This has been of month of inspirations, many of which I left in your hands to choose. First we started with an obscure fable, as such stories have been a classic source of inspiration for as long as man has had language. Then we moved on to look at other games to be inspired by. Limiting yourself to what Magic has done is a weakness that you should never let be exploited. Then we looked at current events, the inspiration for the many tales and tragedies that are the most relate-able and create the freshest of ideas. So where do we go from here?
Looking back into the past. The Final Round will inspire you with references from a different time then your own. Specifically in what words and phrases were common in the past but no longer. Can you take a period vernacular and make it something Magic?
Challenge: Choose a decade from the 20th century. Design a creature card that includes one or more slang terms or phrases from the chosen decade. You card should still be a believable magic card and not unglued. Include the decade and what terms/phrases you referenced in your submission.
Sub Challenge 1: Your card uses two or more slang terms or phrases from your chosen decade.
Sub challenge 2: Your card is a rare or mythic rare.
Our Judges:
IcariiFA
bravelion83
EpiCycle1
Asrama
Our Players
Ber_F
Doombringer
palanthas
sperlman
The Deadline for Tuesday, December 1st 11:59 EST. Judge deadlines will be Saturday the 5th at 11:59 EST. Knock it out of the park!
Best of luck!
1910s:
Dingbat: A stupid or foolish person. Mogg Dingbats2RR
Creature - Goblin Soldier (R)
Haste
Mogg Dingbats attacks each turn if able.
Whenever Mogg Dingbats attacks, flip a coin. If you lose the flip, Mogg Dingbats deals 5 damage to itself. Mogg soldiers aren't always skilled with a sword, but they can usually figure out which end is sharp. Sometimes, they learn the hard way.
7/5
Clockwing PostieWW
Creature - Human Artificer (R)
Flying
Whenever Clockwing Postie deals combat damage to a player, you may attach any number of equipment equipped to Clockwing Postie to another target creature you control.
"Whether I’m delivering ancient weapons or simple love letters, I always guarantee quality service."
2/1
Master Bootlegger1UR
Creature - Human Pirate (R)
Creatures you control can't be blocked by Soldiers. Shiv - At the beginning of each opponent's upkeep, if Master Bootlegger is tapped, it deals 1 damage to that player and up to one target creature he or she controls. Tap that creature. After the blockade was lifted, many rum runners applied their evasive talents to deadlier pursuits.
3/2
Status: judgments 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.
Arcane Phut3RU
Instant [R]
Choose one or more. Arcane Phut costs 1 less to cast for each mode you choose beyond the first.
Counter target spell.
Destroy target artifact.
Return target enchantment to its owner's hand.
Arcane Phut deals 2 damage to you.
Design (1.5/3) Appeal - Timmy doesn't care except for the rare cases where this card can cause a huge blowout on the battlefield. I don't honestly see that much for Johnny to do. Spike will just love the flexibility of such a card. (1.5/3) Elegance - It's a little counterintuitive that you can pay less to do more. Less experienced players will also be confused by the last mode ("Why would I ever want to damage myself?"). The wording is clear, but those couple points might confuse part of the audience.
Development (3/3) Viability - Each mode is something that either red or blue can do, so no problem from a color pie perspective. Rarity also feels appropriate. (1/3) Balance - I understand the intention was to have one of the modes as a drawback to balance the "pay less to do more" ability, but I don't think the execution lives up to the idea, as I can just cast this for 1UR without ever choosing the last mode, and I expect most players to do just this every time. I think the design would have been much better if there was a way to force you to choose the last mode sometimes (like in Demonic Pact), this card as is might as well just not have that mode. Another option would have been to make a modal card with the ability that it costs 1 MORE for each additional mode you choose. That would have been very original too and would have made more sense with both Elegance and Balance. As is, I don't think this would played in limited, maybe in constructed in some specific decks and mostly as a sideboard card. A lot of players won't find fun damaging themselves to make the spell cost less.
Creativity (3/3) Uniqueness - Making a modal spell cost LESS (not more) the more modes you choose and having one mode as a drawback to justify that makes this card very original and unique. (1/3) Flavor - The name is fine but the only thing that gives me the impression of a collapse is the last mode. No room for flavor text.
Polish (2.5/3) Quality - I think the "costs 1 less" sentence should come first in the card as a separate ability (see all cards with strive), with the modes coming right after the "choose one or more", but I'm not deducting points as I can't find any existing precedent of a modal card with a similar wording. At the contrary, I am deducting half a point for the wrong order of mana symbols in the card's mana cost (it should be 3UR). (2/2) Main Challenge - All good here. (1/2) Subchallenges - Rare but only one slang term.
Master Bootlegger1UR
Creature - Human Pirate (R)
Creatures you control can't be blocked by Soldiers. Shiv - At the beginning of each opponent's upkeep, if Master Bootlegger is tapped, it deals 1 damage to that player and up to one target creature he or she controls. Tap that creature. After the blockade was lifted, many rum runners applied their evasive talents to deadlier pursuits.
3/2
Design (2/3) Appeal - This may just be big enough for Timmy to care, and also Timmy likes that the shiv ability encourages him to attack. Johnny may try to do something like keeping this tapped in ways other than attacking, but it feels like a bit of a stretch to me. Spike likes that this can get rid of potential attackers on his opponents' turns. (1.5/3) Elegance - The wording is a bit long but clear. I honestly can't understand what the shiv ability word is meant to represent: the "at opponent's upkeep" part? An ability that is active only if the creature is tapped? I can't clearly see which part of the ability is the one that repeats in all cards with shiv, like "a land enters the battlefield" is for landfall for example.
Development (3/3) Viability - Everything is in color and rarity feels appropriate. (2.5/3) Balance - I like the gameplay this seems to imply: attack with this to turn shiv on (you also have a little help in the attack for the partial unblockability), then profit on your opponents' turns. It encourages attacking, which is almost always a positive thing to say about a card. The mana cost is the least it can be and I feel it makes this card strong but not broken. Certainly playable in limited, maybe in constructed too especially as a sideboard card against hypothetical Soldier decks. This gets better in multiplayer because of the "each opponent" wording, but I don't see that as a problem, nor I can see other particular problems in casual or multiplayer.
Creativity (1/3) Uniqueness - The most original things here are making your creatures unblockable by a single creature type and the pirate flavor. We've seen all of the rest multiple times by now. (3/3) Flavor - The flavor is probably the best thing about this card. The name is good, the flavor text well written and something I could easily see on a real card, and the trinket text "can't be blocked by Soldiers" is very flavorful because of Soldiers representing the law this pirate is out of. Very good work in this regard.
Polish (3/3) Quality - All good here. (2/2) Main Challenge - All good here. (2/2) Subchallenges - Both met.
Clockwing PostieWW
Creature - Human Artificer (R)
Flying
Whenever Clockwing Postie deals combat damage to a player, you may attach any number of equipment equipped to Clockwing Postie to another target creature you control.
"Whether I’m delivering ancient weapons or simple love letters, I always guarantee quality service."
2/1
Design (2.5/3) Appeal - Timmy likes that this can attack using its Equipment, than pass that Equipment to the creatures that will need it the most for defense. It's a bit small for Timmy, but the Equipment it's supposed to have will certainly make this bigger. Johnny may do many things moving Equipment around his creatures. Spike likes a solid card with potential upside. He doesn't like that much that this needs other cards to work in the best way though. (3/3) Elegance - The wording is clear enough, and the concept as a whole makes sense.
Development (3/3) Viability - White is the color that best interacts with Equipment, so this card is right at home in white. Rarity is good too, this is something you don't want too many copies of floating around in limited. (3/3) Balance - I think this is very balanced. A 2/1 flier with additional upside for double colored mana is a classic rare design, not the most original thing but it works. Certainly playable in limited, maybe in constructed too in a deck built all around Equipment. I can't see any particular problem in casual or multiplayer.
Creativity (3/3) Uniqueness - The triggered ability is very original and makes this card feel very unique. (2.5/3) Flavor - The name is good, but the flavor text is the best flavorful thing on this card. I like it very much, and it also makes a lot of sense with the card's mechanics. The only doubt I have is about the creature types: I see this more of a knight on a winged mount than an artificer, but that's just a minor thing.
Polish (1.5/3) Quality - Flavor text should be in italics. One point deducted because flavor text being written in italics is a very well-known fact. Also, in "any number of equipment", the word "equipment" should be capitalized because it's a subtype (half a point deducted). (2/2) Main Challenge - All good here. (1/2) Subchallenges - Rare but only one slang term.
Mogg Dingbats2RR
Creature - Goblin Soldier (R)
Haste
Mogg Dingbats attacks each turn if able.
Whenever Mogg Dingbats attacks, flip a coin. If you lose the flip, Mogg Dingbats deals 5 damage to itself. Mogg soldiers aren't always skilled with a sword, but they can usually figure out which end is sharp. Sometimes, they learn the hard way.
7/5
Design (1.5/3) Appeal - Timmy likes coin flips and the thrill of not knowing if your creatures will die or not, while Spike hates this card for exactly the same reasons. Johnny might find some obscure use for this, but at the moment I can't see which one. (3/3) Elegance - The wording is very clear and not too long. The card concept is perfect.
Development (3/3) Viability - Everything is in color and rarity feels appropriate. (1/3) Balance - The drawback feels enough for an undercosted 7/5, but I can't see this getting played competitively with the risk of it killing itself. Maybe in limited, but some players won't like the risk even there at the point of not playing it even in limited. Other players will try it for certain in limited to see if it's big enough to offset the drawback. Anyway, I can't see this in constructed. Some players will definitely find this killing itself unfun if it's on their side of the table.
Creativity (0.5/3) Uniqueness - Goblins dealing damage to themselves aren't exactly a new thing (see Goblin Bangchuckers and Goblin Kaboomist for recent examples). Nothing in this card is particularly original. (3/3) Flavor - "Stupid and foolish" is the definition of a Goblin in Magic, so the overall package makes a whole lot of sense, and everything contributes to that: name, flavor text, and mechanics. It may not be the most original flavor ever, but who doesn't love a stupid Goblin? That always works.
Polish (3/3) Quality - All good here. (2/2) Main Challenge - All good here. (1/2) Subchallenges - Rare but only one slang term.
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.)
Arcane Phut3RU
Instant [R]
Choose one or more. Arcane Phut costs 1 less to cast for each mode you choose beyond the first.
Counter target spell.
Destroy target artifact.
Return target enchantment to its owner's hand.
Arcane Phut deals 2 damage to you.
Design - (1/3) Appeal: Timmy isn’t really a fan especially with the damage yourself mode. Johnny doesn’t have a problem to solve. Spike appreciates the number of options this has, particularly in certain matchups/formats. (2.5/3) Elegance: Seems easy enough. If anything, new players might take a moment to get why you can choose to hurt yourself.
Development - (3/3) Viability: The is enough going on here to justify the colors and rarity. It looks like it works. (1/3) Balance: This is a pass in limited and sideboard card in constructed. The niches it feels are very environmentally dependant and just don’t stand out otherwise. It’s a functional card, if not all that fun. The last option on the card is in interesting idea, but comes of as a gimmick since it’ll likely never be used.
Creativity - (3/3) Uniqueness: The idea behind the cost reduction in modes is pretty distinct. (2.0/3) Flavor: The name makes sense and there isn’t room for flavor text as is. Returning something to the hand doesn’t seem like a phut. The flavor feels adequat, just not inspiring to Vorthos.
Polish - (2.5/3) Quality: Out of order mana symbols. (2/2) *Main Challenge: Sure was. (1/2) Subchallenges: One piece of slang is not enough.
Total: 18/25
*An entry with 0 points here is subject to disqualification.
Clockwing PostieWW
Creature - Human Artificer (R)
Flying
Whenever Clockwing Postie deals combat damage to a player, you may attach any number of equipment equipped to Clockwing Postie to another target creature you control.
"Whether I’m delivering ancient weapons or simple love letters, I always guarantee quality service."
2/1
Design - (1.5/3) Appeal: A relatively small flyer usually wouldn’t interest Timmy, but the idea of passing off equipment for free garner a gleam in his eye. Johnny sees a lot of hopes to jump through for maybe some kind of payoff, but it’s a stretch even for him. This card is an efficient flyer, but a tad underwhelming for a rare one. Without some kind of new equipment mechanic to abuse/circumvent, Spike interested would be minimal. The effect isn;t a big enough to offset the disadvantage in running most equipment. (3/3) Elegance: A pretty easy and sensible read without any elements that are jarring.
Development - (3/3) Viability: This is quite white and doesn’t break anything game wise. It skirts being an uncommon, but it’s enough of a niche/newish ability to justify it at rare. (1.5/3) Balance: Would this be played in limited? Sure, but it’d be a disappointing rare to pull in your pool. In constructed? Not likely. A 2/1 flyer with upside is more of an uncommon thing in white then a rare, at least with the double white cost. See Kor Aeronaut and Leonin Skyhunter, both cards I would certainly prefer to draft/pull in limited over Postie. In fact, 2/1 flyers in white for 2 are already commons. At rare I’d expect a notable upside. Instead, I get a niche effect that doesn’t seem like it fit into an equipment deck well (between the initial cost of paying for the equip cost on this guy to make it relevant and the tempo loss in setting it up, further disrupting the aggro a deck this would likely go for) and encourages me to play my creatures in main phase 1 to benefit. Is it offensively underpowered? No, but getting there. It would be a rare that’s hard to get rid of for a quarter and wouldn’t have much of a casual niche either.
Creativity - (2.5/3) Uniqueness: On hit transferring of equipment is relatively fresh compared to other similar cards like kor outfitter. (3/3) Flavor: Seems like a great blend of flavor here. Steampunk, away!
Polish - (1.5/3) Quality: Italicize your flavor text and capitalize the word “equipment.” (2/2) *Main Challenge: Nice use of the challenge. You created a pretty distinct character. (1/2) Subchallenges: Rare, but only one taste of slang.
Total: 19/25
*An entry with 0 points here is subject to disqualification.
Master Bootlegger1UR
Creature - Human Pirate (R)
Creatures you control can't be blocked by Soldiers. Shiv - At the beginning of each opponent's upkeep, if Master Bootlegger is tapped, it deals 1 damage to that player and up to one target creature he or she controls. Tap that creature. After the blockade was lifted, many rum runners applied their evasive talents to deadlier pursuits.
3/2
Design -
(2.5/3) Appeal: This is probably just big enough for timmy to care, especially since it’s a pirate. Johnny doesn’t get much out of it besides jsut having a way to tap it without attacking. There is a lot that appeals to spike here with the ping, lockdown, and power this provides to the board. (1.0/3) Elegance: It was hard to decide where to address this in the rubric as this issue potentially crosses into balance and flavor, so I’m putting it here as it’s extremely unsettling to the whole concept of the card. What I’m referring to is the Shiv ability. Depending on how you interpret it, it has one of two problems. Either Shiv refers to the first clause, the creature being tapped, in which case the flavor of this being tapped to do something to the opponent makes no sense to me in connection to the word shiv OR Shiv references that damage and tap part of the ability, in which cast an ability like this would basically be really, really hard to put on commons both do to card advantage/redflagging issues and the fact that the ability itself requires two colors to be involved in order to not break the color pie. Either way it’s not good and it leaves me confused. So im deducting both the inelegance of that ability and the poitns for either negative scenario here.
Development - (3/3) Viability: This is a solid rare that fits it’s colors. It doesn’t break the game. (2.5/3) Balance: I’ve already discussed the potential balance issue that the ability Shiv could have at other rarities if the ping part is intended branding of the mechanic. That won’t be deducted again here. The tribal evasion is a nice flavor touch and could be environmentally relevant. Also, soldiers appear across magic’s history making it so it can come up in casual games once in awhile, so that’s cool. Doing it across all of your creatures does make it a hair swingy against certain match ups though, and that’s already on a card that taps things down. It would require testing based on how you develop the limited tribes. The pinging and tapping down on an efficient 3 power for 3 creature makes this an interesting card, but the frail body with no combat abilities makes this seem pretty fair. The wording being relevant in multiplayer is a good addition. While not the bombiest of rares, overall it seems reasonable.
Creativity - (2.0/3) Uniqueness: While none of the parts are new, all of them add together to create a distinct image and character. (2.5/3) Flavor: This is a great character you’ve crafted and the flavor flows through and through. My one quip is that it seems weird that an experienced, master bootlegger would still rely on shiving.
Polish - (3/3) Quality: Seems right. (2/2) *Main Challenge: Solid use the revives a favorite tribe from the past. (2/2) Subchallenges: You’re the only one who manage to cram in both!
Total: 20.5/25
*An entry with 0 points here is subject to disqualification.
Mogg Dingbats2RR
Creature - Goblin Soldier (R)
Haste
Mogg Dingbats attacks each turn if able.
Whenever Mogg Dingbats attacks, flip a coin. If you lose the flip, Mogg Dingbats deals 5 damage to itself. Mogg soldiers aren't always skilled with a sword, but they can usually figure out which end is sharp. Sometimes, they learn the hard way.
7/5
Design - (2/3) Appeal: It’s big enough, but even Timmy will wince a bit at the self killing drawback. Johnny sees some obvious and non obvious ways to turn the drawback off for fun. Spike sees potential, but will probably decide it’s too swingy. The randomness is too high. (2/3) Elegance: Even as a group, having a goblin creature this big is pretty much unheard of. In modern there isn’t on with more that 5 power. It hard for me to think of goblins as that strong.
Development - (3/3) Viability: The color, rarity, and mechanics all work. (1.5/3) Balance: This is probably too swingy, and still on the strong side. I have a 50% chance to swing with this once and a 25% chance to swing with this twice, goldfishing that is. Versus a 50% chance to do nothing, though technically that odds are worse as your opponent exist. Either this card almost wins the game when it comes down or it ruins your aggro pressure. As a nice constructed benefit the haste on such a high power creature gives an aggro deck reach/recovery after a board wipe, but even then, it’s a bit too risky. Maybe if the damage it dealt was done to a random creature you control instead? It would give more incentive to build around it by reducing the odds of it killing itself, but still most likely killing something. Might even get spike interested. Regardless, some of the variables/numbers need some adjustments as right now this card evokes to many possible feel bad moments.
Creativity - (1.5/3) Uniqueness: Flip a coin effects have been used in an almost functionally identical way back in the older days of magic, where losing the flip meant losing the creature. Having it on a hasted body is probably the most distinct thing about it, but honestly this card is the opposite of fresh. It feels like R&D from 15 years ago. (1.5/3) Flavor: Funny card, the flavor is solid, though the text is a bit drawn out for an obvious pun. Abridge it. Also, it should totally do 7 damage to itself.
Polish - (3/3) Quality: Looks fine. (2/2) *Main Challenge: Dingbats is a fun word. (1/2) Subchallenges: Not hitting the mark on a second bit of slang.
Total: 17.5/25
*An entry with 0 points here is subject to disqualification.
1910s:
Dingbat: A stupid or foolish person. Mogg Dingbats2RR
Creature - Goblin Soldier (R)
Haste
Mogg Dingbats attacks each turn if able.
Whenever Mogg Dingbats attacks, flip a coin. If you lose the flip, Mogg Dingbats deals 5 damage to itself. Mogg soldiers aren't always skilled with a sword, but they can usually figure out which end is sharp. Sometimes, they learn the hard way.
7/5
Design -
(0.5/3) Appeal: Randomness tends to hurt the appeal for most players, but it is a long-standing favorite of Timmy. Unfortunately, this is only true when the random effect is something awesome that can only be obtained via coin flipping etc. This is not the case here. I'll go into it in more depth as this review goes on, but this is just too risky for not enough reward to get all but the most adamant players excited.
(2.5/3) Elegance: There is a reason why coin flipping has fallen from grace. There's a certain frustration involved that is not healthy for a game at all. Aside from that, I do get what you were trying to do, and it does come across as an easy-to-understand card.
Development -
(3/3) Viability: This is very red, and rare. If Wizards ever decide to go back to coin flipping as a mechanic, I'm certain this is the kind of card they'd print.
(0/3) Balance: If you haven't already, I'd greatly recommend you'd watch Extra Credits video on the Delta of Randomness. The main problem with your card is that you go from an above curve effect (a 7/5 haste creature for 4) to an incredibly low curve effect (doing basically nothing for 4 mana). This much variance in one card makes it hard to utilize, and it's even worse when you have to repeat it turn after turn. Look at cards like Scoria Wurm and please let me know if anyone managed to find anything useful to do with it. Your card has a slight advantage over the wurm, but that's not enough to make it playable.
Creativity -
(1/3) Uniqueness: A big goblin with a downside is notnew, nor is one that dies to a coinflip. You get one point, because you've kinda pushed the boundary on how big the goblin in question can get, and because I'm feeling generous.
(2/3) Flavor: A bunch of stupid goblins can't even be relayed upon to know which side of the sword is what. Ha, ha, ha. I's not the most original idea in the world, but goblins are a good fit for something like this. I just feel like the flavor would have been better if the Dingbats would have learned after the first time, and the coin flipping would have only had to happen once. Would make more sense with your flavor text (and would have helped balance too).
Polish -
(3/3) Quality: All good
(2/2) Main Challenge: I'd consider this fully fulfilled.
(1/2) Subchallenges: Rare, but there is but one slang word.
Clockwing PostieWW
Creature - Human Artificer (R)
Flying
Whenever Clockwing Postie deals combat damage to a player, you may attach any number of equipment equipped to Clockwing Postie to another target creature you control.
"Whether I’m delivering ancient weapons or simple love letters, I always guarantee quality service."
2/1
Design -
(2.5/3) Appeal: This is a very interesting Jonny/spike card, with implications to both, depending on the metagame. Spikes is interested because bypassing equip costs is something that will allow for a lot of dynamics in play, while Johnny sees this as another opportunity to break something. Both will be a bit disappointed by the delivery though (no pun intended). There's just a lot of hurdles to make either the Spike plan or the Johnny plan work.
(3/3) Elegance: I do love how a lot of the parts of this card fit together. The flying works with the damage trigger, the trigger with the white tendency to leave a blocker behind, and the cost to the curve of equipment, creature, equip, bigger creature.
Development -
(2/3) Viability: White is right. Rare... probably not. Considering cards like Brass Squire and Kor Outfitter the effect can be repeatedly done at uncommon. I suppose you could make a case for not wanting to spam a limited environment with a niche card, but it is a 2/1 flyer for 2, and those usually have some use.
(0.5/3) Balance: I usually never read or refer to any other judge's review on a card, but since you brought it up in the discussion, I feel obliged to say that I fully agree with EpiCycle1: your card needs more abilities to make it pop. First strike would have been nice, but I'd probably try to push it further and try some other equipment related ability like Puresteel Paladin . I'd also much rather see the ability on an attack trigger than a damage trigger. A small 2/1, even with evasion, is too easy to kill or block profitably, and getting through on the later turns, where the ability can shine, will be difficult. I want this card to fule some crazy interaction with a tough-to-attach equipment, and the sad fact is, it'll probably die before I get to do it.
Creativity -
(2.5/3) Uniqueness: There are a few white cards that mess with equipment, but none that do it in quite this way. Here, the delivery actually helps you (pun intended this time). It's a fairly fresh spin on the white love of equipment.
(3/3) Flavor: Again, good stuff. I like the steampunk feel of the card, I like how you chose to translate a mailman to a Magic environment. All in all, very charming.
Polish -
(2/3) Quality: "Any number of equipment cards attached to Clockwing Postie". I'd also write "guarantee a quality of service" in the flavor text, but I think that's a style choice rather than a grammatical error.
(2/2) Main Challenge: Going Aussie was an interesting choice.
(1/2) Subchallenges: Rare, but only one slang word.
Master Bootlegger1UR
Creature - Human Pirate (R)
Creatures you control can't be blocked by Soldiers. Shiv - At the beginning of each opponent's upkeep, if Master Bootlegger is tapped, it deals 1 damage to that player and up to one target creature he or she controls. Tap that creature. After the blockade was lifted, many rum runners applied their evasive talents to deadlier pursuits.
3/2
Design -
(2.5/3) Appeal: Timmy likes pirates, but that's probably it for him. Johnny likes a lot of the interactions on the card, but that's really not his type of card. Spike's is where this card can find a home. The question then is: how much can spike like this card? The answer, I think, is a lot. This does so many things that spike loves, but thankfully without hurting the other players.
(2.5/3) Elegance: My biggest problem is that I just don't know what Shiv is referring to. "if ~ is tapped during opponent's upkeep" is the part that seems most easily developable as a mechanic , but the name evokes the "deals 1 damage" part. Other than that, it has a lot of simple elegance that I'm sure would go even better when paired with a full world flavor.
Development -
(3/3) Viability: A lot going on here. I like how red and blue here are mixed correctly. This is a great example on how to do a multicolor card right. I also feel that rare is definitely the right rarity, as this can just win a game by itself if left unanswered.
(3/3) Balance: I'm quite worried on how much impact this card can have in a multiplayer table, but thankfully that is mitigated by the greater amount of players and removal. This is powerful, but in the right amount. I very rarely find cards so perfectly balanced.
Creativity -
(1.5/3) Uniqueness: Not quite an issue of freshness, but I did expect a bit more. The "ping then tap" is just the next step in the "ping then can't block". "can't be blocked by soldiers" is scoring you points here either. The one redeeming feature is the trigger, encouraging attacks in a subtle, but effective way.
(2/3) Flavor: There is a lot of good flavor going on. I like how you set a "Pirate vs Soldier" theme with just one line and how the ping and tap work on a flavor level for a pirate. What bothered me was the fact that "Shiv" is a the name of an actual place in Magic lore. Could you really not find another appropriate slang word from the decade that gave us the mafia and gangsters? (yes, it's a nitpick, but seeing it almost made me dislike the card. I'm weird like that. So I decided it's worth a full point.)
Polish -
(3/3) Quality: All good here.
(2/2) Main Challenge: Yep.
(2/2) Subchallenges: Rare and has two words, even though I feel like the second one was a bit forced.
Arcane Phut3RU
Instant [R]
Choose one or more. Arcane Phut costs 1 less to cast for each mode you choose beyond the first.
Counter target spell.
Destroy target artifact.
Return target enchantment to its owner's hand.
Arcane Phut deals 2 damage to you.
Design -
(1.5/3) Appeal: This is a very complicated card to evaluate, but the choices it give make spike drool. It is a bit unfair to everyone else. whatever appeal it gains in Spikes, it loses with the johnnies and Timmies of the world. But the good is probably better that the bad here.
(0.5/3) Elegance: Let's put aside the fact the fact that this card is confusing, and how counter-intuative is "pay less to do more". What really bugs me is how much I wished this would have just been "choose any number of times. ~ deals 2 damage to you for each choice beyond the first". Why go for the weird and complicated when the simpler, more interesting version was just begging to be made?
Development -
(3/3) Viability: I dislike modal cards as multicolor cards in this contest because they always feel like somewhat of a cheat. That said, among the different models you have two representing each color, and the whole "strive for more, without fear of self-damage" shtick is very red-blue.
(2.5/3) Balance: My biggest worry is the amount of damage you might be able do with a very low cost. I'm also disappointed of the general narrowness of the card. Would I pay UR and six life to get rid of one artifact? counter one spell? definitely not. So the card strides the divide between "worries me with its power" to "I'm not sure if I can even play this". So it is balanced, but in a wrong sort of way.
Creativity -
(3/3) Uniqueness: This is definitely unique. You've gone way out of box on this one.
(1.5/3) Flavor: I'm not sure what ties countering a spell, destroying an artifact and bouncing an enchantment together. I'd really wish I had more to go on than "arcane". You still get to keep half the points because I like the wackyness of the card as a blue-red trick.
Polish -
(3/3) Quality: I think it's fine.
(2/2) Main Challenge: Interesting word, never heard of it.
(1/2) Subchallenges: Rare, but one word only.
Final Round: Looking Back
This has been of month of inspirations, many of which I left in your hands to choose. First we started with an obscure fable, as such stories have been a classic source of inspiration for as long as man has had language. Then we moved on to look at other games to be inspired by. Limiting yourself to what Magic has done is a weakness that you should never let be exploited. Then we looked at current events, the inspiration for the many tales and tragedies that are the most relate-able and create the freshest of ideas. So where do we go from here?
Looking back into the past. The Final Round will inspire you with references from a different time then your own. Specifically in what words and phrases were common in the past but no longer. Can you take a period vernacular and make it something Magic?
Challenge: Choose a decade from the 20th century. Design a creature card that includes one or more slang terms or phrases from the chosen decade. You card should still be a believable magic card and not unglued. Include the decade and what terms/phrases you referenced in your submission.
Sub Challenge 1: Your card uses two or more slang terms or phrases from your chosen decade.
Sub challenge 2: Your card is a rare or mythic rare.
Our Judges:
IcariiFA
bravelion83
EpiCycle1
Asrama
Our Players
Ber_F
Doombringer
palanthas
sperlman
The Deadline for Tuesday, December 1st 11:59 EST. Judge deadlines will be Saturday the 5th at 11:59 EST. Knock it out of the park!
Best of luck!
Dingbat: A stupid or foolish person.
Mogg Dingbats 2RR
Creature - Goblin Soldier (R)
Haste
Mogg Dingbats attacks each turn if able.
Whenever Mogg Dingbats attacks, flip a coin. If you lose the flip, Mogg Dingbats deals 5 damage to itself.
Mogg soldiers aren't always skilled with a sword, but they can usually figure out which end is sharp. Sometimes, they learn the hard way.
7/5
Postie: The local postman/mailman
Clockwing Postie WW
Creature - Human Artificer (R)
Flying
Whenever Clockwing Postie deals combat damage to a player, you may attach any number of equipment equipped to Clockwing Postie to another target creature you control.
"Whether I’m delivering ancient weapons or simple love letters, I always guarantee quality service."
2/1
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
Bootleg: illegal liquor. Rum runner: a bootlegger. Shiv: small or makeshift bladed weapon.
Master Bootlegger 1UR
Creature - Human Pirate (R)
Creatures you control can't be blocked by Soldiers.
Shiv - At the beginning of each opponent's upkeep, if Master Bootlegger is tapped, it deals 1 damage to that player and up to one target creature he or she controls. Tap that creature.
After the blockade was lifted, many rum runners applied their evasive talents to deadlier pursuits.
3/2
- My Full Mirrodin Cube (draft it here)
- My One-Drop Cube (draft it here)
MCC Winner Nov ‘14 & Nov ‘15
It's the standard 4 days. The only reason the last one was longer was because I was out of town on holiday.
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
(1.5/3) Appeal - Timmy doesn't care except for the rare cases where this card can cause a huge blowout on the battlefield. I don't honestly see that much for Johnny to do. Spike will just love the flexibility of such a card.
(1.5/3) Elegance - It's a little counterintuitive that you can pay less to do more. Less experienced players will also be confused by the last mode ("Why would I ever want to damage myself?"). The wording is clear, but those couple points might confuse part of the audience.
Development
(3/3) Viability - Each mode is something that either red or blue can do, so no problem from a color pie perspective. Rarity also feels appropriate.
(1/3) Balance - I understand the intention was to have one of the modes as a drawback to balance the "pay less to do more" ability, but I don't think the execution lives up to the idea, as I can just cast this for 1UR without ever choosing the last mode, and I expect most players to do just this every time. I think the design would have been much better if there was a way to force you to choose the last mode sometimes (like in Demonic Pact), this card as is might as well just not have that mode. Another option would have been to make a modal card with the ability that it costs 1 MORE for each additional mode you choose. That would have been very original too and would have made more sense with both Elegance and Balance. As is, I don't think this would played in limited, maybe in constructed in some specific decks and mostly as a sideboard card. A lot of players won't find fun damaging themselves to make the spell cost less.
Creativity
(3/3) Uniqueness - Making a modal spell cost LESS (not more) the more modes you choose and having one mode as a drawback to justify that makes this card very original and unique.
(1/3) Flavor - The name is fine but the only thing that gives me the impression of a collapse is the last mode. No room for flavor text.
Polish
(2.5/3) Quality - I think the "costs 1 less" sentence should come first in the card as a separate ability (see all cards with strive), with the modes coming right after the "choose one or more", but I'm not deducting points as I can't find any existing precedent of a modal card with a similar wording. At the contrary, I am deducting half a point for the wrong order of mana symbols in the card's mana cost (it should be 3UR).
(2/2) Main Challenge - All good here.
(1/2) Subchallenges - Rare but only one slang term.
Total: 16.5/25
Design
(2/3) Appeal - This may just be big enough for Timmy to care, and also Timmy likes that the shiv ability encourages him to attack. Johnny may try to do something like keeping this tapped in ways other than attacking, but it feels like a bit of a stretch to me. Spike likes that this can get rid of potential attackers on his opponents' turns.
(1.5/3) Elegance - The wording is a bit long but clear. I honestly can't understand what the shiv ability word is meant to represent: the "at opponent's upkeep" part? An ability that is active only if the creature is tapped? I can't clearly see which part of the ability is the one that repeats in all cards with shiv, like "a land enters the battlefield" is for landfall for example.
Development
(3/3) Viability - Everything is in color and rarity feels appropriate.
(2.5/3) Balance - I like the gameplay this seems to imply: attack with this to turn shiv on (you also have a little help in the attack for the partial unblockability), then profit on your opponents' turns. It encourages attacking, which is almost always a positive thing to say about a card. The mana cost is the least it can be and I feel it makes this card strong but not broken. Certainly playable in limited, maybe in constructed too especially as a sideboard card against hypothetical Soldier decks. This gets better in multiplayer because of the "each opponent" wording, but I don't see that as a problem, nor I can see other particular problems in casual or multiplayer.
Creativity
(1/3) Uniqueness - The most original things here are making your creatures unblockable by a single creature type and the pirate flavor. We've seen all of the rest multiple times by now.
(3/3) Flavor - The flavor is probably the best thing about this card. The name is good, the flavor text well written and something I could easily see on a real card, and the trinket text "can't be blocked by Soldiers" is very flavorful because of Soldiers representing the law this pirate is out of. Very good work in this regard.
Polish
(3/3) Quality - All good here.
(2/2) Main Challenge - All good here.
(2/2) Subchallenges - Both met.
Total: 20/25
Design
(2.5/3) Appeal - Timmy likes that this can attack using its Equipment, than pass that Equipment to the creatures that will need it the most for defense. It's a bit small for Timmy, but the Equipment it's supposed to have will certainly make this bigger. Johnny may do many things moving Equipment around his creatures. Spike likes a solid card with potential upside. He doesn't like that much that this needs other cards to work in the best way though.
(3/3) Elegance - The wording is clear enough, and the concept as a whole makes sense.
Development
(3/3) Viability - White is the color that best interacts with Equipment, so this card is right at home in white. Rarity is good too, this is something you don't want too many copies of floating around in limited.
(3/3) Balance - I think this is very balanced. A 2/1 flier with additional upside for double colored mana is a classic rare design, not the most original thing but it works. Certainly playable in limited, maybe in constructed too in a deck built all around Equipment. I can't see any particular problem in casual or multiplayer.
Creativity
(3/3) Uniqueness - The triggered ability is very original and makes this card feel very unique.
(2.5/3) Flavor - The name is good, but the flavor text is the best flavorful thing on this card. I like it very much, and it also makes a lot of sense with the card's mechanics. The only doubt I have is about the creature types: I see this more of a knight on a winged mount than an artificer, but that's just a minor thing.
Polish
(1.5/3) Quality - Flavor text should be in italics. One point deducted because flavor text being written in italics is a very well-known fact. Also, in "any number of equipment", the word "equipment" should be capitalized because it's a subtype (half a point deducted).
(2/2) Main Challenge - All good here.
(1/2) Subchallenges - Rare but only one slang term.
Total: 21.5/25
Design
(1.5/3) Appeal - Timmy likes coin flips and the thrill of not knowing if your creatures will die or not, while Spike hates this card for exactly the same reasons. Johnny might find some obscure use for this, but at the moment I can't see which one.
(3/3) Elegance - The wording is very clear and not too long. The card concept is perfect.
Development
(3/3) Viability - Everything is in color and rarity feels appropriate.
(1/3) Balance - The drawback feels enough for an undercosted 7/5, but I can't see this getting played competitively with the risk of it killing itself. Maybe in limited, but some players won't like the risk even there at the point of not playing it even in limited. Other players will try it for certain in limited to see if it's big enough to offset the drawback. Anyway, I can't see this in constructed. Some players will definitely find this killing itself unfun if it's on their side of the table.
Creativity
(0.5/3) Uniqueness - Goblins dealing damage to themselves aren't exactly a new thing (see Goblin Bangchuckers and Goblin Kaboomist for recent examples). Nothing in this card is particularly original.
(3/3) Flavor - "Stupid and foolish" is the definition of a Goblin in Magic, so the overall package makes a whole lot of sense, and everything contributes to that: name, flavor text, and mechanics. It may not be the most original flavor ever, but who doesn't love a stupid Goblin? That always works.
Polish
(3/3) Quality - All good here.
(2/2) Main Challenge - All good here.
(1/2) Subchallenges - Rare but only one slang term.
Total: 18/25
Ber_F: 16.5
palanthas: 20
Doombringer: 21.5
sperlman: 18
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 -
(1/3) Appeal: Timmy isn’t really a fan especially with the damage yourself mode. Johnny doesn’t have a problem to solve. Spike appreciates the number of options this has, particularly in certain matchups/formats.
(2.5/3) Elegance: Seems easy enough. If anything, new players might take a moment to get why you can choose to hurt yourself.
Development -
(3/3) Viability: The is enough going on here to justify the colors and rarity. It looks like it works.
(1/3) Balance: This is a pass in limited and sideboard card in constructed. The niches it feels are very environmentally dependant and just don’t stand out otherwise. It’s a functional card, if not all that fun. The last option on the card is in interesting idea, but comes of as a gimmick since it’ll likely never be used.
Creativity -
(3/3) Uniqueness: The idea behind the cost reduction in modes is pretty distinct.
(2.0/3) Flavor: The name makes sense and there isn’t room for flavor text as is. Returning something to the hand doesn’t seem like a phut. The flavor feels adequat, just not inspiring to Vorthos.
Polish -
(2.5/3) Quality: Out of order mana symbols.
(2/2) *Main Challenge: Sure was.
(1/2) Subchallenges: One piece of slang is not enough.
Total: 18/25
*An entry with 0 points here is subject to disqualification.
Design -
(1.5/3) Appeal: A relatively small flyer usually wouldn’t interest Timmy, but the idea of passing off equipment for free garner a gleam in his eye. Johnny sees a lot of hopes to jump through for maybe some kind of payoff, but it’s a stretch even for him. This card is an efficient flyer, but a tad underwhelming for a rare one. Without some kind of new equipment mechanic to abuse/circumvent, Spike interested would be minimal. The effect isn;t a big enough to offset the disadvantage in running most equipment.
(3/3) Elegance: A pretty easy and sensible read without any elements that are jarring.
Development -
(3/3) Viability: This is quite white and doesn’t break anything game wise. It skirts being an uncommon, but it’s enough of a niche/newish ability to justify it at rare.
(1.5/3) Balance: Would this be played in limited? Sure, but it’d be a disappointing rare to pull in your pool. In constructed? Not likely. A 2/1 flyer with upside is more of an uncommon thing in white then a rare, at least with the double white cost. See Kor Aeronaut and Leonin Skyhunter, both cards I would certainly prefer to draft/pull in limited over Postie. In fact, 2/1 flyers in white for 2 are already commons. At rare I’d expect a notable upside. Instead, I get a niche effect that doesn’t seem like it fit into an equipment deck well (between the initial cost of paying for the equip cost on this guy to make it relevant and the tempo loss in setting it up, further disrupting the aggro a deck this would likely go for) and encourages me to play my creatures in main phase 1 to benefit. Is it offensively underpowered? No, but getting there. It would be a rare that’s hard to get rid of for a quarter and wouldn’t have much of a casual niche either.
Creativity -
(2.5/3) Uniqueness: On hit transferring of equipment is relatively fresh compared to other similar cards like kor outfitter.
(3/3) Flavor: Seems like a great blend of flavor here. Steampunk, away!
Polish -
(1.5/3) Quality: Italicize your flavor text and capitalize the word “equipment.”
(2/2) *Main Challenge: Nice use of the challenge. You created a pretty distinct character.
(1/2) Subchallenges: Rare, but only one taste of slang.
Total: 19/25
*An entry with 0 points here is subject to disqualification.
Design -
(2.5/3) Appeal: This is probably just big enough for timmy to care, especially since it’s a pirate. Johnny doesn’t get much out of it besides jsut having a way to tap it without attacking. There is a lot that appeals to spike here with the ping, lockdown, and power this provides to the board.
(1.0/3) Elegance: It was hard to decide where to address this in the rubric as this issue potentially crosses into balance and flavor, so I’m putting it here as it’s extremely unsettling to the whole concept of the card. What I’m referring to is the Shiv ability. Depending on how you interpret it, it has one of two problems. Either Shiv refers to the first clause, the creature being tapped, in which case the flavor of this being tapped to do something to the opponent makes no sense to me in connection to the word shiv OR Shiv references that damage and tap part of the ability, in which cast an ability like this would basically be really, really hard to put on commons both do to card advantage/redflagging issues and the fact that the ability itself requires two colors to be involved in order to not break the color pie. Either way it’s not good and it leaves me confused. So im deducting both the inelegance of that ability and the poitns for either negative scenario here.
Development -
(3/3) Viability: This is a solid rare that fits it’s colors. It doesn’t break the game.
(2.5/3) Balance: I’ve already discussed the potential balance issue that the ability Shiv could have at other rarities if the ping part is intended branding of the mechanic. That won’t be deducted again here. The tribal evasion is a nice flavor touch and could be environmentally relevant. Also, soldiers appear across magic’s history making it so it can come up in casual games once in awhile, so that’s cool. Doing it across all of your creatures does make it a hair swingy against certain match ups though, and that’s already on a card that taps things down. It would require testing based on how you develop the limited tribes. The pinging and tapping down on an efficient 3 power for 3 creature makes this an interesting card, but the frail body with no combat abilities makes this seem pretty fair. The wording being relevant in multiplayer is a good addition. While not the bombiest of rares, overall it seems reasonable.
Creativity -
(2.0/3) Uniqueness: While none of the parts are new, all of them add together to create a distinct image and character.
(2.5/3) Flavor: This is a great character you’ve crafted and the flavor flows through and through. My one quip is that it seems weird that an experienced, master bootlegger would still rely on shiving.
Polish -
(3/3) Quality: Seems right.
(2/2) *Main Challenge: Solid use the revives a favorite tribe from the past.
(2/2) Subchallenges: You’re the only one who manage to cram in both!
Total: 20.5/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: It’s big enough, but even Timmy will wince a bit at the self killing drawback. Johnny sees some obvious and non obvious ways to turn the drawback off for fun. Spike sees potential, but will probably decide it’s too swingy. The randomness is too high.
(2/3) Elegance: Even as a group, having a goblin creature this big is pretty much unheard of. In modern there isn’t on with more that 5 power. It hard for me to think of goblins as that strong.
Development -
(3/3) Viability: The color, rarity, and mechanics all work.
(1.5/3) Balance: This is probably too swingy, and still on the strong side. I have a 50% chance to swing with this once and a 25% chance to swing with this twice, goldfishing that is. Versus a 50% chance to do nothing, though technically that odds are worse as your opponent exist. Either this card almost wins the game when it comes down or it ruins your aggro pressure. As a nice constructed benefit the haste on such a high power creature gives an aggro deck reach/recovery after a board wipe, but even then, it’s a bit too risky. Maybe if the damage it dealt was done to a random creature you control instead? It would give more incentive to build around it by reducing the odds of it killing itself, but still most likely killing something. Might even get spike interested. Regardless, some of the variables/numbers need some adjustments as right now this card evokes to many possible feel bad moments.
Creativity -
(1.5/3) Uniqueness: Flip a coin effects have been used in an almost functionally identical way back in the older days of magic, where losing the flip meant losing the creature. Having it on a hasted body is probably the most distinct thing about it, but honestly this card is the opposite of fresh. It feels like R&D from 15 years ago.
(1.5/3) Flavor: Funny card, the flavor is solid, though the text is a bit drawn out for an obvious pun. Abridge it. Also, it should totally do 7 damage to itself.
Polish -
(3/3) Quality: Looks fine.
(2/2) *Main Challenge: Dingbats is a fun word.
(1/2) Subchallenges: Not hitting the mark on a second bit of slang.
Total: 17.5/25
*An entry with 0 points here is subject to disqualification.
Doombringer - 19
palanthas - 20.5
sperlman - 17.5
Design -
(0.5/3) Appeal: Randomness tends to hurt the appeal for most players, but it is a long-standing favorite of Timmy. Unfortunately, this is only true when the random effect is something awesome that can only be obtained via coin flipping etc. This is not the case here. I'll go into it in more depth as this review goes on, but this is just too risky for not enough reward to get all but the most adamant players excited.
(2.5/3) Elegance: There is a reason why coin flipping has fallen from grace. There's a certain frustration involved that is not healthy for a game at all. Aside from that, I do get what you were trying to do, and it does come across as an easy-to-understand card.
Development -
(3/3) Viability: This is very red, and rare. If Wizards ever decide to go back to coin flipping as a mechanic, I'm certain this is the kind of card they'd print.
(0/3) Balance: If you haven't already, I'd greatly recommend you'd watch Extra Credits video on the Delta of Randomness. The main problem with your card is that you go from an above curve effect (a 7/5 haste creature for 4) to an incredibly low curve effect (doing basically nothing for 4 mana). This much variance in one card makes it hard to utilize, and it's even worse when you have to repeat it turn after turn. Look at cards like Scoria Wurm and please let me know if anyone managed to find anything useful to do with it. Your card has a slight advantage over the wurm, but that's not enough to make it playable.
Creativity -
(1/3) Uniqueness: A big goblin with a downside is not new, nor is one that dies to a coin flip. You get one point, because you've kinda pushed the boundary on how big the goblin in question can get, and because I'm feeling generous.
(2/3) Flavor: A bunch of stupid goblins can't even be relayed upon to know which side of the sword is what. Ha, ha, ha. I's not the most original idea in the world, but goblins are a good fit for something like this. I just feel like the flavor would have been better if the Dingbats would have learned after the first time, and the coin flipping would have only had to happen once. Would make more sense with your flavor text (and would have helped balance too).
Polish -
(3/3) Quality: All good
(2/2) Main Challenge: I'd consider this fully fulfilled.
(1/2) Subchallenges: Rare, but there is but one slang word.
Total: 15/25
Design -
(2.5/3) Appeal: This is a very interesting Jonny/spike card, with implications to both, depending on the metagame. Spikes is interested because bypassing equip costs is something that will allow for a lot of dynamics in play, while Johnny sees this as another opportunity to break something. Both will be a bit disappointed by the delivery though (no pun intended). There's just a lot of hurdles to make either the Spike plan or the Johnny plan work.
(3/3) Elegance: I do love how a lot of the parts of this card fit together. The flying works with the damage trigger, the trigger with the white tendency to leave a blocker behind, and the cost to the curve of equipment, creature, equip, bigger creature.
Development -
(2/3) Viability: White is right. Rare... probably not. Considering cards like Brass Squire and Kor Outfitter the effect can be repeatedly done at uncommon. I suppose you could make a case for not wanting to spam a limited environment with a niche card, but it is a 2/1 flyer for 2, and those usually have some use.
(0.5/3) Balance: I usually never read or refer to any other judge's review on a card, but since you brought it up in the discussion, I feel obliged to say that I fully agree with EpiCycle1: your card needs more abilities to make it pop. First strike would have been nice, but I'd probably try to push it further and try some other equipment related ability like Puresteel Paladin . I'd also much rather see the ability on an attack trigger than a damage trigger. A small 2/1, even with evasion, is too easy to kill or block profitably, and getting through on the later turns, where the ability can shine, will be difficult. I want this card to fule some crazy interaction with a tough-to-attach equipment, and the sad fact is, it'll probably die before I get to do it.
Creativity -
(2.5/3) Uniqueness: There are a few white cards that mess with equipment, but none that do it in quite this way. Here, the delivery actually helps you (pun intended this time). It's a fairly fresh spin on the white love of equipment.
(3/3) Flavor: Again, good stuff. I like the steampunk feel of the card, I like how you chose to translate a mailman to a Magic environment. All in all, very charming.
Polish -
(2/3) Quality: "Any number of equipment cards attached to Clockwing Postie". I'd also write "guarantee a quality of service" in the flavor text, but I think that's a style choice rather than a grammatical error.
(2/2) Main Challenge: Going Aussie was an interesting choice.
(1/2) Subchallenges: Rare, but only one slang word.
Total: 18.5/25
Design -
(2.5/3) Appeal: Timmy likes pirates, but that's probably it for him. Johnny likes a lot of the interactions on the card, but that's really not his type of card. Spike's is where this card can find a home. The question then is: how much can spike like this card? The answer, I think, is a lot. This does so many things that spike loves, but thankfully without hurting the other players.
(2.5/3) Elegance: My biggest problem is that I just don't know what Shiv is referring to. "if ~ is tapped during opponent's upkeep" is the part that seems most easily developable as a mechanic , but the name evokes the "deals 1 damage" part. Other than that, it has a lot of simple elegance that I'm sure would go even better when paired with a full world flavor.
Development -
(3/3) Viability: A lot going on here. I like how red and blue here are mixed correctly. This is a great example on how to do a multicolor card right. I also feel that rare is definitely the right rarity, as this can just win a game by itself if left unanswered.
(3/3) Balance: I'm quite worried on how much impact this card can have in a multiplayer table, but thankfully that is mitigated by the greater amount of players and removal. This is powerful, but in the right amount. I very rarely find cards so perfectly balanced.
Creativity -
(1.5/3) Uniqueness: Not quite an issue of freshness, but I did expect a bit more. The "ping then tap" is just the next step in the "ping then can't block". "can't be blocked by soldiers" is scoring you points here either. The one redeeming feature is the trigger, encouraging attacks in a subtle, but effective way.
(2/3) Flavor: There is a lot of good flavor going on. I like how you set a "Pirate vs Soldier" theme with just one line and how the ping and tap work on a flavor level for a pirate. What bothered me was the fact that "Shiv" is a the name of an actual place in Magic lore. Could you really not find another appropriate slang word from the decade that gave us the mafia and gangsters? (yes, it's a nitpick, but seeing it almost made me dislike the card. I'm weird like that. So I decided it's worth a full point.)
Polish -
(3/3) Quality: All good here.
(2/2) Main Challenge: Yep.
(2/2) Subchallenges: Rare and has two words, even though I feel like the second one was a bit forced.
Total:21.5/25
Design -
(1.5/3) Appeal: This is a very complicated card to evaluate, but the choices it give make spike drool. It is a bit unfair to everyone else. whatever appeal it gains in Spikes, it loses with the johnnies and Timmies of the world. But the good is probably better that the bad here.
(0.5/3) Elegance: Let's put aside the fact the fact that this card is confusing, and how counter-intuative is "pay less to do more". What really bugs me is how much I wished this would have just been "choose any number of times. ~ deals 2 damage to you for each choice beyond the first". Why go for the weird and complicated when the simpler, more interesting version was just begging to be made?
Development -
(3/3) Viability: I dislike modal cards as multicolor cards in this contest because they always feel like somewhat of a cheat. That said, among the different models you have two representing each color, and the whole "strive for more, without fear of self-damage" shtick is very red-blue.
(2.5/3) Balance: My biggest worry is the amount of damage you might be able do with a very low cost. I'm also disappointed of the general narrowness of the card. Would I pay UR and six life to get rid of one artifact? counter one spell? definitely not. So the card strides the divide between "worries me with its power" to "I'm not sure if I can even play this". So it is balanced, but in a wrong sort of way.
Creativity -
(3/3) Uniqueness: This is definitely unique. You've gone way out of box on this one.
(1.5/3) Flavor: I'm not sure what ties countering a spell, destroying an artifact and bouncing an enchantment together. I'd really wish I had more to go on than "arcane". You still get to keep half the points because I like the wackyness of the card as a blue-red trick.
Polish -
(3/3) Quality: I think it's fine.
(2/2) Main Challenge: Interesting word, never heard of it.
(1/2) Subchallenges: Rare, but one word only.
Total: 18/25
Ben_F - 18
Doombringer - 18.5
palanthas - 21.5
sperlman - 15
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Ben_F - 70
Doombringer - 78
palanthas - 82.5
sperlman - 69
Congratulations, palanthas! You are the winner of MCC November 2015!