still cast non-instant spells with flash: you may cast those as though they were instants, but they are not actually instants, so they're fine to play with this. Five mana, of which triple colored, feels appropriate given that. I'm not sure how much you'd want to play this in limited, as it's anti-synergistic with combat tricks you might want to play. In constructed this can be very strong as I've just mentioned. I see no problems in casual or multiplayer except for the fact that not being able to play his or her cards is not that fun from the opponent's point of view.
Creativity (3/3) Uniqueness - The effect and flavor make this card definitely unique. (3/3) Flavor - The name is what it has to be given the inspiration, and the flavor text is very good and reflects very nicely the mechanics of the card.
Polish (3/3) Quality - All good here. (1/2) Main Challenge - The inspiration is clear and very well executed. Instant cards in Magic are the closest thing to Yugioh's traps. EDIT: The host required a one point deduction here because it's literally the same card brought to Magic, which was explicitly forbidden by the main challenge. I haven't changed my opinion on the card, but I can see the host's point. Also, it doesn't change the outcome anyway. (1/2) Subchallenges - CMC greater than 4, but no new keywords.
Nozdormu3UR
Legendary Creature - Dragon (M)
Flying
Players can cast spells and activate abilities only during their own turns.
Each turn, whenever the third spell or ability that has resolved after the upkeep step resolves, end the turn. "Your time is up!"
4/5
Design (2.5/3) Appeal - Timmy likes this as most Dragons. Johnny likes this because it's both protection for his combo and a very open-ended card at the same time. Spike may be interested for the protection from instant-speed removal, but they still might play removal as a sorcery. (0/3) Elegance - This is very complex, especially the last ability. Many players, especially less experienced ones, will have trouble understanding it. The convoluted (and non-functional) wording doesn't help.
Development (1.5/3) Viability - This could have also been monoblue, but being a Dragon and red being the second color at spell interactions can justify this being red too. Rarity is definitely right, if this is not a mythic than I don't know what could be one. The second and third ability feel a little anti-synergistic, as if only the active player can do things, they have complete control over whether to end the turn. If this card didn't have the second ability, you could cast instants or activate abilities during your opponent's turn to make it end. (2.5/3) Balance - Overall, this looks balanced enough to me. The last ability looks not that easy to trigger, and the overall stats are good for a five-mana creature. Certainly playable in limited, and maybe in constructed too in specific decks. Not being able to end your opponent's turn actually helps here, as it prevent what would probably be the most unfun things about this card. Still, some players might find this unfun because it prevents them from casting instant during other players' turns, effectively turning them into sorceries.
Creativity (3/3) Uniqueness - The last ability makes this very unique. (3/3) Flavor - The name is what it has to be given the inspiration. I like the fact of making a "time" joke for the flavor text just like in the inspiration card, but a different one.
Polish (2/3) Quality - I have doubts about the wording of the last ability: as it is, it's not a triggered ability because the word "whenever" is not the first one in the sentence. It needs to be a triggered ability to work though, so you should find another way to word that ability so that it actually begins with the word "whenever" (one point deducted for a functional mistake). (2/2) Main Challenge - Even without knowing how Hearthstone works, the inspiration is evident. (1/2) Subchallenges - CMC greater than 4, but no new keywords.
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.)
You didn’t provide a link for Kid Radd, so I am required to use your other entry which has some kind of link instead of me having to outright disqualify you.
Mental Mutilation1 {mana}U/B{mana} u/b
Enchantment (R)
Whenever an opponent would draw a card, that opponent skips drawing that card if he or she has four or more cards in his or her hand. A hook can replace a lost hand and a patch can replace a lost eye, yet nothing can replace a lost memory
Design -
(1.5/3) Appeal: Timmy doesn’t care. Johnny looks for way to abuse the asymmetry, like with symmetrical draw. Spike sees a hand cap that is situationally useful (sideboard?) and perhaps even powerful, but not really a win condition or a board presence. (2/3) Elegance: The idea behind the effect is easy enough to understand. I’m having trouble finding a reference for equivalent wording, but I feel its more typical to put the condition for the replacement effect (having four or more cards) before the outcome effect (skipping the draw.) Makes it feel a tad clunky.
Development - (3/3) Viability: This should certainly be a rare as it has sideboard potential and niche but potentially powerful interactions. Blue and Black both tamper with hand size so this seems like an acceptable hybrid. (2.5/3) Balance: In limited, this card would be a blank. Hence it’s need to be a rare or rarer. This has some constructed applications as a sideboard card and some quirky interactions, but I doubt it would see much play there either. A 3 casting cost is a safe as letting it drop earlier would actively negate drawing too easily without any additional support cards or strategy. I think the balance of this card is very close to where it should be, but testing may reveal that an effect like this is too dangerous for a noncreature body.
Creativity - (2.5/3) Uniqueness: Cards that punish based on handsize are not new, but using it this way as a hard cap that stops drawing feels fresh and powerful. (2/3) Flavor: You kinda lose me on the flavor text. The references to hooks and patches reeks of pirate flavor or something with some gristle, and while “mutilation” in the name goes with gristle, not so much with the indirect seafaring “medicine”
Polish - (3/3) Quality: I already addressed the templating in elegance and since I’m not 100% on it won’tt deduct here. Otherwise this card is on point. (0.5/2) *Main Challenge: You linked me to a card in a foreign language. You might as well have not linked a card at all. Even with some digging I couldn't find your card in english, and I don’t see how you think it would be acceptable to link a non english card without any translation. Me guessing with google translate is not acceptable. (0/2) Subchallenges: Not above a CC of 4 nor using an unique ability.
Total: 17/25
*An entry with 0 points here is subject to disqualification.
Enlightend Sage2U
Creature - Human Warrior (U)
Enlighten 2 (At the beginning of your upkeep, put the top 2 cards from your library into your graveyard.)
Whenever one or more creature cards are put into your graveyard from your library, draw a card. As we bring the light to more souls the light will grow within ours.
1/3
Design -
(2/3) Appeal: Timmy is indifferent. Johnny on the other hand is ecstatic over the draw trigger and what ways to abuse it. Spike also sees a huge amount of card advantage without even adding cards that synergize. (3/3) Elegance: Easy enough to understand.
Development - (2/3) Viability: This is certainly blue, but that amount of cards this can draw on it’s own makes it feel rare, especially with other cards to synergize with it. (2/3) Balance: This card skirts a scary line in limited. It and other enlighten cards would deck you out extremely fast. Enlighten might be better as just always putting the top card in. That would also make this less powerful and less rare feeling. As it, I imagine the right control deck would love it. It’s tough enough to clog the board a little even if the body is sub par for three mana. It has a good chance of constructed play since it can draw multiple cards without further investment. It would be better as a higher costing card with a more worthwhile body.
Creativity - (3/3) Uniqueness: Caring about what get’s milled for drawing isn’t a common effect. It feels fairly fresh. (0.5/3) Flavor: This is where the card has the biggest problems. Enlightenment can be blue, but the way you describe it in the flavor text sounds white. The enlighten keyword ability makes no flavor sense what-so-ever. Milling cards from the top or library shows some kind of memory loss/mental damage, so the name here is just wrong. The flavor text itself doesn’t really mesh well with the mechanics. I can see an enlightened card being based in card draw, but not like this.
Polish - (2.5/3) Quality: “Enlightened” is spelled wrong in the card name. (2/2) *Main Challenge: Drawing on the lightsworn ability in magic could be a fun idea, in limited quantities. (1/2) Subchallenges: Not over 4cc, but does have a keyword.
Total: 18/25
*An entry with 0 points here is subject to disqualification.
Demon's Wrath3B
Instant (U) React -- If an opponent casts a spell during your turn, you may cast Demon's Wrath without paying its mana cost.
Destroy target creature. Just when you though you got the advantage.
Design -
(1.5/3) Appeal: Demons Wrath sounds like something timmy would really like, but that feeling is quickly left behind on reading the card. Johnny doesn’t card. Spike sees a free kill spell in any color. (3/3) Elegance: Looks easy to understand. No issues here.
Development - (2/3) Viability: Certainly black. The react ability is something that feels green, but it could be expanded a bit without damaging the color pie. The real issue is that any color can play this spell, and that should not be allowed. (1/3) Balance: On it’s face it seems fair. Except any color can have access to it. I’d run this in every limited deck I’d play and a number of constructed ones where in color removal wasn’t as good either. Relying on an opponent to cast spells during your turn is swingy, sure, but there are too many decks where that would be relevant. Even as a one or two of. There needs to be some colored cost, or swamp requirement, or something to prevent this. Otherwise a card like this would never see print in contemporary magic.
Creativity - (1.5/3) Uniqueness: Free kill spells exist, and react is another way to do a trap card. The condition for react feels green, which makes it seem unusual if somewhat fresh for a black card. (0.5/3) Flavor: The flavor seems all over the place. Demons wrath implies a flavor the is not expressed in the ability “react” or the flavor text. Perhaps “demon” as just a bad ass western gunslinger? Even then, react is not a great mechanic name and seems silly when we already have instants which used to be called the same thing. It really is a “trap” effect. It lacks a distinct feeling.
Polish - (2.5/3) Quality: It should be “Thought” in the flavor text. (2/2) *Main Challenge: I can see the inspiration for reacting, and simplifying it for magic gameplay makes sense. (2/2) Subchallenges: Both met.
Total: 16/25
*An entry with 0 points here is subject to disqualification.
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Round 2: Pick A Card, ANY Card
Welcome players to Round 2! As you may have gathered from the ridiculously large image, our inspiration for the round will come from other card games. Sometimes the best place for inspiration and solutions is to look next door, at other games with similar goals and problems to solve as your own. While magic has inspired many similarly minded games being a pioneer of the genre, it's descendants have struck new territory and ideas that can in turn be used to make the game even better. Can you as a designer spot worthwhile inspirations?
Challenge: Design a card directly inspired from another card in a non Magic the Gathering card game (it can be a card from above or your own choosing). Do not copy or directly translate the inspired card. Interpret its ideas, flavor, and/or mechanics into a new magic card with a distinct identity. Include the inspiration card along with your entry.
Sub Challenge 1: Your card has a converted mana cost of 4 or greater.
Sub Challenge 2: You card uses a new keyword ability, keyword action, or ability word.
Judges:
IcariiFA
bravelion83
EpiCycle1
Asrama
Players:
Ber_F
Doombringer
Flatline
GameWorldLeader
Hemlock
Ink-Treader
Koopa
Moss_Elemental
palanthas
PasstheChips
PsyOp
RickyRister
sperlman
Tesco(black)lotus
theazurespirit
VikingIrishman
Deadline for Submissions is Friday, November 13th 11:59 EST. Deadline for Judgements will be Tuesday, the 17th 11:59 EST. Good luck!
This was a tricky one.
Foolfire Trap 4RR
Instant - Trap (C)
If you have cast another Trap card this turn, you may pay R rather than pay Foolfire Trap’s mana cost.
Foolfire Trap deals 5 damage to target creature or player.
“It’s never just one trap.”
—Arhana, Kazandu trapfinder
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
Village Market 5
Artifact (R)
Haggle 1 (Discard a card: Add 1 to your mana pool. Spend this mana only to activate activated abilities of Village Market.)
1, T: Scry 2.
2, T: Add two mana of any one color to your mana pool.
3, T: Untap up to two target artifacts other than Village Market.
4, T: Draw a card.
Demon's Wrath 3B
Instant (U)
React -- If an opponent casts a spell during your turn, you may cast Demon's Wrath without paying its mana cost.
Destroy target creature.
Just when you though you got the advantage.
Front side.....
Veil Stalker
Creature — Spirit Horror (R)
Embody (You may play this card face down anytime you could play a land. If you do, it remains facedown for the rest of the game.)
When Veil Stalker enters the battlefield, exile target player's hand until Veil Stalker leaves the battlefield.
"Entering my domain is mistake you will not likely repeat."
4/4
Back side....
Veiled Sanctuary
Land (R)
Veiled Sanctuary enters the battlefield tapped.
: Add or to your mana pool.
A sanctuary built on the dreams of its congregation, and the nightmares of its opposition.
Glorious avatar and signature done by Rivenor at Miraculous Recovery Signatures.
***Former MCC Organizer***
Come join us! Show us your creative side.
I'm a proud member of the Online Campaign for Real English. If you believe in capital letters, correct spelling, and good sentence structure, then copy this into your signature.
Lord Jaraxxus 2BBRR
Legendary creature - Demon [Mythic Rare]
Triumph — As Lord Jaraxxus enters the battlefield, it has haste and trample if your life total is more than an opponent's life total by 4 or more.
When Lord Jaraxxus enters the battlefield from your hand, exchange your life total with Lord Jaraxxus' power.
7/5
Enlightend Sage 2U
Creature - Human Warrior (U)
Enlighten 2 (At the beginning of your upkeep, put the top 2 cards from your library into your graveyard.)
Whenever one or more creature cards are put into your graveyard from your library, draw a card.
As we bring the light to more souls the light will grow within ours.
1/3
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Adreus, Keeper of Armageddon 3BB
Legendary Creature - Demon (R)
Overlay (When this creature enters the battlefield, you may exile any number of nontoken creatures you control until this creature leaves the battlefield. This creature gets +1/+1 for each card exiled this way.)
Flying
BB, Put a card exiled by Adreus into its owner’s graveyard: Target creature gets -X/-X until end of turn, where X is the converted mana cost of the card put in a graveyard this way.
4/4
Creature - Human Wizard (R)
Flash
Ambush UU (If an opponent has a spell on the stack, you may cast this card for its Ambush cost.)
B, Sacrifice Maxx, Martyr of the Mind: Until end of turn, whenever a creature enters the battlefield under an opponent's control, draw a card.
2/2
Maxx C
MCC March 2014 - 1st Round (17th-24th)
MCC April 2014 - 1st Round (17th-32nd)
MCC May 2014 - 1st Round (17th-32nd)
MCC June 2014 - Judge
MCC July 2014 - Host
MCC August 2014 - 1st Round (17th-31st)
MCC August 2015 - 1st Round (21st-36th)
MCC September 2015 - 1st Round (22nd-39th)
MCC October 2015 - 1st Round (13th-20th)
CCL May 2014 - Score: 29/36 (10th)
CCL June 2014 - Score: 86/150 (10th)
CCL July 2014 - Score:36/50 (6th T)
CCL August 2015 - Score: 14 (5th T)
CCL September 2015 - Score: 3 (5th)
CCL October 2015 - Host
DCC October 2015 - Score: 46 (8th-T)
Please included a direct link and/or attached image of the card you a referencing for inspiration. The judges and I should not have to dig it up. Do so before the Friday deadline. Further, make sure some of your links actually work. Right now, they all don't take me directly to the card you mention. Thank you.
Legendary Creature - Dragon (M)
Flying
Players can cast spells and activate abilities only during their own turns.
Each turn, whenever the third spell or ability that has resolved after the upkeep step resolves, end the turn.
"Your time is up!"
4/5
http://hearthstone.gamepedia.com/Nozdormu
Artifact Creature - Construct (R)
Players can't cast instant spells.
The aristocratic class of Esper decided they had enough of the rogue insurgents and their ambushes.
5/3
Based on Jinzo the magic card. This isn't a legendary because I think in lore Jinzo's are androids that can be mass produced.
Seething Ogre 3RG
Creature - Ogre [R]
Enrage 1 (Whenever this creature is dealt damage, if it's not enraged, put one +1/+1 counter on it and it becomes enraged.)
As long as Seething Ogre is enraged, it has double strike and trample and attacks each turn if able.
3/3
- My Full Mirrodin Cube (draft it here)
- My One-Drop Cube (draft it here)
MCC Winner Nov ‘14 & Nov ‘15
Kid Radd 2WR
Creature - Human (R)
Focus: Double Kid Radd's base power (At the beggining of your upkeep, do focus action if this permanent didn't attack, block, or become the target of a spell or ability since your last upkeep.)
When Kid Radd attacks, set its base power to 3 at the end of combat.
If a source would deal 2 or more damage to Kid Radd, it deals 1 damage to Kid Radd instead.
3/2
Mutilation, from Enadrya.
enadrya.wikia.com/wiki/Mutilaci%C3%B3n
Mental Mutilation
Enchantment (R)
Whenever an opponent would draw a card, that opponent skips drawing that card if he or she has four or more cards in his or her hand.
A hook can replace a lost hand and a patch can replace a lost eye, yet nothing can replace a lost memory.
Asrama
Ber_F
Doombringer
Flatline
GameWorldLeader
IcariiFA
Hemlock
Ink-Treader
Koopa
Moss_Elemental
bravelion83
palanthas
PasstheChips
PsyOp
RickyRister
EpiCycle1
sperlman
Tesco(black)lotus
theazurespirit
VikingIrishman
Top two from each group advance. Judge deadline is Tuesday, the 17th, 11:59pm EST.
Design -
(2/3) Appeal: Well, I like it. Seriously, though, this is a great Johnny-esque twist on the trap mechanic, and a card spike may not mind seeing in their limited pool. The ability to target a player is what sets this apart from other expensive limited removal. It is a bit annoying though that the trap trigger is going to be go into effect so rarely unless you've built arund the card. Might frustrate some players.
(3/3) Elegance: this is going to be a round of crazy card designs, so it's appreciated you've kept yours fairly grounded. I like how it fairly easy to calculate how this card should be played.
Development -
(1.5/3) Viability: Red's right, but if I'm honest, I'm not too sure that common is the way to go, for the sole reason that I would not want to see too many of these card show up in a limited pool. The low trap cost means that with a couple of these and another trap you can insta-kill a player with 10 life or maybe even more, and that's something that should be rare in magic, otherwise it makes the game feel cheap and luck-based.
(2.5/3) Balance: I have a soft spot for Lava Axe variants, and I like them even more when they can target creatures. Six mana is about the place you want to do this in, and five damage is just the right kind of punishment that can make a difference in a game. That said, I doubt casting it for one mana, even if the hoop you need to jump through is a tough one, is reasonable. Your card strides the divide between "good utility" to "the tables have now turned" and it's just a tad too much swingy for my comfort. A change in numbers is needed.
Creativity -
(2/3) Uniqueness: I like that you didn't go overboard here with trying to come out with something so weird and out of the box that it would be hard to know how it might play. I also like the "pile on" twist on traps. But let's face it, direct damage isn't the most original effect.
(1.5/3) Flavor: I feel like you've missed a chance to drill in the flavor of a trap designed mainly to make other traps more deadly. Right now, I like the flavor from the mechanics way more than I like the flavor from the creative writing.
Polish -
(3/3) Quality: None that I can see.
(1/2) Main Challenge: I'm not familiar with the CCG in question, so I'm not too sure of the rules, but from what I gather the original card works more like a regular trap than what you've designed. The most interesting and original part of your card does not correspond with the first card.
(1/2) Subchallenges: No new keyword.
Total: 17.5/25
Oh god, I've got your card to judge.
Design -
(3/3) Appeal: Very few cards will get support from all three major player psychographics, which is why I usually don't feel that should be a demand for a perfect score in this section, but I have to admit that I cannot think of any player who would not like to play this card if his or her deck allows. At the sight of this card, Timmies will flock, Spikes will foam at the mouth, and Johnnies will swoon.
(2/3) Elegance: This may belong more to viability than elegance, but simply put, your card can never be printed as is. I'll go into more details further, but for now, just accept that it complicates one the most basic aspects of the game, and there's just no way I can give you a full score on elegance.
Development -
(1 /3) Viability: So here's the issue: This isn't actually a creature. It's a land that you can sometimes play as a creature, if you don't need a land. It's an automatic 4-of in any deck that can get it, and thus I feel that it should be treated as a land first, creature second. Honestly, I'd be afraid to have it as a mythic in the game. In addition, Embody does a lot of things that regular magic likes to do differently. Is it breaking the rules? no, probably just bending them, but as I said before there's just no way it can be printed like this.
(0/3) Balance: This card will break the game. Think of it as a Stalking Stones on steroids. It's not just about eliminating the mana screw, it also eliminates the need for lands in any deck that can find and play about 24 embody cards. The game, the curve, all the formats, nothing will be the same after they print this. Is there nothing that can be done? why yes, yes there is. Firstly, the cost for the creature is way too low. Any man-land would only give a creature on a provisional basis, and the ones that don't (Urza's Factory, Stalking Stones) only give you medicore creatures at a high cost. Your creature may be low for the curve in terms of p/t, but it's still a fatty that will eat your opponent's hand and send them into top-deck mode. And if you can't cast it right now, you still get a land! can you see how broken this is?
Creativity -
(3/3) Uniqueness: Normally I take off points for charting new ideas that were left out for good reasons. I know for a fact that Wizards R&D considered a mechanic like yours and decided against it (MaRo mentioned it during the first Great Designer Search). But You probably didn't know that, and I do like the general idea behind this, so a very tentative full marks here.
(1.5/3) Flavor: I have the same flavor issues that I do with the card you've used as inspiration. I don't see the connection between the badass creature and the land.
Polish -
(2.5/3) Quality: Embody probably needs to be "Instead of playing a land, you may play ~ face down..." or something of the sort.
(2/2) Main Challenge: You've included the card and the card game in your design. Nice one.
(2/2) Subchallenges: All met.
Total: 17/25
Design -
(1/3) Appeal: For reasons that I'd get into later, this card has a lot of issues that would prevent it from appealing to most players. Johnnies and Spikes might be intrigued by some of the ideas of the card, but the card itself hold little to no appeal.
(0/3) Elegance: I'm not gonna go "-1 for mentioning the stack", but, well, there's a reason why wizards only ever mentioned the stack in Split Second cards and never did so again, despite the obvious potential of the mechanic. Add to that that the ability is a bit weird and that flash is kinda redundant on the card, and you have one hell of an inelegant card.
Development -
(1/3) Viability: What is the reason for the black mana in the activated ability? There's nothing here blue can't do on its own. I'm not sure why it's legendary, there's nothing in the abilities that evokes that for me. Uncommon is also probably better as a rarity, since even at its very best your card is a 2/2 for 2 with an ability that might, one day, get you some card draws.
(1/3) Balance: This is essentially a 2/2 for 2, that if you have the colors can be used to turn the tables on a player playing something like, say Storm Herd. Except that those effects are very rare and blue can always just counter them, and "turn the tables" in this case means "draw you a different card that might actually help". I cannot think of any deck that would go "yes! that's the card for me!". Plus, you've ruined any Commander potential by requiring the sacrifice for the last ability. Overall, it's just too weak.
Creativity -
(2.5/3) Uniqueness: I bet you thought that ability would score you points here, and it does, but I don't think a card should get points for doing something different if that thing should not have been done in the first place. There is buried somewhere here the idea for a good, unique card, and that potential is what gets you the points.
(1/3) Flavor: Dear god, it has a double X in its name. I know you were asked to get inspiration from other games, but this is Magic, the game that taught me English. How am I supposed to pronounce that? and how will it be different than to call him Max? I'm honestly not sure what flavor you were aiming for. I'm not getting 'martyr' here at all.
Polish -
(3/3) Quality: I think it's ok.
(2/2) Main Challenge: I was given instructions to take off points in case a card is a direct translation rather than one inspired by another, but I'm going to be lenient. I feel like you got this part better than any other in your submission.
(2/2) Subchallenges: Both met.
Total: 12.5/25
Design -
(1.5/3) Appeal: I should tell you that I designed a similar mechanic and called it "cleave" back in the day. Limited appeal is abundant, as this can easily lead to a two-for-one and force players to make difficult decisions with their life total. Timmy is also happy to add another effective ability for his fatties, but I'm somewhat disappointed this is the card you used to showcase it. I would have liked to see something more splashy. I sincerely doubt if this can see play outside limited. Next time, go bigger.
(2/3) Elegance: It's a good twist on trample, but I worry that it doesn't have the same combat interactions. It's a bit counter-intuitive that a creature with collateral can still be successfully chumped by a single creature. The fact that it doesn't target is also an issue, I wonder how many missplays would be caused because of it. I feel many players would wih a creature had both collateral AND trample.
Development -
(3/3) Viability: Design issues of collateral aside, this card is the most printable card out of the entire bracket. Right rarity, right color, right stuff.
(3/3) Balance: Again, good stuff. It is a powerful uncommon, a bit over the curve actually, but not by too much that it would be broken. Not too many creatures would be able to fully absorb the damage of a 5/2, and opponents will face some tough choices.
Creativity -
(2/3) Uniqueness: Even if I discount having the same idea myself, I feel like this card is the spiritual successor for Soltari Guerrillas and Zealot en-Vec. Not completely a throwback, not completely fresh.
(2/3) Flavor: Pirate is an odd choice, but I dig it. I get where you were going with the card, but the lack of flavor text hurts the card a lot. I'd like to know more of the world and the motivations of the creature.
Polish -
(2/3) Quality: Should have copy the template from trample: "This creature can deal excess combat damage to another creature defending player controls while attacking."
(2/2) Main Challenge: I'm not sure if you were inspired by the piercing mechanic or you just used a card you've designed that kinda fit the same general idea, but I'm going to give you the benefit of the doubt.
(2/2) Subchallenges: Both met
Total: 19.5/25
Ber_F
Doombringer
Host, December 2015: A Winter Wonderland? - R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL April 2014: A Game of Fate - Signup|R1|R2|R3|Top 8|Semifinal|Finals|Poll
Host, CCL December 2012: Spy Games - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL November 2010: The Perfect Crime - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL August 2009: A Commander's Journey: Signups|R1|R2|R3|Top 8|Semifinals|Finals|Poll
I've got tons of art from the web. Want art for a render? PM me! Want to create your own collection? Start here!
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
(2/3) Appeal - Timmy likes this. Johnny may try to do something like damaging his own creatures to get them enraged. Spike likes the enraged state, but the base stats are a little underwhelming to him.
(3/3) Elegance - I see no problems here.
Development
(3/3) Viability - Both colors and rarity feel perfect.
(2.5/3) Balance - A vanilla 3/3 for five mana is bad. A 4/4 double strike trampler for five mana is very good, even if it has to attack each turn. You'd probably do that anyway. It's hard to find a balance between an underwhelming state and a almost busted one. I'd say this is probably fine, but it's hard to be sure without playtest. This is a must play in limited if you're in its colors, and may also see some Standard play. I can't see it in older formats. I see no particular problems in casual or multiplayer.
Creativity
(2.5/3) Uniqueness - Enrage is new but it clearly plays into similar design space as monstrosity and renown.
(2/3) Flavor - Enrage is very flavorful: if you hit it, it goes crazy! It feels perfect philosophically in red and green. Too bad there's no flavor text.
Polish
(3/3) Quality - All good here.
(2/2) Main Challenge - Even without knowing how Hearthstone works, the inspiration is evident because you used the same name for its ability and the "+1 attack" is clearly implemented by the use of +1/+1 counters.
(2/2) Subchallenges - Both met.
Total: 22/25
I think this is inspired by the Yugioh card of the same name. At least I know how Yugioh works, unlike Hearthstone, so I understand what the original card does in its game.
Design
(2/3) Appeal - Timmy likes a big creatures that protects him and his creatures from opposing instants, though he doesn't like that he has to give up his own instants to do that. Johnny may consider this for protecting his combo or such. It's also a very build-around-me card. Spike would also like this more if it only applied to your opponents.
(3/3) Elegance - All good here.
Development
(2/3) Viability - This could easily be monowhite, blue and black are there only for flavor. Rarity is definitely right, and the least it could be.
(2/3) Balance - The effect is quite strong, especially if you build your deck with no instants to break the symmetry. Notably, you can still cast non-instant spells with flash: you may cast those as though they were instants, but they are not actually instants, so they're fine to play with this. Five mana, of which triple colored, feels appropriate given that. I'm not sure how much you'd want to play this in limited, as it's anti-synergistic with combat tricks you might want to play. In constructed this can be very strong as I've just mentioned. I see no problems in casual or multiplayer except for the fact that not being able to play his or her cards is not that fun from the opponent's point of view.
Creativity
(3/3) Uniqueness - The effect and flavor make this card definitely unique.
(3/3) Flavor - The name is what it has to be given the inspiration, and the flavor text is very good and reflects very nicely the mechanics of the card.
Polish
(3/3) Quality - All good here.
(1/2) Main Challenge - The inspiration is clear and very well executed. Instant cards in Magic are the closest thing to Yugioh's traps. EDIT: The host required a one point deduction here because it's literally the same card brought to Magic, which was explicitly forbidden by the main challenge. I haven't changed my opinion on the card, but I can see the host's point. Also, it doesn't change the outcome anyway.
(1/2) Subchallenges - CMC greater than 4, but no new keywords.
Total: 20/25
Design
(2.5/3) Appeal - Timmy likes this as most Dragons. Johnny likes this because it's both protection for his combo and a very open-ended card at the same time. Spike may be interested for the protection from instant-speed removal, but they still might play removal as a sorcery.
(0/3) Elegance - This is very complex, especially the last ability. Many players, especially less experienced ones, will have trouble understanding it. The convoluted (and non-functional) wording doesn't help.
Development
(1.5/3) Viability - This could have also been monoblue, but being a Dragon and red being the second color at spell interactions can justify this being red too. Rarity is definitely right, if this is not a mythic than I don't know what could be one. The second and third ability feel a little anti-synergistic, as if only the active player can do things, they have complete control over whether to end the turn. If this card didn't have the second ability, you could cast instants or activate abilities during your opponent's turn to make it end.
(2.5/3) Balance - Overall, this looks balanced enough to me. The last ability looks not that easy to trigger, and the overall stats are good for a five-mana creature. Certainly playable in limited, and maybe in constructed too in specific decks. Not being able to end your opponent's turn actually helps here, as it prevent what would probably be the most unfun things about this card. Still, some players might find this unfun because it prevents them from casting instant during other players' turns, effectively turning them into sorceries.
Creativity
(3/3) Uniqueness - The last ability makes this very unique.
(3/3) Flavor - The name is what it has to be given the inspiration. I like the fact of making a "time" joke for the flavor text just like in the inspiration card, but a different one.
Polish
(2/3) Quality - I have doubts about the wording of the last ability: as it is, it's not a triggered ability because the word "whenever" is not the first one in the sentence. It needs to be a triggered ability to work though, so you should find another way to word that ability so that it actually begins with the word "whenever" (one point deducted for a functional mistake).
(2/2) Main Challenge - Even without knowing how Hearthstone works, the inspiration is evident.
(1/2) Subchallenges - CMC greater than 4, but no new keywords.
Total: 17.5/25
palanthas: 22
PasstheChips: 20
RickyRister: 17.5
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here)
CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016
DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for:
"Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index. Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Design -
(1.5/3) Appeal: Timmy doesn’t care. Johnny looks for way to abuse the asymmetry, like with symmetrical draw. Spike sees a hand cap that is situationally useful (sideboard?) and perhaps even powerful, but not really a win condition or a board presence.
(2/3) Elegance: The idea behind the effect is easy enough to understand. I’m having trouble finding a reference for equivalent wording, but I feel its more typical to put the condition for the replacement effect (having four or more cards) before the outcome effect (skipping the draw.) Makes it feel a tad clunky.
Development -
(3/3) Viability: This should certainly be a rare as it has sideboard potential and niche but potentially powerful interactions. Blue and Black both tamper with hand size so this seems like an acceptable hybrid.
(2.5/3) Balance: In limited, this card would be a blank. Hence it’s need to be a rare or rarer. This has some constructed applications as a sideboard card and some quirky interactions, but I doubt it would see much play there either. A 3 casting cost is a safe as letting it drop earlier would actively negate drawing too easily without any additional support cards or strategy. I think the balance of this card is very close to where it should be, but testing may reveal that an effect like this is too dangerous for a noncreature body.
Creativity -
(2.5/3) Uniqueness: Cards that punish based on handsize are not new, but using it this way as a hard cap that stops drawing feels fresh and powerful.
(2/3) Flavor: You kinda lose me on the flavor text. The references to hooks and patches reeks of pirate flavor or something with some gristle, and while “mutilation” in the name goes with gristle, not so much with the indirect seafaring “medicine”
Polish -
(3/3) Quality: I already addressed the templating in elegance and since I’m not 100% on it won’tt deduct here. Otherwise this card is on point.
(0.5/2) *Main Challenge: You linked me to a card in a foreign language. You might as well have not linked a card at all. Even with some digging I couldn't find your card in english, and I don’t see how you think it would be acceptable to link a non english card without any translation. Me guessing with google translate is not acceptable.
(0/2) Subchallenges: Not above a CC of 4 nor using an unique ability.
Total: 17/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: Timmy is indifferent. Johnny on the other hand is ecstatic over the draw trigger and what ways to abuse it. Spike also sees a huge amount of card advantage without even adding cards that synergize.
(3/3) Elegance: Easy enough to understand.
Development -
(2/3) Viability: This is certainly blue, but that amount of cards this can draw on it’s own makes it feel rare, especially with other cards to synergize with it.
(2/3) Balance: This card skirts a scary line in limited. It and other enlighten cards would deck you out extremely fast. Enlighten might be better as just always putting the top card in. That would also make this less powerful and less rare feeling. As it, I imagine the right control deck would love it. It’s tough enough to clog the board a little even if the body is sub par for three mana. It has a good chance of constructed play since it can draw multiple cards without further investment. It would be better as a higher costing card with a more worthwhile body.
Creativity -
(3/3) Uniqueness: Caring about what get’s milled for drawing isn’t a common effect. It feels fairly fresh.
(0.5/3) Flavor: This is where the card has the biggest problems. Enlightenment can be blue, but the way you describe it in the flavor text sounds white. The enlighten keyword ability makes no flavor sense what-so-ever. Milling cards from the top or library shows some kind of memory loss/mental damage, so the name here is just wrong. The flavor text itself doesn’t really mesh well with the mechanics. I can see an enlightened card being based in card draw, but not like this.
Polish -
(2.5/3) Quality: “Enlightened” is spelled wrong in the card name.
(2/2) *Main Challenge: Drawing on the lightsworn ability in magic could be a fun idea, in limited quantities.
(1/2) Subchallenges: Not over 4cc, but does have a keyword.
Total: 18/25
*An entry with 0 points here is subject to disqualification.
Design -
(1.5/3) Appeal: Demons Wrath sounds like something timmy would really like, but that feeling is quickly left behind on reading the card. Johnny doesn’t card. Spike sees a free kill spell in any color.
(3/3) Elegance: Looks easy to understand. No issues here.
Development -
(2/3) Viability: Certainly black. The react ability is something that feels green, but it could be expanded a bit without damaging the color pie. The real issue is that any color can play this spell, and that should not be allowed.
(1/3) Balance: On it’s face it seems fair. Except any color can have access to it. I’d run this in every limited deck I’d play and a number of constructed ones where in color removal wasn’t as good either. Relying on an opponent to cast spells during your turn is swingy, sure, but there are too many decks where that would be relevant. Even as a one or two of. There needs to be some colored cost, or swamp requirement, or something to prevent this. Otherwise a card like this would never see print in contemporary magic.
Creativity -
(1.5/3) Uniqueness: Free kill spells exist, and react is another way to do a trap card. The condition for react feels green, which makes it seem unusual if somewhat fresh for a black card.
(0.5/3) Flavor: The flavor seems all over the place. Demons wrath implies a flavor the is not expressed in the ability “react” or the flavor text. Perhaps “demon” as just a bad ass western gunslinger? Even then, react is not a great mechanic name and seems silly when we already have instants which used to be called the same thing. It really is a “trap” effect. It lacks a distinct feeling.
Polish -
(2.5/3) Quality: It should be “Thought” in the flavor text.
(2/2) *Main Challenge: I can see the inspiration for reacting, and simplifying it for magic gameplay makes sense.
(2/2) Subchallenges: Both met.
Total: 16/25
*An entry with 0 points here is subject to disqualification.