(X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? (X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development - (X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity? (X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity - (X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”? (X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish - (X/3) Quality: Points deducted for incorrect spelling, grammar, and templating. (X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge? (X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
DEADLINES In green, the next deadline to come.
In blue, further future deadlines to come.
In red, past deadlines.
Player deadline: Sunday, June 5st, 2016 23:59 EDT
Judge deadline: Thursday, June 9th, 2016 23:59 EDT
Judges:
Moss_Elemental
bravelion83
Voxzorz PLEASE, WE WOULD LIKE TO HAVE ONE MORE!
Protector of the MassesRGWU
Creature – Human Monk (M)
Indestructible
Protector of the Masses' power is equal to the number of creatures you control and its toughness is equal to the number of noncreature permanents you control.
All permanents, spells, and players have hexproof.
*/*
Master of Reality
Creature — Human Wizard (R)
Whenever you cast an instant or sorcery spell, put an X/X green and white Avatar creature token with vigilance onto the battlefield, where X is equal to that spell's converted mana cost. "I can make your ideas come to life!"
4/4
(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)
Fire-Ice Harmonized1UR
Creature - Elemental (Mythic)
Duality (You may cast either side of this card.)
Flying T: Fire-Ice Harmonized deals 1 damage to target creature. Tap that creature. That creature doesn't untap during its controller's next untap step. 1WB: Transform Fire-Ice Harmonized.
2/2
///////////////////// Light-Shadow Harmonized1WB
Creature - Elemental (Mythic)
Duality (You may cast either side of this card.)
Flying
Whenever Light-Shadow Harmonized attacks, exile target tapped creature. 1UR: Transform Light-Shadow Harmonized.
2/2
Stinger Queen2RG
Creature - Insect[Rare]
First strike
At the beginning of your end step, put a 1/1 red and green Insect creature token onto the battlefield.
If W was spent to cast Stinger Queen, it has "Other Insects you control get +1/+1."
If B was spent to cast Stinger Queen, it has "Other Insects you control have deathtouch."
Suspend XRUWB
Put a fate counter on target permanent, then chose one : exile all permanents with fate counters on them ; or put a copy on the battlefield of all permanents with a fate counter on them.
Whenever you remove a time counter from Bestow Fate, put a fate counter on target permanent.
Spirit of Endurance GRWB
Creature - Elemental [Rare]
Spirit of Endurance can't be countered.
Spells you cast can't be countered
5/5
Awakened Oil GWUB
Infect, First Strike
Whenever a nontoken creature enters the battlefield under your control, proliferate.
3/3
Dune-Brood Battlemage RG
Creature - Sand Shaman [U]
Kicker XW and/or B
When Dune-Brood Battlemage enters the battlefield, if it was kicked with its XW kicker, put X 1/1 colorless Sand creature tokens onto the battlefield.
When Dune-Brood Battlemage enters the battlefield, if it was kicked with its B kicker, creatures you control gain haste and menace until end of turn.
2/2
So I'll post a placeholder name, for now, but the original name is just too good.
Go Forth // Multiply 2UR // 1WG
Instant // Instant (R)
Put a token into play that is a copy of target creature.
Fuse (You may cast one or both halves of this card from your hand)
-------------------
Populate twice.
Fuse (You may cast one or both halves of this card from your hand)
Nothing special? Pfft, 4 color cards are difficult to design and fill a niche space. This is probably the hardest round 1 I have seen in an MCC...
Doesn't mean I won't give it a shot!
Progenitor of DespairGWUB
Creature - Avatar Horror (M)
Flying 1(G/W)(G/U), T: Put two 1/1 green, white, blue and black Horror tokens with flying onto the battlefield. Then, put a +1/+1 counter on each creature you control. 1(W/U)(B/G), Q: Until the beginning of the next end step, each creature you control gains all activated abilities of each other creature you control. There is a comfort in knowing that as one thing ends, there will be a new beginning to follow.
3/3
Chaos HellionWUBR
Creature - Hellion (R)
Flash
When Chaos Hellion enters the battlefield, choose one:
* Change the target of target spell with a single target.
* Destroy all creatures with power 4 or greater and all creatures with power 2 or less. "I was told that training them was difficult. The results, however, were... mixed."
- Emperor Kalvanus
3/3
Check my "Mark of Quality" articles (link in signature) for a list of the most common Quality mistakes to avoid.
Challenges: what counts is always the letter of the law, unless explicit specifications of the host.
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.
Master of Reality
Creature — Human Wizard (R)
Whenever you cast an instant or sorcery spell, put an X/X green and white Avatar creature token with vigilance onto the battlefield, where X is equal to that spell's converted mana cost. "I can make your ideas come to life!"
4/4
Design (3/3) Appeal - Timmy likes a creature that creates even bigger creatures as he casts his high-cmc big spells. Johnny can use the trigger in multiple ways. Spike likes a mana-efficient creature that can give him a significant board presence all by itself while playing normally. (3/3) Elegance - I see no problems here.
Development (3/3) Viability - Blue-red trigger with green-white effect. It's really hard to make a four-colored card with a single ability, but you succeded. Rarity feels appropriate, this doesn't look splashy enough to be mythic to me. (3/3) Balance - Casting a card with four colors in its mana cost is very hard (almost impossible in limited unless there is an Alara/Tarkir level of mana fixing), and this rewards you for that with a body that only green could have by itself (a four-mana 4/4) and a very relevant triggered ability that you'll easily trigger even without wanting to. It kind of reminds me of Voice of Resurgence, even if it's a different thing of course. I could easily see this in Standard. In casual and multiplayer, where games are slower and high-cmc cards can see play (especially in formats like Commander), this can get even stronger. It still doesn't look as strong as to be broken. (Disclaimer: I may still be wrong. I'm just human after all.)
Creativity (2/3) Uniqueness - This being a four-colored creature with a single ability makes this look really similar to the Nephilims, a bit too similar in my opinion. Still, the ability is indeed new and I can't remember anything memorable before that made a token based on CMC. (1/3) Flavor - The overall flavor works, but both name and flavor text feel bland and really generic to me.
Polish (3/3) Quality - All good. (2/2) Main Challenge - Color identity is 4 colors. Good. (2/2) Subchallenges - Both met.
Stinger Queen2RG
Creature - Insect[Rare]
First strike
At the beginning of your end step, put a 1/1 red and green Insect creature token onto the battlefield.
If W was spent to cast Stinger Queen, it has "Other Insects you control get +1/+1."
If B was spent to cast Stinger Queen, it has "Other Insects you control have deathtouch."
2/2
Design (2.5/3) Appeal - Timmy likes this very much. Johnny may use the token generation somehow. Spike likes a kind of Bitterblossom on a stick (only in the sense that it creates one token each turn). He just wanted the tokens to fly (this will be a recurring theme in this judgment...). (2.5/3) Elegance - Nice anchoring to Hornet Queen, and the overall package makes sense. Too bad the Insects don't fly...
Development (1.5/3) Viability - First strike is red, token generation green, pumping the team white, giving them deathtouch black. All colors are represented and there is nothing that could have been done in the missing color, so this actually makes sense with its colors. Rarity feels right. There are other problems though. One is with expectations: while not true in nature, all Insects in Magic are expected to fly, especially with the anchoring to Hornet Queen we clearly have here. Also, there can easily be memory issues with the last two abilities ("I cast this many turns ago, did I pay white or black mana when I did? I can't remember now!"). (2/3) Balance - The cost looks balanced to me. Getting full value out of this will be hard. What's good is that if you do, it won't need an Insect tribal deck to work, as it generates itself the Insects it needs. It still works in an Insect tribal deck too, someone will certainly try that in casual. Playable in limited, not sure about constructed. I see no problems in multiplayer.
Creativity (1.5/3) Uniqueness - While anchoring helps in Elegance, it hurts here, because it makes the card similar to something already existing. The last two abilities (especially the +1/+1 one) help though. (1.5/3) Flavor - The name is part of the anchoring, so it's fine and totally makes sense. No flavor text.
Polish (2/3) Quality - In the white ability, the +1/+1 bonus only applies to creatures, so it should have specified "Other Insect creatures you control..." (half a point deducted). The black ability technically doesn't need it (so no deduction), as any permanent can have a static ability (which deathtouch is), but it's only actually meaningful only on creatures, so I would have worded the black ability in the same way too. No space between subtype and rarity, but that doesn't deserve a deduction. The unnecessary line break between rules text and P/T does instead (half a point deducted). (2/2) Main Challenge - Color identity is 4 colors. Good. (2/2) Subchallenges - Both met.
So I'll post a placeholder name, for now, but the original name is just too good.
Go Forth // Multiply 2UR // 1WG
Instant // Instant (R)
Put a token into play that is a copy of target creature.
Fuse (You may cast one or both halves of this card from your hand)
-------------------
Populate twice.
Fuse (You may cast one or both halves of this card from your hand)
Design (2.5/3) Appeal - Timmy likes putting three copies of one of his big beasts onto the battlefield. Johnny can also use both halves very effectively. Spike can find some use for this even if it doesn't exactly excite him. (3/3) Elegance - The mechanics are exactly what you would expect out of a card with this name. If I only showed you the names and asked you what each half did, you'd probably get it right even without knowing. That's very hard to do.
Development (2.5/3) Viability - Populate is the Selesnya mechanic in RTR block, and copying creatures makes sense in blue (for sure) and red (a little less though). In red it's usually paired with haste and a sacrifice, but this is certainly not a break, maybe a very small and perfectly acceptable bend, especially given the restrictions of the challenge. Rarity feels right. (2/3) Balance - I think this is playable in limited: you get to either copy your opponent's bomb, play into the theme of your deck if you're Selesnya, or both if the environment supports it. I picture this maybe being part of some weird Johnny deck in Standard. I can't see this in other decks or in bigger formats though. I see no big problems in casual or multipler: yes, you can create three copies of an opposing bomb with this, but to do that you still have to pay seven mana in four different colors.
Creativity (1.5/3) Uniqueness - This plays in similar design space as Rite of Replication. The implementation as a split card is new though. (2.5/3) Flavor - This card has a wonderful flavor without flavor text, which indeed hardly fits on split cards, and all thanks to the name. You're right, it's just too good. So good that I give you extra points for that.
Polish (0.5/3) Quality - "Put a token onto the battlefield"! It hasn't been "into play" for years by now! This a very blatant mistake, so one whole point deducted. By the way, it was exactly this what I was referring to in your CCL card when I suggested you to take a look at templating... you made the same mistake there too! Also, "that is" is used in the contracted form "that's" in Magic templating (half a point deducted) and the order of mana symbols in Multiply's mana cost is wrong (it should be 1GW, half a point deducted). Finally, populate is a block mechanic, and as such it would certainly have reminder text (half a point deducted). (2/2) Main Challenge - Color identity is 4 colors. Good. (2/2) Subchallenges - Both met.
What Goes Up // Must Come DownX(W/U) // 2BG
Instant // Instant (R)
X target creatures gain flying until end of turn.
Fuse (You may cast one or both halves of this card from your hand)
-------------------
Destroy all creatures with flying.
Fuse (You may cast one or both halves of this card from your hand)
Design (2/3) Appeal - Timmy likes the first half more than the second, but he still likes giving evasion to all his creatures and then go with an alpha strike. Johnny may want to give some creature flying for some purpose, but he's the one that will probably like this card the least. Spike sees this as removal: give flying to all opposing creatures, possibly while you control only ground creatures, then have a selective Wrath and profit! It's just a bit pricey mana-wise for him. (3/3) Elegance - What I said about drewdagreek's card mostly applies here too.
Development (2/3) Viability - Giving flying makes complete sense in hybrid white-blue. The second half could have easily been just monogreen, but it makes sense as a Golgari-colored gold card too. Rarity feels right. (2.5/3) Balance - In limited, you can give your team evasion and I think that would be this card's main purpose there. In constructed, and particularly Standard, you get to play this as a one-sided Wrath, obviously (and rightly) at quite a cost, that makes this practically unplayable in older formats. In casual and multiplayer, one-sided Wrath get stronger from your side and less fun from the opposing side, but you'll have to pay at least six mana (if you're using a Wrath effect, it means your opponents control at least one creature, so X is at least one and will often be more) in three different colors, and that helps a lot.
Creativity (1.5/3) Uniqueness - None of the abilities is particularly original, but their interaction feels nice. (2/3) Flavor - Again, the comparison with drewdagreek's card is inevitable here. Your names are good too, but I think they are a little weaker. While drewdagreek's names make sense even taken each by itself out of the split card matching, that isn't true for yours. I can't really see a single card called "What Goes Up" or especially "Must Come Down". On this card, they are good though. No flavor text, but that is kind of expected in a split card.
Polish (2/3) Quality - Reminder text should be in italics. One whole point deducted for two reasons: it's a very well known thing that any custom card designer should know, and it's repeated twice. (2/2) Main Challenge - Color identity is 4 colors. Good. (2/2) Subchallenges - Both met.
Supernal Breathgracer2GWUB
Creature - Archon (M)
Flying
When you cast Supernal Breathgracer, choose one -
• You may put a creature card from your hand onto the battlefield.
• Return target creature card from your graveyard to the battlefield.
• Put a creature token onto the battlefield that's a copy of target creature you control. WU: Return Supernal Breathgracer to its owner's hand. "Serve me and be drastically rewarded."
4/4
Design (2.5/3) Appeal - Timmy loves this: a big creature that brings with it a companion from anywhere? Sign him up! Johnny likes the self-bouncing ability. For six mana, four of which of different colors, Spike expects something that can close the game by itself, and this comes close. Your board position will certainly improve in a notable way after casting this. (1.5/3) Elegance - Very wordy, but understandable enough. All the possible modes being "take a creature from anywhere and put it onto the battlefield" helps here, as it links together all those lines into a single entity as your brain processes the card's text.
Development (2/3) Viability - The first mode is green, the second black, and the third blue. Self-bouncing and flying are white, even if they both could have been already covered by blue. This card can be white without any problem, but it doesn't have to be. The other three colors are strictly required instead. In other words, this could also just be a Sultai-colored card. I agree with making this mythic. (1.5/3) Balance - Limited bomb, I can also easily see this in Standard as long as there is enough good mana fixing in the format. I can see this getting unfun from the other side of the table: put a creature on the battlefield (something Eldrazi-big), return this to your hand, cast it again, get another creature as big as the first, rinse and repeat. In addition, the effect triggers on cast, so I can't even prevent it by countering the spell, even though I can still deprive you of a creature and break the cycle by doing that.
Creativity (1.5/3) Uniqueness - The abilities are nothing new, but put together they have a feel of "take a creature from anywhere and put it onto the battlefield" that has never been done exactly like this before. (1.5/3) Flavor - The name is fine. The flavor text feels a little generic to me, and there's no room for it on the card anyway. We're already at the limit of microtext without it, as you can easily see in MSE.
Polish (3/3) Quality - All good. (2/2) Main Challenge - Color identity is 4 colors. Good. (2/2) Subchallenges - Both met.
Twisting InfestationBRGW
Instant (R)
Devoid (This card has no color.)
Exile target permanent.
Put X 1/1 Eldrazi Scion tokens onto the battlefield where X is that permanent's converted mana cost. They have "Sacrifice this creature: Add C to your mana pool." "Nothing is safe from extinction."
Design (2/3) Appeal - Timmy likes swarming the battlefield with Scions, but there's nothing more for him here. Johnny can use this card just like he can use any Scion generating spell. Spike is the one that likes this best, as he loves any strong removal spell. (2.5/3) Elegance - A bit on the wordy side, but I see no big problems here.
Development (2/3) Viability - Devoid is in all colors. "Exile target permanent" is not monocolor, but it can be either white-black (first choice, Vindicate) or green-black (second choice but only because exiling instead of destroying feels more white than green, Maelstrom Pulse). Creating Scion tokens has only been seen in Sultai colors and colorless in BFZ block (I checked), but I see no problem with it being in red too, even if green and black could already do it. After all, Spawns in ROE were in red too. I distinctly remember they were in Jund colors in ROE. Bottom line is: there's nothing inherently red in this card. The other three colors are represented, but not red. Rarity is fine. (3/3) Balance - Requiring four different colors makes this hard enough to cast that I think it totally justifies both this being an instant and able to hit lands. I don't think creating Scions pushes this over the top (as usual, I can be wrong though, it's hard to judge without playtesting). In an environment that supports four-colored decks, this is certainly limited playable and I can see it in Standard very easily. If you find a way to cast this in older formats, it might be relevant there too. Maybe a Modern fetchland plus shocklands mana base can allow that. I see no big problems in casual or multiplayer.
Creativity (1/3) Uniqueness - Add Scion generation to a devoid Vindicate. Never done before, but hardly original. (2.5/3) Flavor - The flavor of Scions infestating something and making it extinct works, even if it feels a bit generic. Name and flavor text are both fine and play into that flavor.
Polish (2/3) Quality - It should be "Eldrazi Scion creature tokens". As is, the tokens have no card type, and while technically a thing that has no card types can stay on the battlefield and be a permanent (if I recall correctly from the CR), it certainly cannot have any creature subtypes, as it's not even a creature! So it couldn't be neither an Eldrazi nor a Scion (one point deducted for a functional mistake). (2/2) Main Challenge - Color identity is 4 colors. Good. (2/2) Subchallenges - Both met.
Nothing special? Pfft, 4 color cards are difficult to design and fill a niche space. This is probably the hardest round 1 I have seen in an MCC...
I've already done this in a previous month I hosted, but I used this as the final round, where something difficult is kind of expected.
For clarity, based on the clarifications spoiler, the main challenge doesn't ask for a card with four colors in the mana cost, just a four-colored color identity (aka you can have some of the colored mana symbols in the rules text and not in the mana cost). At least, I'm going to interpret it as that as long as the host doesn't say otherwise.
Fire-Ice Harmonized1UR
Creature - Elemental (Mythic)
Duality (You may cast either side of this card.)
Flying T: Fire-Ice Harmonized deals 1 damage to target creature. Tap that creature. That creature doesn't untap during its controller's next untap step. 1WB: Transform Fire-Ice Harmonized.
2/2
///////////////////// Light-Shadow Harmonized1WB
Creature - Elemental (Mythic)
Duality (You may cast either side of this card.)
Flying
Whenever Light-Shadow Harmonized attacks, exile target tapped creature. 1UR: Transform Light-Shadow Harmonized.
2/2
As a judge, this is acceptable, as it has a four-colored color identity. Obviously, the host can override this at any time if this is not how the challenge is meant to be.
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.)
What Goes Up // Must Come DownX(W/U) // 2BG
Instant // Instant (R)
X target creatures gain flying until end of turn.
Fuse (You may cast one or both halves of this card from your hand)
-------------------
Destroy all creatures with flying.
Fuse (You may cast one or both halves of this card from your hand)
Thoughtlessness3BRGW
Legendary Creature - Incarnation (M)
Thoughtlessness can't be countered.
Deathtouch, menace, haste, reach, first strike, vigilance
Spells can't be countered by spells or abilities.
Each player can't draw more than one card each turn.
Permanents can't be returned to hand by spells or abilities that permanent's controller's opponents control.
7/7
Original SinWURG
Sorcery
As an additional cost to cast Original Sin, sacrifice a creature you control. Put a 6/6 black demon creature token with flying into play. Thus ignorance begat evil.
Disciple of the InevitableUB
Snow Creature - Human Wizard (R)
Whenever a Zombie enters the battlefield under your control, scry 1.
Sacrifice a Snow permanent, 2WR: Put a 2/2 black Zombie creature token onto the battlefield. Creatures you control get +1/+1 and gain haste until end of turn. "I see an endless army, drawn from fire and sun awakening the Glacier of Tear's bounty of corpses." - Yasna, Lady of the Unnatural Lord
1/3
Supernal Breathgracer2GWUB
Creature - Archon (M)
Flying
When you cast Supernal Breathgracer, choose one -
• You may put a creature card from your hand onto the battlefield.
• Return target creature card from your graveyard to the battlefield.
• Put a creature token onto the battlefield that's a copy of target creature you control. WU: Return Supernal Breathgracer to its owner's hand. "Serve me and be drastically rewarded."
4/4
Shardline SummonerRG
Creature - Human Druid Warrior {R}
Only one ability of Shardline Summoner may be activated as long as it is on the battlefield, and only any time you could cast a sorcery. 4GWW: Put a 5/7 green and white Angel creature token with flying, vigilance, and "This token has indestructible as long as you control another creature" onto the battlefield. 4BBR: Put a 7/5 black and red Dragon creature token with flying, trample, and "This token has deathtouch as long as you control no other creatures" onto the battlefield. 3/2
Private Mod Note
():
Rollback Post to RevisionRollBack
A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
Oops, just ever so slightly past the deadline. Maybe it's still fine? Just comes to show how I don't actually have time for this (hence no judge).
Anthem of BrightnessRGWU
Enchantment (R)
Red creatures you control have haste.
Green creatures you control get +3/+3.
White creatures you control have lifelink.
Blue creatures you control have flying.
Private Mod Note
():
Rollback Post to RevisionRollBack
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Hostile TakeoverUBRG
Enchantment — Aura (R)
Hostile Takeover can’t be countered.
Enchant permanent
When ~ enters the battlefield, you lose life equal to enchanted permanent’s converted mana cost.
You control enchanted permanent.
Private Mod Note
():
Rollback Post to RevisionRollBack
Create your own cards on MTG.Design
( ancestral on Custom Magic Discord server )
( mproud on reddit )
There's nothing special this month. No one came up to take control, so it's up to me.
Challenge: Design a four-coloured card. See clarifications
Subchallenge 1: Not legendary.
Subchallenge 2: Not a planeswalker.
MCC Rules
(X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card?
(X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development -
(X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
(X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity -
(X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”?
(X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish -
(X/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
(X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
(X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
DEADLINES
In green, the next deadline to come.
In blue, further future deadlines to come.
In red, past deadlines.
Player deadline: Sunday, June 5st, 2016 23:59 EDT
Judge deadline: Thursday, June 9th, 2016 23:59 EDT
Judges:
Moss_Elemental
bravelion83
Voxzorz
PLEASE, WE WOULD LIKE TO HAVE ONE MORE!
Players:
Just submit a card and you're in.
Good luck, everyone.
Creature – Human Monk (M)
Indestructible
Protector of the Masses' power is equal to the number of creatures you control and its toughness is equal to the number of noncreature permanents you control.
All permanents, spells, and players have hexproof.
*/*
Creature — Human Wizard (R)
Whenever you cast an instant or sorcery spell, put an X/X green and white Avatar creature token with vigilance onto the battlefield, where X is equal to that spell's converted mana cost.
"I can make your ideas come to life!"
4/4
Fire-Ice Harmonized 1UR
Creature - Elemental (Mythic)
Duality (You may cast either side of this card.)
Flying
T: Fire-Ice Harmonized deals 1 damage to target creature. Tap that creature. That creature doesn't untap during its controller's next untap step.
1WB: Transform Fire-Ice Harmonized.
2/2
/////////////////////
Light-Shadow Harmonized 1WB
Creature - Elemental (Mythic)
Duality (You may cast either side of this card.)
Flying
Whenever Light-Shadow Harmonized attacks, exile target tapped creature.
1UR: Transform Light-Shadow Harmonized.
2/2
Creature - Insect[Rare]
First strike
At the beginning of your end step, put a 1/1 red and green Insect creature token onto the battlefield.
If W was spent to cast Stinger Queen, it has "Other Insects you control get +1/+1."
If B was spent to cast Stinger Queen, it has "Other Insects you control have deathtouch."
2/2
Sorcery (Rare)
Suspend XRUWB
Put a fate counter on target permanent, then chose one : exile all permanents with fate counters on them ; or put a copy on the battlefield of all permanents with a fate counter on them.
Whenever you remove a time counter from Bestow Fate, put a fate counter on target permanent.
Spirit of Endurance GRWB
Creature - Elemental [Rare]
Spirit of Endurance can't be countered.
Spells you cast can't be countered
5/5
Awakened Oil GWUB
Infect, First Strike
Whenever a nontoken creature enters the battlefield under your control, proliferate.
3/3
I'm sure you can think of something by yourself.
Creature - Sand Shaman [U]
Kicker XW and/or B
When Dune-Brood Battlemage enters the battlefield, if it was kicked with its XW kicker, put X 1/1 colorless Sand creature tokens onto the battlefield.
When Dune-Brood Battlemage enters the battlefield, if it was kicked with its B kicker, creatures you control gain haste and menace until end of turn.
2/2
L1 Judge
Go Forth // Multiply 2UR // 1WG
Instant // Instant (R)
Put a token into play that is a copy of target creature.
Fuse (You may cast one or both halves of this card from your hand)
-------------------
Populate twice.
Fuse (You may cast one or both halves of this card from your hand)
Doesn't mean I won't give it a shot!
Progenitor of Despair GWUB
Creature - Avatar Horror (M)
Flying
1(G/W)(G/U), T: Put two 1/1 green, white, blue and black Horror tokens with flying onto the battlefield. Then, put a +1/+1 counter on each creature you control.
1(W/U)(B/G), Q: Until the beginning of the next end step, each creature you control gains all activated abilities of each other creature you control.
There is a comfort in knowing that as one thing ends, there will be a new beginning to follow.
3/3
Creature - Hellion (R)
Flash
When Chaos Hellion enters the battlefield, choose one:
* Change the target of target spell with a single target.
* Destroy all creatures with power 4 or greater and all creatures with power 2 or less.
"I was told that training them was difficult. The results, however, were... mixed."
- Emperor Kalvanus
3/3
Check my "Mark of Quality" articles (link in signature) for a list of the most common Quality mistakes to avoid.
Challenges: what counts is always the letter of the law, unless explicit specifications of the host.
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
(3/3) Appeal - Timmy likes a creature that creates even bigger creatures as he casts his high-cmc big spells. Johnny can use the trigger in multiple ways. Spike likes a mana-efficient creature that can give him a significant board presence all by itself while playing normally.
(3/3) Elegance - I see no problems here.
Development
(3/3) Viability - Blue-red trigger with green-white effect. It's really hard to make a four-colored card with a single ability, but you succeded. Rarity feels appropriate, this doesn't look splashy enough to be mythic to me.
(3/3) Balance - Casting a card with four colors in its mana cost is very hard (almost impossible in limited unless there is an Alara/Tarkir level of mana fixing), and this rewards you for that with a body that only green could have by itself (a four-mana 4/4) and a very relevant triggered ability that you'll easily trigger even without wanting to. It kind of reminds me of Voice of Resurgence, even if it's a different thing of course. I could easily see this in Standard. In casual and multiplayer, where games are slower and high-cmc cards can see play (especially in formats like Commander), this can get even stronger. It still doesn't look as strong as to be broken. (Disclaimer: I may still be wrong. I'm just human after all.)
Creativity
(2/3) Uniqueness - This being a four-colored creature with a single ability makes this look really similar to the Nephilims, a bit too similar in my opinion. Still, the ability is indeed new and I can't remember anything memorable before that made a token based on CMC.
(1/3) Flavor - The overall flavor works, but both name and flavor text feel bland and really generic to me.
Polish
(3/3) Quality - All good.
(2/2) Main Challenge - Color identity is 4 colors. Good.
(2/2) Subchallenges - Both met.
Total: 22/25
Design
(2.5/3) Appeal - Timmy likes this very much. Johnny may use the token generation somehow. Spike likes a kind of Bitterblossom on a stick (only in the sense that it creates one token each turn). He just wanted the tokens to fly (this will be a recurring theme in this judgment...).
(2.5/3) Elegance - Nice anchoring to Hornet Queen, and the overall package makes sense. Too bad the Insects don't fly...
Development
(1.5/3) Viability - First strike is red, token generation green, pumping the team white, giving them deathtouch black. All colors are represented and there is nothing that could have been done in the missing color, so this actually makes sense with its colors. Rarity feels right. There are other problems though. One is with expectations: while not true in nature, all Insects in Magic are expected to fly, especially with the anchoring to Hornet Queen we clearly have here. Also, there can easily be memory issues with the last two abilities ("I cast this many turns ago, did I pay white or black mana when I did? I can't remember now!").
(2/3) Balance - The cost looks balanced to me. Getting full value out of this will be hard. What's good is that if you do, it won't need an Insect tribal deck to work, as it generates itself the Insects it needs. It still works in an Insect tribal deck too, someone will certainly try that in casual. Playable in limited, not sure about constructed. I see no problems in multiplayer.
Creativity
(1.5/3) Uniqueness - While anchoring helps in Elegance, it hurts here, because it makes the card similar to something already existing. The last two abilities (especially the +1/+1 one) help though.
(1.5/3) Flavor - The name is part of the anchoring, so it's fine and totally makes sense. No flavor text.
Polish
(2/3) Quality - In the white ability, the +1/+1 bonus only applies to creatures, so it should have specified "Other Insect creatures you control..." (half a point deducted). The black ability technically doesn't need it (so no deduction), as any permanent can have a static ability (which deathtouch is), but it's only actually meaningful only on creatures, so I would have worded the black ability in the same way too. No space between subtype and rarity, but that doesn't deserve a deduction. The unnecessary line break between rules text and P/T does instead (half a point deducted).
(2/2) Main Challenge - Color identity is 4 colors. Good.
(2/2) Subchallenges - Both met.
Total: 17.5/25
Design
(2.5/3) Appeal - Timmy likes putting three copies of one of his big beasts onto the battlefield. Johnny can also use both halves very effectively. Spike can find some use for this even if it doesn't exactly excite him.
(3/3) Elegance - The mechanics are exactly what you would expect out of a card with this name. If I only showed you the names and asked you what each half did, you'd probably get it right even without knowing. That's very hard to do.
Development
(2.5/3) Viability - Populate is the Selesnya mechanic in RTR block, and copying creatures makes sense in blue (for sure) and red (a little less though). In red it's usually paired with haste and a sacrifice, but this is certainly not a break, maybe a very small and perfectly acceptable bend, especially given the restrictions of the challenge. Rarity feels right.
(2/3) Balance - I think this is playable in limited: you get to either copy your opponent's bomb, play into the theme of your deck if you're Selesnya, or both if the environment supports it. I picture this maybe being part of some weird Johnny deck in Standard. I can't see this in other decks or in bigger formats though. I see no big problems in casual or multipler: yes, you can create three copies of an opposing bomb with this, but to do that you still have to pay seven mana in four different colors.
Creativity
(1.5/3) Uniqueness - This plays in similar design space as Rite of Replication. The implementation as a split card is new though.
(2.5/3) Flavor - This card has a wonderful flavor without flavor text, which indeed hardly fits on split cards, and all thanks to the name. You're right, it's just too good. So good that I give you extra points for that.
Polish
(0.5/3) Quality - "Put a token onto the battlefield"! It hasn't been "into play" for years by now! This a very blatant mistake, so one whole point deducted. By the way, it was exactly this what I was referring to in your CCL card when I suggested you to take a look at templating... you made the same mistake there too! Also, "that is" is used in the contracted form "that's" in Magic templating (half a point deducted) and the order of mana symbols in Multiply's mana cost is wrong (it should be 1GW, half a point deducted). Finally, populate is a block mechanic, and as such it would certainly have reminder text (half a point deducted).
(2/2) Main Challenge - Color identity is 4 colors. Good.
(2/2) Subchallenges - Both met.
Total: 18.5/25
Design
(2/3) Appeal - Timmy likes the first half more than the second, but he still likes giving evasion to all his creatures and then go with an alpha strike. Johnny may want to give some creature flying for some purpose, but he's the one that will probably like this card the least. Spike sees this as removal: give flying to all opposing creatures, possibly while you control only ground creatures, then have a selective Wrath and profit! It's just a bit pricey mana-wise for him.
(3/3) Elegance - What I said about drewdagreek's card mostly applies here too.
Development
(2/3) Viability - Giving flying makes complete sense in hybrid white-blue. The second half could have easily been just monogreen, but it makes sense as a Golgari-colored gold card too. Rarity feels right.
(2.5/3) Balance - In limited, you can give your team evasion and I think that would be this card's main purpose there. In constructed, and particularly Standard, you get to play this as a one-sided Wrath, obviously (and rightly) at quite a cost, that makes this practically unplayable in older formats. In casual and multiplayer, one-sided Wrath get stronger from your side and less fun from the opposing side, but you'll have to pay at least six mana (if you're using a Wrath effect, it means your opponents control at least one creature, so X is at least one and will often be more) in three different colors, and that helps a lot.
Creativity
(1.5/3) Uniqueness - None of the abilities is particularly original, but their interaction feels nice.
(2/3) Flavor - Again, the comparison with drewdagreek's card is inevitable here. Your names are good too, but I think they are a little weaker. While drewdagreek's names make sense even taken each by itself out of the split card matching, that isn't true for yours. I can't really see a single card called "What Goes Up" or especially "Must Come Down". On this card, they are good though. No flavor text, but that is kind of expected in a split card.
Polish
(2/3) Quality - Reminder text should be in italics. One whole point deducted for two reasons: it's a very well known thing that any custom card designer should know, and it's repeated twice.
(2/2) Main Challenge - Color identity is 4 colors. Good.
(2/2) Subchallenges - Both met.
Total: 19/25
Design
(2.5/3) Appeal - Timmy loves this: a big creature that brings with it a companion from anywhere? Sign him up! Johnny likes the self-bouncing ability. For six mana, four of which of different colors, Spike expects something that can close the game by itself, and this comes close. Your board position will certainly improve in a notable way after casting this.
(1.5/3) Elegance - Very wordy, but understandable enough. All the possible modes being "take a creature from anywhere and put it onto the battlefield" helps here, as it links together all those lines into a single entity as your brain processes the card's text.
Development
(2/3) Viability - The first mode is green, the second black, and the third blue. Self-bouncing and flying are white, even if they both could have been already covered by blue. This card can be white without any problem, but it doesn't have to be. The other three colors are strictly required instead. In other words, this could also just be a Sultai-colored card. I agree with making this mythic.
(1.5/3) Balance - Limited bomb, I can also easily see this in Standard as long as there is enough good mana fixing in the format. I can see this getting unfun from the other side of the table: put a creature on the battlefield (something Eldrazi-big), return this to your hand, cast it again, get another creature as big as the first, rinse and repeat. In addition, the effect triggers on cast, so I can't even prevent it by countering the spell, even though I can still deprive you of a creature and break the cycle by doing that.
Creativity
(1.5/3) Uniqueness - The abilities are nothing new, but put together they have a feel of "take a creature from anywhere and put it onto the battlefield" that has never been done exactly like this before.
(1.5/3) Flavor - The name is fine. The flavor text feels a little generic to me, and there's no room for it on the card anyway. We're already at the limit of microtext without it, as you can easily see in MSE.
Polish
(3/3) Quality - All good.
(2/2) Main Challenge - Color identity is 4 colors. Good.
(2/2) Subchallenges - Both met.
Total: 17.5/25
Design
(2/3) Appeal - Timmy likes swarming the battlefield with Scions, but there's nothing more for him here. Johnny can use this card just like he can use any Scion generating spell. Spike is the one that likes this best, as he loves any strong removal spell.
(2.5/3) Elegance - A bit on the wordy side, but I see no big problems here.
Development
(2/3) Viability - Devoid is in all colors. "Exile target permanent" is not monocolor, but it can be either white-black (first choice, Vindicate) or green-black (second choice but only because exiling instead of destroying feels more white than green, Maelstrom Pulse). Creating Scion tokens has only been seen in Sultai colors and colorless in BFZ block (I checked), but I see no problem with it being in red too, even if green and black could already do it. After all, Spawns in ROE were in red too. I distinctly remember they were in Jund colors in ROE. Bottom line is: there's nothing inherently red in this card. The other three colors are represented, but not red. Rarity is fine.
(3/3) Balance - Requiring four different colors makes this hard enough to cast that I think it totally justifies both this being an instant and able to hit lands. I don't think creating Scions pushes this over the top (as usual, I can be wrong though, it's hard to judge without playtesting). In an environment that supports four-colored decks, this is certainly limited playable and I can see it in Standard very easily. If you find a way to cast this in older formats, it might be relevant there too. Maybe a Modern fetchland plus shocklands mana base can allow that. I see no big problems in casual or multiplayer.
Creativity
(1/3) Uniqueness - Add Scion generation to a devoid Vindicate. Never done before, but hardly original.
(2.5/3) Flavor - The flavor of Scions infestating something and making it extinct works, even if it feels a bit generic. Name and flavor text are both fine and play into that flavor.
Polish
(2/3) Quality - It should be "Eldrazi Scion creature tokens". As is, the tokens have no card type, and while technically a thing that has no card types can stay on the battlefield and be a permanent (if I recall correctly from the CR), it certainly cannot have any creature subtypes, as it's not even a creature! So it couldn't be neither an Eldrazi nor a Scion (one point deducted for a functional mistake).
(2/2) Main Challenge - Color identity is 4 colors. Good.
(2/2) Subchallenges - Both met.
Total: 19/25
Flatline: 22
PsyOp: 19
RickyRister: 19
drewdagreek: 18.5
Tesco(black)lotus: 17.5
void_nothing: 17.5
I've already done this in a previous month I hosted, but I used this as the final round, where something difficult is kind of expected.
For clarity, based on the clarifications spoiler, the main challenge doesn't ask for a card with four colors in the mana cost, just a four-colored color identity (aka you can have some of the colored mana symbols in the rules text and not in the mana cost). At least, I'm going to interpret it as that as long as the host doesn't say otherwise.
For example:
As a judge, this is acceptable, as it has a four-colored color identity. Obviously, the host can override this at any time if this is not how the challenge is meant to be.
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.)
Instant // Instant (R)
X target creatures gain flying until end of turn.
Fuse (You may cast one or both halves of this card from your hand)
-------------------
Destroy all creatures with flying.
Fuse (You may cast one or both halves of this card from your hand)
Legendary Creature - Incarnation (M)
Thoughtlessness can't be countered.
Deathtouch, menace, haste, reach, first strike, vigilance
Spells can't be countered by spells or abilities.
Each player can't draw more than one card each turn.
Permanents can't be returned to hand by spells or abilities that permanent's controller's opponents control.
7/7
Sorcery
As an additional cost to cast Original Sin, sacrifice a creature you control. Put a 6/6 black demon creature token with flying into play.
Thus ignorance begat evil.
Snow Creature - Human Wizard (R)
Whenever a Zombie enters the battlefield under your control, scry 1.
Sacrifice a Snow permanent, 2WR: Put a 2/2 black Zombie creature token onto the battlefield. Creatures you control get +1/+1 and gain haste until end of turn.
"I see an endless army, drawn from fire and sun awakening the Glacier of Tear's bounty of corpses." - Yasna, Lady of the Unnatural Lord
1/3
Creature - Archon (M)
Flying
When you cast Supernal Breathgracer, choose one -
• You may put a creature card from your hand onto the battlefield.
• Return target creature card from your graveyard to the battlefield.
• Put a creature token onto the battlefield that's a copy of target creature you control.
WU: Return Supernal Breathgracer to its owner's hand.
"Serve me and be drastically rewarded."
4/4
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature - Human Druid Warrior {R}
Only one ability of Shardline Summoner may be activated as long as it is on the battlefield, and only any time you could cast a sorcery.
4GWW: Put a 5/7 green and white Angel creature token with flying, vigilance, and "This token has indestructible as long as you control another creature" onto the battlefield.
4BBR: Put a 7/5 black and red Dragon creature token with flying, trample, and "This token has deathtouch as long as you control no other creatures" onto the battlefield.
3/2
Emille, Seven-Sting Dancer Shalin Nariya
Anthem of Brightness RGWU
Enchantment (R)
Red creatures you control have haste.
Green creatures you control get +3/+3.
White creatures you control have lifelink.
Blue creatures you control have flying.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Enchantment — Aura (R)
Hostile Takeover can’t be countered.
Enchant permanent
When ~ enters the battlefield, you lose life equal to enchanted permanent’s converted mana cost.
You control enchanted permanent.
( ancestral on Custom Magic Discord server )
( mproud on reddit )
Moss_Elemental:
sperlman
TriceDefied
Teraparsec
glurman
Jimmy Groove
doomfish
bravelion83:
Flatline
Tesco(black)lotus
drewdagreek
RickyRister
void_nothing
PsyOp
Voxzorz:
netn10
Clockwork Gamer
Folza
Your BFF
RaikouRider
proudawesome
The top 4 from each bracket advances to the next round.
Best of luck to everyone in this round.