Whenever a creature with power less than the number
of cards in your hand attacks you, gain control of it. (It
is removed from combat and can block this turn.)
At the beginning of combat on each opponent's turn,
that player chooses a creature he or she controls that
could attack. It attacks you this combat if able.
Calculating Cutthroat1U
Creature - Human Rogue (U)
Calculating Cutthroat is cannot be blocked.
Whenever you draw a card, Calculating Cutthroat gets +1/+0 until end of turn. "You don't have to hit them hard if you take the time to plan how to hit them well."
0/2
Lightfoot Operative 1U
Creature - Human Rogue
Skulk
Whenever Lightfoot Operative deals combat damage to an opponent, draw a card, then discard a card. 1: Lightfoot Operative gains +1/-1 until end of turn.
"I have eyes all around this city; they're even watching you now."
0/3
Silent Sneak1UU
Creature - Faerie Rogue (U)
Flying
Whenever Silent Sneak deals combat damage to a player, name a nonland card, then that player reveals their hand. If the named card was revealed, draw a card.
2/1 "Sometimes, the right answer is just a matter of deciding what you're looking for after you find it!"
Reconnaissance Spy
Creature — Human Rogue (U)
Flash
Watch (When this enters the battlefield, you may have it watch target creature you don't control for as long as they both remain on the battlefield.)
Whenever a creature watched by Reconnaissance Spy deals combat damage, you may draw a card.
1/3
(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)
Arcane Trickster1UR
Creature - Human Rogue Wizard (R)
When Arcane Trickster enters the battlefield, counter target instant or sorcery spell. If a spell is countered this way, exile it encoded onto Arcane Trickster. T: Put a copy of the encoded spell onto the stack. You may only use this ability once per turn as a sorcery.
1/2
Marchesa's RetrieverU
Creature - Human Rogue (U)
Skulk (This creature can't be blocked by creatures with greater power.)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever Marchesa's Retriever deals combat damage to a player, you may draw a card. If you do, discard a card. "When Marchesa wants something, it's hers. I only retrieve it for her."
0/1
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
I'm very glad to see all this participation, we're currently at 28 entries and there is still half a day to go before the deadline. Unfortunately, there is a counterpart to this, and it's that we definitely need a fourth judge. If you haven't posted a card yet and you're willing to help, please head to the judge signup thread and do help. Thanks.
EDIT: Blydden just saved the day! Thanks and welcome to judging!
Excluding Blydden (whose card turns into a judge card), at this moment we're at 29 entries! More entries are welcome! (within the deadline of course)
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.)
Black Rose Saboteur 1UU
Creature - Human Rogue (U)
Skulk, Prowess
Whenever Black Rose Saboteur deals damage to a player look at that player's hand. You may choose a nonland card from it. If you do, that player discards the chosen card, then draws a card. "This is your Master Plan? It seems that to be missing a piece"
0/4
Reckless Researcher3UR
Creature - Human Wizard Rogue (R)
Prowess, haste
Each instant and sorcery card in your hand has madness. The madness cost is equal to its mana cost.
Whenever Wild Researcher attacks, discard all the cards in your hand, then draw that many cards. "Research doesn't belong in just the lab"
2/2
Bothersome Trickster1UU
Creature — Faerie Rogue (C)
Flying
Subvert U(You may cast this for its subvert cost and as though it has flash if an opponent cast a spell with a higher converted mana cost this turn.)
2/2
Marchesa's InstigatorRR
Creature - Human Rogue {R}
Haste
Whenever Marchesa's Instigator attacks the player with the most life or tied for the most life, put two 1/1 red Human creature tokens onto the battlefield tapped and attacking that player. "Like every rose, Marchesa has her thorns."
—Adriana, Captain of the Guard
1/1
Lightfoot Operative 1U
Creature - Human Rogue
Skulk
Whenever Lightfoot Operative deals combat damage to an opponent, draw a card, then discard a card. 1: Lightfoot Operative gains +1/-1 until end of turn.
"I have eyes all around this city; they're even watching you now."
0/3
Design (2.5/3) Appeal - Timmy doesn't care. This card looks strange enough that some Johnnies might try to use it, and the looting also helps them dig into their libraries to find combo pieces. Spike really like this: attack with this so that it's unblockable by everything except 0-power creatures, which are not that common, and pump it after blockers and before damage. It's a card that requires strategy to use well, and Spike really likes that. (2/3) Elegance - Seeing a zero-powered creature with skulk may be a little disorienting at first, until you understand the real purpose of the card.
Development (1/3) Viability - Everything is in color, and that's the only reason for keeping one point here. Rarity is missing, and that's a huge problem (check my latest article for more on this, link in signature). (1/3) Balance - Hard to judge this card in this area without knowing its rarity. As a common, it would certainly be redflagged at least. At uncommon or rare, it looks much better. Unjudgeable in limited, where rarity is fundamental. I can'r really see this in constructed. At least I see no problem in casual or multiplayer.
Creativity (1/3) Uniqueness - Just a new little twist on skulk but nothing really original. (3/3) Flavor - Name, flavor text and card concept are all fine and working.
Polish (0/3) Quality - You were one of those the notice about formatting and missing rarity was for. I hoped you adjusted your card as you saw it but unfortunately you didn't. List of Quality mistakes:
• The name is not bolded (half a point deducted).
• Rarity is missing (one point deducted).
• Flavor text should be in italics (also one point deducted, as it's a very well known fact in Magic design). If you wanted to keep the emphasis on "now", the right way would have been to format all the rest of the flavor text in italics and keep the word "now" not in italics. Basically, the exact opposite of what you actually did.
• Block keywords, such as skulk, always have reminder text at common and uncommon. You can leave reminder text out only at rare and mythic and only if there is no room on the card (MSE can help with checking that). This is not the case here, and I cannot know which rarity this card is supposed to be, so half a point deducted.
This is enough to deduct all 3 points initially available in this area. I'm sorry. (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
Total: 14.5/25
Overall, the missing rarity is what caused you to lose the most points (a lot actually, in different areas). Then, all the other Quality mistakes didn't help either. Well, better luck next month! I hope to see you trying again then.
Arcane Trickster1UR
Creature - Human Rogue Wizard (R)
When Arcane Trickster enters the battlefield, counter target instant or sorcery spell. If a spell is countered this way, exile it encoded onto Arcane Trickster. T: Put a copy of the encoded spell onto the stack. You may only use this ability once per turn as a sorcery.
1/2
Design (2.5/3) Appeal - Timmy doesn't care. Johnny likes this, and may even do things like countering his own spells to replicate them multiple times later. Spike likes this even better: stealing his opponents' spells and casting copies of them looks very good to him. (1/3) Elegance - This looks like it works, but it doesn't as is. That's a problem, and probably less experienced players wouldn't even see it. They'd just play this card as if had flash, just like they played shroud as though it was hexproof even before hexproof was keyworded. If you add flash, the card is wordy but still fine in this area, and that is why it's not a full zero here.
Development (1/3) Viability - No problems with the color pie, and that's why this is not a full zero either. Unprintable as is without flash. You need to play a card at instant speed to counter a spell. (2/3) Balance - If we assume to add flash, this card looks quite good and playable not only in limited but in constructed too, Standard certainly. Maybe some combo deck involving this could arise in older formats. In casual, though, seeing your own spells getting stolen and played repeatedly against you doesn't sound that fun.
Creativity (1.5/3) Uniqueness - The use of "encoded" without cipher feels very original, until you realize that it's actually just imprint in disguise. (2/3) Flavor - The name is fine. No flavor text, MSE tells me one line could fit as is, but if you add flash then there is indeed no room for it, and that helps justify its absence.
Polish (1/3) Quality - It should be "a copy of the encoded card" as that card is in exile and not on the stack (half a point deducted). Also, mentioning the stack is something that you should do only when it's really needed, to help new and less experienced players who might not even know it exists. Keeping that into account, I'd suggest a wording like: "T: Copy the encoded card, then cast the copy without paying its mana cost." Then, there is the activation restriction, which is worded in a nonstandard way (half a point deducted). It should be "Activate this ability only once each turn and only any time you could cast a sorcery." Finally, as already mention, this card needs flash to work and it isn't there. This is a functional templating mistake, so one additional point deducted here too. (2/2) Main Challenge - Good. (1/2) Subchallenges - No black, but there's a target.
Total: 14/25
What condamned you to elimination and costed you a lot of points in multiple areas is the lack of flash, that is a functional mistake. Better luck next month! I hope to see you trying again then.
Note: Please do not judge my submission based on the image attachment. I have been getting more and more interested in card design, and am testing mock-ups.
No problem, it would have been so even if you didn't mention it. In the MCC, renders are a welcome addition, but what counts is always and only the text card.
Black Rose Infiltrator1UR
Creature - Human Rogue (R)
Black Rose Infiltrator can't be blocked.
Whenever Black Rose Infiltrator deals combat damage to a player, that player reveals his or her hand until end of turn. Until end of turn, you may cast an artifact, instant, or sorcery card from that player's hand. Marchesa's agents specialize in extortion, larceny, and manipulation of the major political factions in Fiora.
3/2
Design (2.5/3) Appeal - Just big enough for Timmy to consider it. I can't see much for Johnny here. Spike absolutely loves this card: mana efficient, unblockable, and lets him potentially steal his opponent's spells. He's very excited by this card. (2/3) Elegance - Some players might think you can cast that card without paying its mana cost, but outside of that there are no problems here.
Development (2.5/3) Viability - The focus on instants and sorcery helps this card feels marginally red, but for all the rest it could easily just be monoblue. At least being gold lets you push it in terms of mana cost. Rarity is definitely right, this can't be any less than a rare and lacks the splashiness required for mythic. (2/3) Balance - This is a must play in limited if you're in its colors, and could also see some Standard play. In casual, seeing your opponents stealing your spells doesn't look that fun from the other side of the table. Still, the controller of this has to be able to pay your spell's cost to steal it, and that helps mitigate that somehow.
Creativity (3/3) Uniqueness - Very few cards in the whole history of Magic have worked like this. Very good. (3/3) Flavor - The name and especially the flavor text are very good.
Polish (2/3) Quality - "Reveals his or her hand until end of turn" is not standard template, as "reveal" is an action that does not imply a duration. It would need to be "that player plays with his or her hand revealed until end of turn" (similar cards implying that are Sen Triplets and the Oracle text of Stromgald Spy, half a point deducted). Also, if printed for real, some reminder text like (You still pay its costs.) would certainly be there (half a point deducted). (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
Goblin SaboteurR
Creature - Goblin Rogue {R}
Whenever Goblin Saboteur deals combat damage to a player, sacrifice it. If you do, Goblin Saboteur deals 6 damage to that player. Upon investigating the incident, all they found were two boots with smoke coming out of them.
1/1
Design (2.5/3) Appeal - Timmy doesn't care at first, but then reads "6 damage" and it may be hooked. Johnny likes that this is kind of a one-card combo: find a way to get it through and enjoy! Spike is very excited to have this as his turn-one play, especially when he's on the play. (3/3) Elegance - All good here.
Development (3/3) Viability - Everything is in color and rarity feels right. (2.5/3) Balance - This looks quite pushed in terms of power level, but also quite situational. It's absurd when you cast this on turn one and get to attack with it on turn two, bringing your opponent straight to 13 with a single creature (1 damage from the attack plus 6 from the sacrifice). On the other hand, it's much more weaker if you draw it in the late game. As Furnace Scamp already costs one mana, I'd be tempted to try this at two mana, but unfortunately I have to judge without playtesting. As a rare, it could be acceptable at one mana too maybe, and that's what I mentioned in my latest article where I said that rarity also influences power level. Definitely playable in limited, if you can find a way to get this out reliably on turn one it's also easily playable in constructed too, Standard certainly but maybe also monored decks in older formats. I see no particular problems in casual or multiplayer.
Creativity (0.5/3) Uniqueness - Furnace Scamp at the next level! It immediately reminded me of those cards in New Phyrexia (the Scamp plus Blind Zealot, Impaler Shrike, and Whispering Specter) as I read it, and it's just too similar to those to get high points here. (3/3) Flavor - The name is a bit generic, but once you read the wonderful flavor text it totally makes sense.
Polish (3/3) Quality - All good. (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
Highborn Hit Man2UR
Creature - Human Rogue (R)
Artifacts and creatures you don't control enter the battlefield tapped.
Whenever Highborn Hit Man attacks, it gets +1/+0 for each tapped creature defending player controls until end of turn. "I've accounted for every guard and threat. They won't be ready."
2/3
Design (2.5/3) Appeal - This is a card for Spike, and he really likes it. Setting his opponent back on tempo and getting rewarded with an increase in power for doing that greatly appeals to him. Timmy can also like the fact that this makes opposing creatures unable to block his own for one turn and the power bonus. I just don't see that much for Johnny here. (3/3) Elegance - No problems here.
Development (2.5/3) Viability - It's clear that the first ability is meant to be the blue part and the second one the red part. The first ability though feels more white than blue, even if it's still not a break in blue. Rarity is definitely right: this can't be any less than a rare and I honestly don't see this as a mythic. (2.5/3) Balance - The cost looks right. This is certainly playable in limited, and maybe in Standard too. In casual, some opponents might be slightly annoyed to have their things enter tapped, but not to the point of getting frustated. There are also many answers to this, so it's not a big problem.
Creativity (2/3) Uniqueness - Good, but nothing groundbreaking. (3/3) Flavor - Wow! Just wow! It would be really hard to do better than this. Very very good, both the name and flavor text. Wonderful job here!
Polish (2.5/3) Quality - "Until end of turn" should come before "for each tapped creature..." (examples: Angelic Captain, Dark Salvation, Goblin Piledriver and others, half a point deducted). (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
Network Clairvoyant -- 3U
Creature -- Human Rogue Wizard (U)
Players play with the top card of their libraries revealed. 3U: Choose one--
*Scry 1.
*Fateseal 1. "All is as according to plan. And if it is not, it soon will be."
2/2
Design (0.5/3) Appeal - Timmy doesn't care. Johnny could use this to dig into his library, but he really doesn't like giving away information about what he's about to do. Spike would really like to play with fateseal for real, and likes the strategy required to get the most value out of this. Though, many players would hate to play against this card more than they would like to play with it, and that looks like a huge problem in this area. (3/3) Elegance - The mirror between scry and fateseal is very nice. The card is also very easily understandable.
Development (1/3) Viability - Everything is in color. I don't see any realistic way this could be an uncommon. Playing with hands revealed already feels an ability that should be rare by itself, and when you couple it with fateseal it becomes something you really don't want to see often in limited. This should definitely be a rare. (1/3) Balance - The costs look fine, and this is playable in any format in practice, as it makes you sculpt both hands in your favor, which is a very strong ability. Huge problem in the fun department though: fateseal is a real contender for the most unfun mechanic of all time, and I could see some casual groups house-banning this card. It looks really unfun and frustating from the other side of the table.
Creativity (3/3) Uniqueness - Fateseal is unique, in that it's never been used outside of Future Sight and it never will be, and for good reasons. Anyway, the uniqueness is there, there's no denying it. (3/3) Flavor - The name is fine. The flavor text would be a bit generic in most settings, but it really makes sense on Fiora.
Polish (1.5/3) Quality - Things I ignore as I think they are just due to the non-Latin characters antispam restriction which does not depend on any of us: the double minus signs instead of long dashes and the stars instead of bullet points.
Things I do not ignore as you could have done them right despite that restriction: the double minus sign (meant to represent a long dash) between the name and the mana cost (half a point deducted), the name being colored (I understand doing that on rarity is meant to reproduce the colored expansion symbol, but there's no need to do that with the name too, as it would not be colored on the real printed card, so half a point deducted), and the absence of reminder text for fateseal which is not an evergreen mechanic, unlike scry (half a point deducted). Remember: the guideline for formatting is how the card would look if printed for real. (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
Total: 17/25
Fateseal gave you points in Uniqueness and Elegance, but costed you more points than it gave you in all other areas. That is the main problem of this card, and what caused your elimination. Better luck next month! I hope to see you trying again then.
Marchesa's Allegiant3(U/R)(U/R) Creature - Human Rogue Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
~ is unblockable as long as it has three or more +1/+1 counters on it. T, Remove X +1/+1 counter(s) from ~: Scry X. 0/2
Design (1/3) Appeal - Timmy likes dethrone and multiplayer games, but doesn't really care about this card. Johnny likes the scry but its cost is quite high, as you have to get those counters on before you can take them off. Johnny is much more likely to look for another way to add them on beside dethrone though. Spike likes both the unblockability and the scry but the mana cost looks too high to him. This is one of those cards that tries to make everyone happy but makes no one excited. (3/3) Elegance - No problems here.
Development (0.5/3) Viability - There are problems both with the color pie and with rarity. As for the color pie, a hybrid card has to make sense as if it were a monocolored card in each of its colors. In monoblue, this definitely makes sense. In monored, the unblockability feels really weird. Usually red makes other creatures unable to block. The conditional unblockability can be seen as a variant of that, but it still reads strange in monored. Scry is not a problem, as all five colors can have it even though blue uses it the most. Rarity is missing, and that's a huge problem (check my latest article for more on this, link in signature). (1.5/3) Balance - I can't really judge a card for limited without knowing its rarity. In constructed, this looks weak. It just takes too much time to get this going on without external sources of +1/+1 counters. Where this shines is in multiplayer, where it looks very interesting.
Creativity (1/3) Uniqueness - This specific mix of abilities has never been done before, but nothing is particularly original here. (1.5/3) Flavor - The name is good. No flavor text even though MSE tells me one line could have fit, even putting the whole card's name instead of ~ in both instances.
Polish (0/3) Quality - Ok, now I can be upfront: my notice about formatting and missing rarity was mostly (but not only) meant for you. I hoped you adjusted your card as you saw it, but unfortunately you didn't. List of Quality mistakes:
• The type line should not be in italics.
• Rarity is missing.
• Keywords should not be bolded.
• You should not use ~ or CARDNAME in a formal contest as the MCC (repeated twice).
• The "s" in "+1/+1 counters" should not be in parenthesis even if the number of counters can be one. It can be more than one, and that's all that's needed to always use the plural form.
• Power and toughness should not be bolded.
• "is unblockable" is old templating. Now it's "can't be blocked".
Remember: the guideline for formatting is how the card would look if printed for real. I usually deduct one whole point for missing rarity and half a point for all the rest. Here we definitely have enough to deduct all the 3 points initially available in this area, and I actually should deduct even more. I'm sorry. (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
Total: 12.5/25
Overall, the missing rarity is what caused you to lose the most points (a lot actually, in different areas). Then, all the other Quality mistakes didn't help either. Well, better luck next month! I hope to see you trying again then.
Charming Duelist1RR
Creature - Human Rogue (U)
Haste
When Charming Duelist enters the battlefield, creatures with power 3 or greater can't block this turn. Queen Marchesa's agents can be be found in every high-society ball, shaping the nobility to her will.
2/2
Design (2/3) Appeal - Timmy likes making opposing big creatures unable to block his own big creatures, he just wishes this creature was a bit bigger. Johnny doesn't care. Spike likes this as a mana efficient creature, but I don't think he's fully excited by this. (3/3) Elegance - No problems here.
Development (3/3) Viability - Everything is in color and rarity feels right. (2/3) Balance - Definitely playable in limited, but I expect better options to be there in constructed. I see no problems in casual and multiplayer.
Creativity (0.5/3) Uniqueness - There's really nothing new here. These are all things we see literally every set. (3/3) Flavor - Both name and flavor text are very good and I could easily see both of them get printed as is.
Polish (2.5/3) Quality - In the flavor text, "can be be found" is clearly a typo (half a point deducted). (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
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.)
Calculating Cutthroat1U
Creature - Human Rogue (U)
Calculating Cutthroat is cannot be blocked.
Whenever you draw a card, Calculating Cutthroat gets +1/+0 until end of turn. "You don't have to hit them hard if you take the time to plan how to hit them well."
0/2
Design - (1.5/3) Appeal: Both Timmy and Tammy are a bit difficult to satisfy this round, as rogues are typically small creatures with unexciting effects. There is an angle to appeal to this third, but they are not the focus. That goes for this entry as well as most of the other entries this week.
As for Johnny, this is definitely a neat card to try and draw a ludicrous amount of cards with and then hit your opponent for a lot.
For Spike, I am reminded of Invisible Stalker, although this card is not quite there for Spike in comparison. (3/3) Elegance: This card is exquisitely elegant. Effortlessly effective.
Development - (2.5/3) Viability: There is obvious color bleed, unfortunately, but it does not seem to be a major color hemorrhage. To clarify, red is the color that has its own creatures get +1/+0 (this effect is also known as firebreathing as a result!)
This card is viable in the right sort of block. The rarity is also correct, regardless of the block. (3/3) Balance: I tried (probably a little too hard) to think of a way to make this card oppressive. The two cards that came to mind after some number of minutes were Dark Deal and Chandra, Flamecaller (second ability); neither of these combinations are worth worrying about. I personally like this card. It would play well in its own limited block and around a casual table of two or more people as well.
Creativity - (1.5/3) Uniqueness:Elusive Spellfist, Invisible Stalker, and Unimpeded Trespasser are just a few cards that I will name to demonstrate why this card is not particularly unique. It has a new spin, though. (3/3) Flavor: If caught off-guard, they will always have 0 power. However, they will always have at least 1 power on your turn (aside from the turn when they are summon sick). Little details like these really do excite me as a Vorthos myself. Both of the flavor elements (flavor text and name) are also flavorful.
Polish - (2/3) Quality: There were two qualitative errors. The "cannot" in the second ability should simply be "can't"; the "is" is entirely redundant. (2/2) Main Challenge: Main challenge met! (2/2) Subchallenges: Both subchallenges met!
Total: 20.5/25
Final thought: I wonder if this sort of card will be done in the future by Wizards of the Coast.
Black Rose’s Encoder1UU
Creature - Human Rogue (C)
When Black Rose’s Encoder enters the battlefield, until the next end step, the next instant or sorcery you cast have Cipher. “A darkness approaches. A day will come in the future where everything you care about will change... Until then I’ll be watching you! I’ll be watching you...”
— Marchesa of the Black Rose
2/2
Design - (2/3) Appeal: This does not appear to be a Tammy card. However, this is definitely a Jenny card, as the sheer amount of ways that one could break the game by giving any instant or sorcery cipher count up as too many to list (see below). Note that cards in combination that completely break the game are one of the dream scenarios of Johnny/Jenny. For the same reason, Spike would be somewhat interested in this card due to its metagame defining nature. (2/3) Elegance: I mostly understood this card's effect immediately upon reading it. Admittedly, I had to do a double take, just to make sure it worked exactly as I worried it might. Unfortunately, the mechanics and flavor do not make enough sense when meshed together, as there are faults on either side that neither makes up for with the other side.
Development - (1.5/3) Viability: To start, this card should definitely be at least a rare due to its altering of the game state, warping of any limited format, and underlying complexity. If this card was not otherwise so unadorned, I would insist on it needing to be mythic rare just to exist. I would go so far as to say that I believe this card ultimately bends the very rules of the game because of its effect.
On a positive note, this card definitely feels very blue. Regardless of the subchallenge, this card would have fit in the best as both black and blue; blue is the more important color here out of this pair.
As a footnote, Wizards of the Coast themselves have acknowledged cipher's numerous issues as a keyword. I doubt that we will ever see it again on actual cards. (0/3) Balance: Cipher can be a very oppressive mechanic when done even a hair too far. I feel as though this card was developed without that in mind. The most insane Standard sorcery to give cipher that I can possibly think of with this card is Temporal Trespass. Without a timely instant from the opponent, these pair of cards could essentially win the game all by themselves. Even during the mid game, this card can still be oppressive when paired with cards like Murderous Cut, Wild Slash, and so on. In design and in development, cipher was typically put onto very small effects that did not drastically effect the game state due to their repeatability, which included effects like removal and extra turns, despite both of those effects otherwise very much fitting black and blue, respectively. Unfortunately, I could go on and on about this card's metagame warping ramifications...like how you could encode Languish on a large enough creature with evasion like Riverwheel Aerialists and have continuous board clears.
I ruminated on how this card's ability could work. First, the mana cost is definitely too low at 1UU. It would need to be at least XB more, where X could be a limiter on the card's converted mana cost. It would need to target only blue or black spells in order to ensure color pie cohesion. Even then, well, this hoop made me realize that there would be no way to elegantly print a creature with such an effect that is already terribly inelegant (unless it was mythic rare and accompanied by a design and/or developmental miracle). The only way that I can theoretically think up for this sort of ability to work in a way that could encounter a reasonable medium would be on a UB planeswalker as part of an ultimate of some kind. Even then, I would honestly still feel skeptical about it.
Creativity - (2/3) Uniqueness: Cipher is definitely not a new ability, but there is no official card that allows sorceries nor instants to gain cipher. As such, this was an interesting (dare I say, brave) creative choice. (1.5/3) Flavor: The flavor text lacks professionalism and does not seem true to Marchesa's depicted demeanor. If this flavor text did not credit the quotation, I would be hard pressed to believe anyone like Marchesa said it. In addition, cipher is a very specific mechanic that is meant only for sorceries and instants, and putting the aforementioned keyword on a creature card just feels 'off'. As a Vorthos player myself, I have to admit that I fail to see how this card can actually come together. Ultimately, the references to the Black Rose seem to weigh down this card's creative potential significantly.
Polish - (0.5/3) Quality: There are a few errors that infringe upon the quality of the card; 'have' should be 'has', 'Cipher' should not be capitalized, and this card definitely needs cipher reminder text due to the mechanic's innate complexity plus the new spin being presented here. (As the spell card resolves, you may exile it encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
The phrase 'until the next end step,' is completely redundant wording and should be nixed altogether. Finally, 'this turn' should be between 'cast' and 'has' (instead of have, of course.) (2/2) Main Challenge: Main challenge met! (2/2) Subchallenges: Both subchallenges met!
Total: 13.5/25
Final thoughts: This card was clearly made with riveting passion yet a lack of greater understanding. Ultimately, this card reminds me of cards such as Tinker, Umezawa's Jitte, and Yawgmoth's Bargain — cards that can be learned from.
Regardless, I definitely look forward to more cards from this user in the future.
Reckless Researcher3UR
Creature - Human Wizard Rogue (R)
Prowess, haste
Each instant and sorcery card in your hand has madness. The madness cost is equal to its mana cost.
Whenever Wild Researcher attacks, discard all the cards in your hand, then draw that many cards. "Research doesn't belong in just the lab"
2/2
Design - (1.5/3) Appeal: Simply put, this is the sort of big effect that would intrigue Timmy. Not nearly as much as Johnny, who gets to filter his whole hand and cast what he discards with leftover mana.
The least satisfied player would actually be Spike. For five mana, you play a 2/2 that you are incentivized to attack with immediately, while not having the option to keep any of your hand as you do so, and then you are incentivized to pay a madness cost on something you could have just played during the main phase before the combat phase instead of this card. You are also encouraged to activate this effect multiple times throughout the course of the game. Apologies, but my inner Spike is dissatisfied. There may be a skillful way to use this particular card over others like it but I am failing to see it because of the sheer variance involved. (2/3) Elegance: For this much going on (four effects in one card immediately because of haste), it is mostly plausible. Maybe it is a little crazy in practice, but it would work. If this effect ever happened more than once a game, then it would start getting on my nerves, however. If the opponent loses their understanding of what is going on, then the fun in Magic goes out the window with it.
Development - (2/3) Viability: This card should have been a legendary creature; it could have also been mythic rare, simply because of how many effects it has. It also bends the rules of the game by allowing any sorcery to be cast at instant speed, but this is not anything too terribly breaking.
A positive note is that I cannot picture this card being either blue or red. It has to be blue and red. It definitely has a neat enough place on the color wheel as a result. (1.5/3) Balance: Again, this card should have been a legendary creature as well as possibly a higher rarity. Goodness forbid if you ever have multiples of these in play. I cannot even bring myself to think about the consequences of that overlong.
Otherwise, it looks fine at first blush. Yes, it can enable delirium by itself, but by turn five or six a dedicated deck should already have the condition satisfied anyway.
I think this card would be an absolute headache in casual. I believe this card has the potential to warp any limited format; it could need to be mythic rare for that reason as well. Honestly, if this card were legendary, it would be quite a bit more exciting in multiplayer too.
Creativity - (2/3) Uniqueness: Two evergreen keywords unfortunately prevent a higher uniqueness score (see Monastery Swiftspear). Cards having madness that do not have madness has also been done recently (see Falkenrath Gorger). Filtering is also an old mechanic for both blue and red. Admittedly, once this is all mixed together, I can safely say this card still stands out somehow. Good work. (2/3) Flavor: Reckless? Check. Research? Check.
In all seriousness, there are a couple of qualms. While the main challenge was met, I do not feel that this card is particularly roguish, due to the obvious lack of subtlety. The flavor text, likewise, seems too subtle for the insanity that the mechanics of this card would lead towards. Flavor and mechanics should be hand in hand. In this case, the former is "subtly insane", while the latter is "completely insane". The effect is still flavorful, though.
Polish - (2.5/3) Quality: I believe the card name is "Reckless Researcher" and not 'Wild Researcher'. (2/2) Main Challenge: Main challenge met! (2/2) Subchallenges: Both subchallenges met!
Total: 17.5/25
Final thoughts: RickyRister, the Reckless Researcher, has a certain ring to it as a legendary creature. Such is a bit long for a card name, though.
Marchesa's InstigatorRR
Creature - Human Rogue {R}
Haste
Whenever Marchesa's Instigator attacks the player with the most life or tied for the most life, put two 1/1 red Human creature tokens onto the battlefield tapped and attacking that player. "Like every rose, Marchesa has her thorns."
—Adriana, Captain of the Guard
1/1
Design - (2.5/3) Appeal: This card was made for Spike, clearly. My inner Spike would actually want to play an aggressive mono-red deck for a change with this very card in it. That is exciting.
This card is not for everyone, but it is definitely at least somewhat appealing to the other two types enough to give this a high score. This card is pushed, but in a way that looks just right. (3/3) Elegance: Eloquence on top of elegance. This instigator is sure to get Marchesa's message across.
Development - (3/3) Viability: Notably, I appreciate the thoughtfulness that went into making this card rare. The choice of color is perfect for this card mechanically as well. (3/3) Balance: If this were 1R, this score here would have definitely been two or less. The fact that this cost is RR does wonders for mono-red in particular. 1/1 creatures are useful early but not so much later into the game, which lines up nicely with the traditional aggressive plan of 'hit them hard and fast, then burn them down for the finish'. Because of the dethrone mechanic in tandem with being part of this example aggressive deck, this card's effect will likely trigger a lot less than one might initially guess, as well. My inner Melvin is very happy. Notably, I cannot think of any popular format in which this card would be particularly oppressive.
Creativity - (1.5/3) Uniqueness: This card obviously uses the dethrone mechanic, even though it creatively re-invents it. However, the reinvention is not especially creative either necessarily. Geist of Saint Traft was the original proof of concept (ah, wonderful memories). Nowadays, it would be easier to compare this card to others such as Mardu Ascendancy and Flamerush Rider. (2.5/3) Flavor: My one minor quibble with this card's flavor is that it does not resonate with Marchesa's actual organization. Out of black, blue, and red, it appears that red is the tertiary color of the three for this organization, yet it is very much the primary one for this card. Admittedly, this is indeed just a minor quibble.
Polish - (3/3) Quality: This card could have easily fit in the haste reminder text, but this is not strictly necessary. (2/2) Main Challenge: Main challenge met! (2/2) Subchallenges: Both subchallenges met!
Total: 22.5/25
Final thoughts: Some say that red has the most limited designing and developing space of all of the five colors. I dare say that we have yet to explore all of the potential that red has to offer us in Magic. Just as well, the simplest cards are often the most desirable.
Marchesa's Little Bird1R
Creature - Human Rogue (U)
Dethrone
Whenever Marchesa's Little Bird attacks the player with the most life or tied for most life, you may pay 2 life. If you do, you may put a creature card named Marchesa's Little Bird from your hand onto the battlefield tapped and attacking that player. Put a +1/+1 counter on that creature. She is young, but already has more friends than you.
1/1
Design - (1/3) Appeal: Out of all of the player types, I think this is one of the two cards meant to be a Tammy card out of this bracket. It involves playing together rather than against one another because of the innate nature of dethrone, and definitely can cause fluctuations in the game state early in the game.
For Jenny, this card is dying to be played as a four-of, but otherwise does not do anything else especial for taking up that deck space.
For Spike, this card is usually going to be a worse Falkenrath Reaver. (2.5/3) Elegance: This card looks simple but actually involves quite a few moving parts (your life total, your opponent's life total, your mulligan, and multiple +1/+1 counters) before it can perform its functions. Aside from that, no complaints for this criterion.
Development - (2/3) Viability: My main issue with this card is that red does not pay life as a cost. Primarily, black does. (Yes, Treasonous Ogre from the Conspiracy set allows you to pay life — allow me to call out the color bleed in that card as well.) Otherwise, the color identity feels rather washed out in this card, almost like it could be colorless (but, most likely not). If I had to guess what color this card was, I would not be able to say for sure...but, I believe I would guess black if pressed.
Importantly, this card is of the appropriate rarity. At common, the effect could occur far too often in limited. At rare, the effect would likely never occur there. At uncommon, the effect would occur infrequently, where it would be the most exciting. Well done there. (2.5/3) Balance: Out of all of the judgments for all of these cards, this is the one that would benefit the most if I could play-test it before judging. Like all of the dethrone cards, if your life total is the highest, it is below par. However, both life totals start at 20, meaning dethrone is initially active. The usual best case scenario is to play this card on turn two, and then attack on turn three, and in doing so ramp out another copy. So, you would basically be attacking with a pair of Falkenrath Reavers. The life that was just paid would also help to ensure future dethrone triggers, turning the cost into something extra.
On the other hand, if you cannot trigger the dethrone effects for whatever reason, this card is mostly dead on the board. After subsequent turns, this card's stats are too low for it to otherwise be particularly relevant and impactful. Basically, the variance between the best case scenario and the worst case scenario prevents a perfect score.
As a footnote, this card is amazingly below par in singleton formats, but rather above par in multiplayer. In a limited format, this card's effect would occur with infrequency, yet whenever it did it would be exciting.
Creativity - (2/3) Uniqueness: This card doubles down on the dethrone keyword, preventing a higher uniqueness score.
Notably, this card reminded me of a certain pair of Shards of Alara cycles which included cards like Dragon's Herald and Hellkite Overlord, as well as similar cards outside of those particular cycles. Other than that, this card presents the idea of named tutoring with a new swing. (2.5/3) Flavor: The flavor text made me smile.
Otherwise, my inner Vorthos notices the lack of an innately strong flavor in terms of color and thus I wonder if this card is missing a piece of itself somewhere — just something that would help it to come together melodiously.
Polish - (2.5/3) Quality: This card is missing the dethrone reminder text. (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) (2/2) Main Challenge: Main challenge met! (2/2) Subchallenges: Both subchallenges met!
Total: 19/25
Final thought: Singing don't worry about a thing, worry about a thing, oh
Every little thing gonna be alright, don't worry
Singing don't worry about a thing, I won't worry
Because every little thing gonna be alright
(Credit to Bob Marley)
Courtier Above Suspicion1WW
Creature - Human Rogue (R)
Courtier Above Suspicion can't be sacrificed.
Whenever Courtier Above Suspicion deals combat damage to a player, for each player, you may have that player gain five times that much life and each of that player's opponents create that many 2/2 red Mercenary creature tokens. The affability? An act. The saintly demeanor? A façade. The charitable foundation? A money-laundering scam.
1/4
Design - (1.5/3) Appeal: This definitely does not look like a Spike card.
However, this is surely both a Johnny and a Timmy card, for similar reasons. The second ability has a large effect on the game state, and white's love of numerous creatures allows for an ease of synergy. Timmy especially enjoys the multiplayer design focus. (0/3) Elegance: Admittedly, I cannot understand this card; at best I can only unconfidently take an educated guess at how it is supposed to operate.
So, if this card deals combat damage to a player, Y.
I believe Y works something like this...your opponent gains 4 life in total (5 minus 1), and you create a 2/2 token as the ability resolves.
I understand that this card was made with multiplayer in mind, and that is where I can only fail to attempt any educated guess at this card's effect on the game state. My apologies.
A very useful word here may very well have been 'target', regardless of the subchallenge.
Development - (2/3) Viability: Rare and above is correct for such a complicated effect. Mythic rare would be more desirable, simply because the rulings complexity of this card is so high. Also, I am not entirely sure why enemy color tokens are being made by a mechanically predominantly white card. (1/3) Balance: Most of the card looks fine, as it is otherwise a 1/4 for 3 that can't be sacrificed. Notably, this card is probably way too much fun in multiplayer. Aside from that, I have no idea. Again, my apologies.
Creativity - (2.5/3) Uniqueness: This card has a lot of uniqueness going for it. It can't be sacrificed, it has reverse lifelink(?), and...I really can't think of many other cards at all like it off of the top of my head. (2/3) Flavor: This card feels white, but it also feels black due to the flavor text. After all, black is all about self-reliance in the flavor sense. This card also could very well have some red in it due to the color of the tokens that are being created. Unfortunately, the flavor seems spread just a bit too thin for it to truly come together for myself as a Vorthos player.
Polish - (2.5/3) Quality: The creature tokens are missing a race. (Are they human? Or...are they dancers?) This is not entirely necessary, but it would be better to specify a race rather than not.
Also, I apologize again, yet if I cannot figure out for sure as to how an ability functions, I am sure that is the result of a qualitative error somewhere in that ability. I stand by that. (2/2) Main Challenge: Main challenge met! (2/2) Subchallenges: Both subchallenges met!
Total: 15.5/25
Final thoughts: This was the only mono-white card out of all thirty-one submissions. There were no mono-green cards. I kind of wonder as to why, especially when there were only four free colors to go around for everyone.
Masquerade Gossip2UU
Creature — Human Rogue (U)
Hexproof
Whenever a creature enters the battlefield under an opponent's control, investigate. She knows everything about everyone.
1/3
Design - (1.5/3) Appeal: Timmy is, again, going to have to go unpleased for the majority of this round.
This is useful for Johnny as a reliable card draw engine due to the hexproof and repetition.
My inner Spike is intrigued as to whether or not this card would be competitive in a way that is similar to Tireless Tracker. (3/3) Elegance: Simplicity is this card's strong suit. Nicely done.
Development - (3/3) Viability: Everything about this card is mechanically viable in terms of both color and rarity. Indeed, this is definitely this particular entry's mechanical strength. (1.5/3) Balance: This card is a nice alternative to Tireless Tracker as a repetitive investigative engine. Instead of landfall and +1/+1 counters that both speed up the game state, this card has hexproof and discourages opponents from flooding the board with creatures (especially tokens) both of which slow down the game state. The only true slight is that this card unfairly screws over token decks in particular, but not so much that I feel that it is unbalanced (you still have to accrue mana to pay for all of those clues...)
For the most part, this card plays well with others...except any opponent's spell or ability that would target it, of course. This card would perhaps be a little over-tuned in conventional limited. (Tireless Tracker is rare and still warps the metagame in its own block.) Though, it would be fun (if crazy) in multiplayer where you would be absolutely flooded with clues. Casual would not particularly mind this card.
Creativity - (1/3) Uniqueness: Did I mention Tireless Tracker? Mix him with Blood Seeker, change the color identity to blue, and mechanically you have this card after you add hexproof. (2.5/3) Flavor: I like this card as a Vorthos player, but the flavor text only takes me just shy of loving it. Consider this...if she knows everything about everyone, why does she still need to have resources spent in order to investigate?
Polish - (2.5/3) Quality: This card could have easily fit in the hexproof reminder text, but this is not strictly necessary. However, this card also could have easily fit in the investigate reminder text, which is mandatory for any investigate card of common or uncommon. (Put a colorless Clue artifact token onto the battlefield with "2, Sacrifice this artifact: Draw a card.") (2/2) Main Challenge: Main challenge met! (1.5/2) Subchallenges: Both subchallenges met! (Kind of...the short version is that while the letter of the second subchallenge was followed, the spirit was not.)
{The long version requires me to be a stickler while I elaborate, sadly. From the Comprehensive Rules [as of Eldritch Moon], 'hexproof' on a permanent is defined as: "This permanent can’t be the target of spells or abilities your opponents control." [Subrule 702.11b.]}
Total: 18.5/25
Final thought: Out of all of the entries in this bracket, I would love to see the card art for this particular card the most.
Black Rose Saboteur 1UU
Creature - Human Rogue (U)
Skulk, Prowess
Whenever Black Rose Saboteur deals damage to a player look at that player's hand. You may choose a nonland card from it. If you do, that player discards the chosen card, then draws a card. "This is your Master Plan? It seems that to be missing a piece"
0/4
Design - (1/3) Appeal: Again, Timmy is a little difficult is to satisfy for the purposes of this round.
My inner Spike has no interest getting through the necessary hoops for an effect that other cards can kind of do already with immediacy. (Thought-Knot Seer and Duress are two examples.)
Johnny would be interested in this card, as it is essentially a mixture of evasion and prowess plus disruption. Not exactly a "build around me" sort of card, but a useful piece to a puzzle. (2.5/3) Elegance: So, they are a saboteur who sabotages master plans. Mechanically, they (at least temporarily) remove cards from a player's hand. Alright then. The main problem with this card is that it is mono-blue when it definitely should have black in its color cost.
Development - (2/3) Viability: The rarity is appropriate, although it could possibly lean towards becoming rare instead due to the number of abilities. The main issue is that there is a definite color hemorrhage being presented here. Black is the color that has opponents discard cards. Even if he or she is allowed a replacement draw, this card should definitely be UB, regardless of this week's subchallenge. It is also a little weird that this card says "damage" over "combat damage" in my opinion. (1.5/3) Balance: The short version is that the card that tries to do everything okay does nothing well nor interesting.
The instinct that I get from this card is that it tries to do much with too many abilities going in relatively different directions, leading it to become unfocused, generic, and kind of uninteresting. Sure, it is not necessarily weak, but it is an awfully unexciting uncommon. Unfocused, generic cards are useful in the actual card game, but they are not what these contests are typically looking for. This card has skulk, prowess, forced cycling, and an unusual stat line of 0/4 for 3. Because of how skulk and prowess work together (it could easily be 0/2 so not it is not such a blocker on turn three), the extra toughness is extraneous. Then, if this card is meant to target the main pieces of late-game combos, it could come out in the mid-game for a multicolored cost as a newfangled counter to those combos aside from having to just rush them down. The card could at least whiff if there is nothing but, say, creatures and lands in the opponent's hand (because they spent their turn making sure of that), yet if it did hit, then it would not have to allow the opponent to cycle as a result. Of course, you cannot deal combat damage with a 0 attack creature, and you will not always be able to cast a noncreature spell to satisfy that condition. The simplest scenario, of course, is the opponent spending part of their turn removing the card, trading one for one.
The above is just one of numerous possible ideas to refine the card to make it more playable in all formats.
Creativity - (1/3) Uniqueness: Prowess is an evergreen keyword. Skulk was just seen in the previous block. Spells that force your opponent to discard have been done before (see Thought-Knot Seer, Mental Vapors, and so on). (2/3) Flavor: On the bright side, this card does feel like a saboteur, except for the flavor text. The second sentence is not only illegible, but honestly seems sort of extraneous. Perhaps a simple "Ha." as the second sentence could suffice, for example.
Polish - (0.5/3) Quality: Skulk is not an evergreen ability; it needs its own line, and needs reminder text. Prowess does not need reminder text, but since it is still so new to Magic I see no reason as to why it should be left out here. Notably, prowess should not be capitalized in the current incarnation of your card's text.
Skulk's reminder text is: (This creature can't be blocked by creatures with greater power.)
Prowess' reminder text is: (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
The last ability is missing a comma between 'player' and 'look', and the phrase 'the chosen card' is incorrect and should be replaced with 'that card'.
Finally, the card name needs to be bolded. (2/2) Main Challenge: Main challenge met! (1.5/2) Subchallenges: Subchallenge two met! (As for subchallenge one, this card is definitely missing a B symbol in its mana cost somewhere. Thus, subchallenge one was followed by the letter here rather than by the spirit.)
Total: 14/25
Final thoughts: Welcome to the Custom Card Creation forum! I personally hope that you will enjoy your stay here.
If your username has been bolded here, congratulations are in order — you have qualified for August MCC Round 2! Best of luck!
If your username has not been bolded here, there is always next month. Thank you for participating; best of luck next month!
Bothersome Trickster1UU
Creature — Faerie Rogue (C)
Flying
Subvert U(You may cast this for its subvert cost and as though it has flash if an opponent cast a spell with a higher converted mana cost this turn.)
2/2
Design
Appeal: Timmy and Johnny aren't very excited, but Spike is potentially interested in a decent flier for a very cheap mana cost. The fact that you can't cast it early prevents him from liking it that much though.
1.5/3 Elegance: The mechanics are very simple and easy to understand, but don't seem to go too well with the "feel" of the card. What about it is bothersome?
2/3
Total: 3.5/6 Development
Viability: This has potential, but the very low Subvert cost makes it unlikely this would see print at common. 1U would be more likely.
2/3 Balance: This isn't super good for constructed formats, and it's rarity means we're looking at this from a Limited perspective. A decent body with evasion is pretty good, the mana cost is a bit restrictive. The issue is obviously going to lie with the Subvert ability. Delver of Secrets is the easiest comparison here. Delver is an incredibly good card, and on the draw, this is a slightly worse, but less conditional version. On the play you need to put in a bit more work, but that doesn't change that it's a flier that can put a significant amount of pressure on your opponent from as early as turn 2. Add in that the flash can give this creature pseudo-haste, and you have a very powerful card. This WILL cause people to force blue in drafts, and I don't think that's a good place to be.
1/3
Total: 3/6 Creativity
Uniqueness: This is a very interesting ability, and makes this a really unique card. I would be interested to see what sorts of things could be done with subvert. In all, though, the only unique part of the card is Subvert, so I'm going to take off one point.
2/3 Flavour: The flavour doesn't make much sense here. The name is interesting, but it doesn't go well with the card. How is it bothersome? The trickster part at least makes sense with flash. I'd also like to see some flavour text, even if only a short sentence.
1.5/3
Total: 3.5/6 Polish
Quality: No issues here.
3/3 Main Challenge: Main challenge satisfied.
2/2 Subchallenges: Both satisfied.
2/2
Whenever a creature with power less than the number
of cards in your hand attacks you, gain control of it. (It
is removed from combat and can block this turn.)
At the beginning of combat on each opponent's turn,
that player chooses a creature he or she controls that
could attack. It attacks you this combat if able.
2/2
Design
Appeal: Timmy thinks it's kind of cool, and Spike is interested, but this card is for Johnny. Johnny loves it, and already knows how to abuse the first ability.
2.5/3 Elegance: The card is pretty good here. The second ability feels a bit clunky, and any players will likely have to read through it a second time, but it isn't very confusing. Mechanics fit well together, but the card needs some way to tie the flavour together.
2/3
Total: 4.5/6 Development
Viability: The main problem here is the rarity. Anything that is able to permanently gain control of multiple other permanents should definitely be Mythic. The colours are correct, and I like the inclusion of red here.
2/3 Balance: The abilities are both very powerful, and even more so on the same card. The fragile body and restrictive mana cost both help, but it still feels more on the high end of the power curve. I would be in favour of increasing the mana cost to 6, or dropping one generic and removing the second ability.
2/3
Total: 4/6 Creativity
Uniqueness: Both abilities are very unique and interesting, and open up a lot of interesting deck design ideas.
3/3 Flavour: I'm not understanding the flavour here. I think the idea is that when the creature attacks, the conspirator somehow intervenes and converts it to your side. But what about the card is diligent? Like I said before, it needs either some art or flavour tex to bring the other aspects of the card together.
1/3
Total: 4/6 Polish
Quality: The mana symbols are in the wrong order (correct order is 2RWU). Second ability should read "That creature attacks this combat if able." No grammar or spelling errors.
2/3 Main Challenge: Satisfied.
2/2 Subchallenges: Both satisfied.
2/2
Grin-Eye, Network Mastermind4UU
Legendary Creature - Human Rogue (Rare)
Grin-Eye and Rogue creatures you control can't be blocked.
Whenever a Rogue creature you control deals combat damage to a player, plot. (To plot, exile the top card of your library face down)
Turn a face down card you own in exile face up: Until end of turn, you may play that card.
4/4
Design
Appeal: Timmy and Spike both like a big creature that makes your team unblockable, Johnny and Spike like the card advantage from the second ability.
2.5/3 Elegance: Overall card is simple and easy to understand. Flavour fits here too.
3/3
Total: 5.5/6 Development
Viability: The name is too long, and gets squished when you put it into a render. In addition, plot is an interesting mechanic, but not one with very much design space, and I don't believe it would see print. The card would be better off just having th ability wihout the keyword. Rarity and colours are good.
2/3 Balance: This is narrow, but very powerful in the right deck. Not an issue in limited, and the mana cost would likely keep it from being very good in constructed, but making your guys unblockable and drawing cards is something to keep an eye on.
2/3
Total: 4/6 Creativity
Uniqueness: Interesting and unique. I like rogues with unblockable.
3/3 Flavour: No flavour text is disappointing, but there is a lot of text, so no points off there. The rest of the flavour is good, but not enough to merit a perfect score in my mind.
2.5/3
Total: 5.5/6 Polish
Quality: This is not up to your usual standard of work. The first instance of a legendary creature's name in its text must have the full card name. Ability should read "Other Rogue creatures". Reminder text in plot is missing a period.
1.5/3 Main Challenge: Satisfied.
2/2 Subchallenges: Both satisfied.
2/2
High City Scout1UU
Creature - Human Rogue (U)
High City Scout is unblockable as long as you control another creature.
Whenever High City Scout deals combat damage to a player, exile the top card of your library. Then, if you have more exiled cards than cards in hand, draw two cards. "A man who knows a lot but does a little has no place in the High City. The High City scouts breed ambition, and act with absolute efficiency."
-Feihr, High City Elder
2/2
Design
Appeal: This is a Johnny card, and he thinks there might be something he could do with it. Timmy and Spike don't really care, although Spike will notice it does go nicely with Delve.
2/3 Elegance: The second ability is a bit confusing at first, but makes sense after you think it through. Flavour is good.
2/3
Total: 4/6 Development
Viability: I think mechanically, this card is fine. However, there is too much text on this card. One medium-length and one long ability, plus a significant amount of flavour text makes the text box look cramped. Colour and rarity seem fine, although an ability that complex might be better off sticking to rare.
1.5/3 Balance: A 2/2 unblockable (which this will almost always be) is already a good deal, and the addition of the second ability likely means this should cost 2UU.
2/3
Total: 3.5/6 Creativity
Uniqueness: This is really cool, and I don't know of any card with a similar ability.
3/3 Flavour: Flavour makes sense, and the tie into Fioria with the name is nice too.
3/3
Total: 6/6 Polish
Quality: First ability should read "can't be blocked." No spelling or grammar errors.
2.5/3 Main Challenge: Satisfied.
2/2 Subchallenges: Both satidfied.
2/2
Marchesa's RetrieverU
Creature - Human Rogue (U)
Skulk (This creature can't be blocked by creatures with greater power.)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever Marchesa's Retriever deals combat damage to a player, you may draw a card. If you do, discard a card. "When Marchesa wants something, it's hers. I only retrieve it for her."
0/1
Design
Appeal: Timmy doesn't care, and Johnny isn't much impressed either. Spike likes that this is essentially a 1-mana looter with unblockable, and the ability to sneak in a bunch of damage is very appealing to him as well.
2/3 Elegance: The mechanics on this card mesh wonderfully. It is easy to understand, and does exactly what you expect it to. Flavour fits too. In all, very elegant design.
3/3
Total: 5/6 Development
Viability: This card has way too much text. Even without the flavour text, the (mandatory on uncommon) reminder text makes it quite a text block, though not unfeasible. The flavour text pushes it over the top. Colour is obviously fine, and rarity seems okay. This is borderline too complex for an uncommon, but I think if it was up to me, I would leave it where it is.
1.5/3 Balance: The mechanics are very very good together. The fact that it's a one drop that can start filtering through your library on the second turn while also having the capability to set up its own damage engine later on seems like a bit too much to me. I would increase the mana cost to 1U or word the second ability to read "Whenever you cast your first instant or sorcery this turn, ~ gets +1/+1."
1.5/3
Total: 3/6 Creativity
Uniqueness: The abilites are obviously not new, but this is the first card that puts them together in a way like this.
2/3 Flavour: Flavour is nice. I like the parallel between looting as the action of "retrieving" cards you need when you hit your opponent.
2.5/3
Total: 4.5/6 Polish
Quality: Nothing wrong here.
3/3 Main Challenge: Satisfied.
2/2 Subchallenges: Both satisfied.
2/2
Reconnaissance Spy
Creature — Human Rogue (U)
Flash
Watch (When this enters the battlefield, you may have it watch target creature you don't control for as long as they both remain on the battlefield.)
Whenever a creature watched by Reconnaissance Spy deals combat damage, you may draw a card.
1/3
Design
Appeal: Another Spike card, and a good one. The ability to really mess up combat and get some nice CA out of this makes it a real eye-catcher. Timmy doesn't care, and Johnny misses out because of the word "combat."
2/3 Elegance: Well worded and easy to understand. Abilites fit well together and with the flavour of the card.
3/3
Total: 5/6 Development
Viability: I would be concerned about the amount if design space available for the Watch mechanic, but aside from that, I don't see anything wrong with this.
2.5/3 Balance: A flash creature with a decent butt that can draw you multiple cards should cost four. This comes in, and either chumps + draws a card, blocks (and potentially kills) a small guy + draws, or just flashes in eot to have a guy next turn. The versatility and inherent card advantage this provides should cost a little bit more than it does right now. I'd be ok with it at 1UU, but I think 3U is the right place to be.
2/3
Total: 4.5/6 Creativity
Uniqueness: Watch is a really cool and unique ability, plus the flash blocker makes this a very interesting card.
3/3 Flavour: Everything about the flavour here makes sense, only missing a sweet picture!
3/3
Total: 6/6 Polish
Quality: Nothing wrong here.
3/3 Main Challenge: Satisfied.
2/2 Subchallenges: The card doesn't specifically read "Target," but the word is in the reminder text for watch, so you lose half a point here.
1.5/2
Silent Sneak1UU
Creature - Faerie Rogue (U)
Flying
Whenever Silent Sneak deals combat damage to a player, name a nonland card, then that player reveals their hand. If the named card was revealed, draw a card.
2/1 "Sometimes, the right answer is just a matter of deciding what you're looking for after you find it!"
Design
Appeal: This is another Spike card. Timmy and Johnny don't really care, although Johnny may be able to do something with the triggered ability.
2/3 Elegance: This makes sense. Simple and easy to understand. Flavour is pretty good too.
3/3
Total: 5/6 Development
Viability: The ability (being a Cabal Therapy on a stick) feels black. This card should also definitely be rare.
1/3 Balance: This gets out of hand EXTREMELY quickly in a situation where you can hit with it multiple times, especially in limited. I feel like with any ability to protect it, it would become very oppressive. Consider what would happen if WotC reprinted Vendilion Clique at uncommon. This is only slightly less powerful, and gets even better if you can hit with it more than twice.
1/3
Total: 2/6 Creativity
Uniqueness: A flier with Cabal Therapy every time it hits you.
1.5/3 Flavour: The flavour is pretty good here, but the flavour text needs some work.
2/3
Total: 3.5/6 Polish
Quality: Flavour text placed after power/toughness in entry. No other issues.
2.5/3 Main Challenge: Satisfied.
2/2 Subchallenges: Both satisfied.
2/2
Skilled Courtesan 1UR
Creature - Human Rogue [rare]
Shroud
When Skilled Courtesan attack and is not blocked, draw a card.
Whenever a creature block Skilled Courtesan you may pay X where X is that creature converted mana cost. If you do, gain control of that creature. She can steal hearts as well as secrets
0/1
Design
Appeal: Spike finds this interesting, but it's very much a Johnny card, and it lives up to that well. Timmy doesn't care.
2/3 Elegance: The card is simple and easy to understand. Flavour texts really helps to make the card feel coherent, as without it, the card feels a bit lacking as a whole.
2.5/3
Total: 4.5/6 Development
Viability: I'm going to take off half a point for shroud, as they have replaced it with hexproof. Aside from that, I don't see any issues. I know I mentioned in an earlier judment that repeatable "steal" effects should be printed at mythic rarity, but this is ok at rare, since the ability requires a significant mana investment.
2.5/3 Balance: This is, suprisingly, pretty balanced at first glance. The issue is that cards like this tend to need a LOT of playtesting to determine whether or not they are overpowered, but since we can't really do that, I'm going to go ahead and say it's fine. 0 power really helps its case here, although I might even bump this up to a 1/1, or a 2/1 for 4.
3/3
Total: 5.5/6 Creativity
Uniqueness: I don't think I have to tell anyone that this is a very unique card. The first ability has obviously been seen before, but the whole choice element being steped up a notch is very interesting and presents an cool little combat mindgame.
3/3 Flavour: Flavour is ok here. The flavour text is a bit clunky, and overall it feels like it's missing something. Like I mentioned earlier, once an image was inserted, that would probably help.
2/3
Total: 5/6 Polish
Quality: You lose a bunch of points here. First ability should say "Whenever," attack should be attacks (same with block and blocks), you need commas after "blocks Skilled Courtesan" and after "you may pay X," You're missing a period in your flavour text, and the "you may pay X" should be "you may pay X."
0/3 Main Challenge: Satisfied.
2/2 Subchallenges: Both satisfied.
2/2
Agent of Amnesia1UB
Creatue — Human Rogue [R]
Blue creatures you control have skulk.
Whenever one or more black creatures you control deal combat damage to a player, name a nonland card. That player reveals his or her hand and discards all cards with that name. "I'd say you'll regret our little encounter, but that would require you recalling it ever happened."
1/4
DESIGN
(2/3) Appeal: Both effects are a Johnnie's dream, and I'm sure Spike would love the Cabal Therapy on a stick. Timmy doesn't really care for much in this card, though.
(3/3) Elegance: The card has that glorious Lorwyn Shadowmoor touch on it that I personally love, and it makes sense to have it. The abilities are all easily readable and understandable.
DEVELOPMENT
(3/3) Viability: This kind of effect is at home with rare (although I could see it being an uncommon), and its effects fit most well within their respective colors. Good job!
(2/3) Balance: So, the card is mostly balanced, but there's a bit of a problem, as a lot of Cabal Therapy leads to largely oppressive games, no matter the format. This would be fine in limited, but the card would push standard into a low creature power format to combat this card. The card would warp constructed formats, at least slightly.
CREATIVE
(2.5/3) Uniqueness: The card has that Shadowmoor feel, and its second ability is sort of a mirror to Dire Undercurrent's second ability as well. However, it does it in mostly a new way and quite nicely.
(3/3) Flavor: OH MY GOD FLAVOR SO GOOD, as the name, flavor text, colors and ability all blend into something quite amazing. GOOD JOB.
POLAND
(2.5/3) Quality: You forgot the last "r" in creature. Other than that, all good!
(2/2) Main: It is fulfilled.
(1/2) Sub: It doesn't say target, but it does have black, so only one point.
TOTAL: 21/25
Skilled CombatantR
Creature - Human Rogue (U)
Haste
Whenever Skilled Combatant becomes blocked, exchange its power and the power of target creature blocking it until end of combat. "It's like he takes whatever we try to do to him and throws it right back at us!"
- Gunther, Castle Guard
1/2
DESIGN
(3/3) Appeal: Well, this has the potential to appeal to Timmies, but it definitely appeals to Spike (1 mana kills anything that blocks it) and Johnny (for the same reason), so you did a pretty good job on that.
(2.5/3) Elegance: The card needs to be read more than once to realize that it doesn't work both ways, but that's a minor thing. Otherwise, it's simple and elegant.
DEVELOPMENT
(1.5/3) Viability: So, this is a rare card. No doubt about that. Uncommon is not the right place for the card and its complexity (and additionally, it's power in limited and constructed). Then, this effect is quite weird and something we haven't really seen before, but it makes much more sense in blue than in red.
(1/3) Balance: So, the ability is quite weird in that, it effectively makes the creature impervious to combat damage when blocked, and the only real way to get around this is with deathtouch, and that on a 1/2 with haste is a rather big problem, as it is a much more powerful ability than Monestary Swiftspear's prowess.
CREATIVE
(3/3) Uniqueness: Yup, I have never seen this effect before.
(1/3) Flavor: Why is this a rogue? It seems like a warrior in every regard to me. All of the flavor points to it being a warrior, but the type line says rogue instead. The type doesn't really fit the card. Rogues are sly and on the back lines. This one is in your face and up in the battle.
POLISH
(2.5/3) Quality: Looking at Tree of Perdition, this card should read "Exchange its power with the power of target creature blocking it." IT should not say "and", as the standard is "with" for this case. Half a point deducted.
(2/2) Main: The card technically fills the challenge, if not fulfilling the spirit of it.
(1/2) Sub: The card targets, but isn't black. One point awarded.
TOTAL: 17.5/25
Marchesa's Lieutenant1UR
Creature - Human Rogue (R) 2U,T, Sacrifice a Rogue: Put a +1/+1 counter on each Rogue you control. R: Target Rogue gets +1/+0 and gains menace until end of turn.
2/2 “We shall be your thorns. One for every lowland peasant’s throat.”
DESIGN
(2/3) Appeal: This pretty easily appeals to Spikes and Johnnies, but Timmies are left lacking for the most part.
(3/3) Elegance: This card has very simple and succinct rules text. Nice job!
DEVELOPMENT
(2.5/3) Viability: The card works in color and rarity (and rules) mostly, but the first ability fits much better into black than blue, and it really just seems shoehorned into the card rather than thought through in the color.
(1/3) Balance: I thought this was balanced, and for the most part, it is. However, that second ability being repeatable makes the card a huge powerhouse, sometimes making any creature have firebreathing and menace when built effectively. This effect being repeatable can totally warp formats, and that's not the intended goal.
CREATIVITY
(3/3) Uniqueness: I can't think of similar effects (outside of the menace granting) but even if there were, it assuredly doesn't apply to rogues, opening up new design space.
(1/3) Flavor: The flavor text is lost on me, and frankly doesn't make sense, and the concept flavor wise, has been done before.
POLISH
(2.5/3) Quality: The word "creature" is required on the second ability after "Rogue".
(2/2) Main: The challenge is met.
(1/2) Sub: Has the word "target" but does not have black. One point awarded.
TOTAL: 18/25
Instigator of Revolution1UU
Creature - Human Rogue (R)
Tap four untapped Rogues you control: you become the monarch (At the beginning of monarch's end step, that player draws a card. Whenever a creature deals combat damage to monarch, that creature's controller becomes the monarch).
Whenever a player becomes the monarch, create a 1/1 blue Rogue creature token.
2/3
(2/3) Appeal: Per the norm, most rogues don't appeal to Tim, but do to John and Spike. This is no exception.
(.5/3) Elegance: I'll be honest, the only reason you have half of a point in this is due to the low amount of rules text on the card. However, the monarch mechanic makes roughly no sense upon closer inspection. Can there be multiple monarchs? Does multiple creatures hitting the monarch make that player the monarch multiple times? Can you become the monarch while already being the monarch? There are too many questions tied to the mechanic that aren't answered, and that makes the card utterly confusing. The mechanic shows promise, but was executed poorly.
DEVELOPMENT
(1/3) Viability: The monarch mechanic seems to be strictly blue, which raises problems, considering the mechanic. The card fits the color, and definitely the rarity, but the monarch mechanic also raises problems ruleswise in 2HG, which is a sizeable problem, considering Wizards makes a point to consider the 2HG crowd at least once in a while.
(1/3) Balance: Depending on how the monarch mechanic actually works, this is either way too easy to abuse, or really kind of lack luster. Either way, not good for balance.
CREATIVE
(3/3) Uniqueness: Welp, I've never seen anything like this effect. However, good design should not be sacrificed for uniqueness.
(1.5/3) Flavor: The flavor is there and makes sense, but revolution isn't really something blue does. It's really a red thing. Also, revolution rarely ends in another monarch, and rather to dethroning the monarch.
POLISH
(0/3) Quality: Monarch is the name of a mechanic, and needs to be capitalized all four times. Then, You starts a sentence, and thus needs to be capitalized, and you need to add "the" before Monarch, and you missed that twice.
(2/2) Main: Challenge get!
(2/2) Sub: Both Challenges succeeded!
TOTAL: 13/25
Market Looter1RR
Creature - Goblin Rogue (U)
Haste
When Market Looter enters the battlefield, sacrifice an artifact. If you do, draw two cards, then discard a card at random. "I wonder who told that goblin about inner beauty. Hey! Leave my jar!" - Izn, jar trader
2/1
DESIGN
(2/3) Appeal: Per the norm, rogues don't typically appeal to Tim, but do to John and Spike just fine. This is no exception.
(2/3) Elegance: This is super elegant, but the requirement to sac an artifact rather than the choice to makes this a bit less than perfect.
DEVELOPMENT
(3/3) Viability: This doesn't break any rules, fits the color, and even is a good fit for uncommon with its simplicity and succinctness.
(3/3) Balance: Considering Eggs isn't a thing really, and this needs to be in Eggs to be REALLY good, this card seems fine and reasonable for the cost.
CREATIVE
(2.5/3) Uniqueness: This is Desperate Ravings on a stick, but with a lot of creativity added in that really makes it shine.
(3/3) Flavor: This flavor is pretty dang good in every regard, and I applaud you for it.
POLISH
(2.5/3) Quality: "jar trader" should be capitalized. Other than that, all good!
(2/2) Main: All good!
(2/2) Sub: No black, no target! Both points awarded.
TOTAL: 22/25
Dream Dasher2UU
Creature - Human Rogue (R)
Whenever an opponent draws a card that player taps a creature they control.
: Each player draws a card, then discards a card. Even the best laid plans don't come to fruition in Fiora.
2/2
DESIGN
(2/3) Appeal: Per the norm, Rogues don't really appeal to Tim, but do nicely to John and Spike. This is no exception.
(3/3) Elegance: The card is succinct and makes sense from a design standpoint.
DEVELOPMENT
(2/3) Viability: Due to my comments below, this card fits better as an uncommon and not a rare, but otherwise, the card fits the rules and color nicely.
(1/3) Balance: You forgot the word "untapped" in your card, and that cost you gravely here. It switches the card from being a rather good rare that can help Nekusar decks and punish card draw in a really unique way, and also can clear a board of blockers if necessary, to being a mediocre and misguided Claustrophobia on a stick. :\
CREATIVE
(3/3) Uniqueness: This card has an effect I have never seen before, and it's great. Good job!
(2/3) Flavor: The flavor is great and all, except for one thing: This does not makes sense at all as a human. Maybe as a Spirit or similar, but not really human.
POLISH
(2.5/3) Quality: You need a comma between card and that, but other than that, it looks all good.
(2/2) Main: Fufilled.
(2/2) Sub: No targets, no black.
TOTAL: 19.5/25
Phantom Hand Jack1UR
Legendary Creature - Goblin Rogue (M)
When Phantom Hand Jack enters the battlefield, exile your hand face-down, then draw four cards.
At the beginning of your upkeep, exile your hand face-down, then put all other cards exiled with Phantom Hand Jack into your hand.
3/2
DESIGN
(2/3) Appeal: Per the norm, Rogues don't really appeal to Tim, but do nicely to John and Spike. This is no exception.
(1/3) Elegance: This... isn't really intuitive or succinct. It takes a few read throughs to understand it, and even then, casters are prone to misunderstanding the card. Memory Jar wasn't elegant, and neither is this.
DEVELOP
(3/3) Viability: This is the right rarity for the complexity, the right power level for mythic, and the right colors for the job.
(2/3) Balance: This effect seems to be Memory Jar Lite (from my memory at least), which should be fine, but it could be risky.
CREATE
(1/3) Uniqueness: It's kind of a unique spin on the Jar, but it's also really close, and doesn't add too much to the formula.
(1/3) Flavor: Other than the word "Legendary" I can't find any flavor on this card. At all.
POLSIH
(3/3) Quality: No Quality issues.
(2/2) Main: Fulfilled.
(2/2) Sub: Both Done!
TOTAL: 17/25
My thoughts are with the friends and family of the Orlando Shooting victims and with the rest of the LGBTQA+ community.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
Necarg, please don't acknowledge this in any way whatsoever.
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
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Creature - Human Rogue (R)
Whenever a creature with power less than the number
of cards in your hand attacks you, gain control of it. (It
is removed from combat and can block this turn.)
At the beginning of combat on each opponent's turn,
that player chooses a creature he or she controls that
could attack. It attacks you this combat if able.
2/2
Creature - Human Rogue (U)
Calculating Cutthroat is cannot be blocked.
Whenever you draw a card, Calculating Cutthroat gets +1/+0 until end of turn.
"You don't have to hit them hard if you take the time to plan how to hit them well."
0/2
Creature - Human Rogue
Skulk
Whenever Lightfoot Operative deals combat damage to an opponent, draw a card, then discard a card.
1: Lightfoot Operative gains +1/-1 until end of turn.
"I have eyes all around this city; they're even watching you now."
0/3
Creature - Faerie Rogue (U)
Flying
Whenever Silent Sneak deals combat damage to a player, name a nonland card, then that player reveals their hand. If the named card was revealed, draw a card.
2/1
"Sometimes, the right answer is just a matter of deciding what you're looking for after you find it!"
Creature — Human Rogue (U)
Flash
Watch (When this enters the battlefield, you may have it watch target creature you don't control for as long as they both remain on the battlefield.)
Whenever a creature watched by Reconnaissance Spy deals combat damage, you may draw a card.
1/3
Creature - Human Rogue Wizard (R)
When Arcane Trickster enters the battlefield, counter target instant or sorcery spell. If a spell is countered this way, exile it encoded onto Arcane Trickster.
T: Put a copy of the encoded spell onto the stack. You may only use this ability once per turn as a sorcery.
1/2
Creature - Human Rogue (U)
Skulk (This creature can't be blocked by creatures with greater power.)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever Marchesa's Retriever deals combat damage to a player, you may draw a card. If you do, discard a card.
"When Marchesa wants something, it's hers. I only retrieve it for her."
0/1
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
Unfortunately, there is a counterpart to this, and it's that we definitely need a fourth judge. If you haven't posted a card yet and you're willing to help, please head to the judge signup thread and do help. Thanks.EDIT: Blydden just saved the day! Thanks and welcome to judging!
Excluding Blydden (whose card turns into a judge card), at this moment we're at 29 entries! More entries are welcome! (within the deadline of course)
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.)
Creature - Human Rogue (U)
Skulk, Prowess
Whenever Black Rose Saboteur deals damage to a player look at that player's hand. You may choose a nonland card from it. If you do, that player discards the chosen card, then draws a card.
"This is your Master Plan? It seems that to be missing a piece"
0/4
Creature - Human Wizard Rogue (R)
Prowess, haste
Each instant and sorcery card in your hand has madness. The madness cost is equal to its mana cost.
Whenever Wild Researcher attacks, discard all the cards in your hand, then draw that many cards.
"Research doesn't belong in just the lab"
2/2
Creature — Faerie Rogue (C)
Flying
Subvert U (You may cast this for its subvert cost and as though it has flash if an opponent cast a spell with a higher converted mana cost this turn.)
2/2
Creature - Human Rogue {R}
Haste
Whenever Marchesa's Instigator attacks the player with the most life or tied for the most life, put two 1/1 red Human creature tokens onto the battlefield tapped and attacking that player.
"Like every rose, Marchesa has her thorns."
—Adriana, Captain of the Guard
1/1
EDIT: And here they are.
Judge: bravelion83
6jerfz
BrainPo
Folza
Freyleyes
IcariiFA
IlGreven
mtgdimension
scrad_the_wanderer
Judge: Voxzorz
doomfish
Flatline
GG Crono
Ghosting
Link
netn10
P E
Vertain
Judge: Necarg
admirableadmiral
glurman
ickiwonkin
Raptorchan
Sagharri
sunshinesoldier
theazurespirit
Judge: Blydden
Jimmy Groove
mirrodin71
RickyRister
sperlman
thenoodler
void_nothing
willows
Your BFF
Top 4 from each bracket advance to round 2.
Judgments complete, not final until deadline.
Design
(2.5/3) Appeal - Timmy doesn't care. This card looks strange enough that some Johnnies might try to use it, and the looting also helps them dig into their libraries to find combo pieces. Spike really like this: attack with this so that it's unblockable by everything except 0-power creatures, which are not that common, and pump it after blockers and before damage. It's a card that requires strategy to use well, and Spike really likes that.
(2/3) Elegance - Seeing a zero-powered creature with skulk may be a little disorienting at first, until you understand the real purpose of the card.
Development
(1/3) Viability - Everything is in color, and that's the only reason for keeping one point here. Rarity is missing, and that's a huge problem (check my latest article for more on this, link in signature).
(1/3) Balance - Hard to judge this card in this area without knowing its rarity. As a common, it would certainly be redflagged at least. At uncommon or rare, it looks much better. Unjudgeable in limited, where rarity is fundamental. I can'r really see this in constructed. At least I see no problem in casual or multiplayer.
Creativity
(1/3) Uniqueness - Just a new little twist on skulk but nothing really original.
(3/3) Flavor - Name, flavor text and card concept are all fine and working.
Polish
(0/3) Quality - You were one of those the notice about formatting and missing rarity was for. I hoped you adjusted your card as you saw it but unfortunately you didn't. List of Quality mistakes:
• The name is not bolded (half a point deducted).
• Rarity is missing (one point deducted).
• Flavor text should be in italics (also one point deducted, as it's a very well known fact in Magic design). If you wanted to keep the emphasis on "now", the right way would have been to format all the rest of the flavor text in italics and keep the word "now" not in italics. Basically, the exact opposite of what you actually did.
• Block keywords, such as skulk, always have reminder text at common and uncommon. You can leave reminder text out only at rare and mythic and only if there is no room on the card (MSE can help with checking that). This is not the case here, and I cannot know which rarity this card is supposed to be, so half a point deducted.
This is enough to deduct all 3 points initially available in this area. I'm sorry.
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 14.5/25
Overall, the missing rarity is what caused you to lose the most points (a lot actually, in different areas). Then, all the other Quality mistakes didn't help either. Well, better luck next month! I hope to see you trying again then.
Design
(2.5/3) Appeal - Timmy doesn't care. Johnny likes this, and may even do things like countering his own spells to replicate them multiple times later. Spike likes this even better: stealing his opponents' spells and casting copies of them looks very good to him.
(1/3) Elegance - This looks like it works, but it doesn't as is. That's a problem, and probably less experienced players wouldn't even see it. They'd just play this card as if had flash, just like they played shroud as though it was hexproof even before hexproof was keyworded. If you add flash, the card is wordy but still fine in this area, and that is why it's not a full zero here.
Development
(1/3) Viability - No problems with the color pie, and that's why this is not a full zero either. Unprintable as is without flash. You need to play a card at instant speed to counter a spell.
(2/3) Balance - If we assume to add flash, this card looks quite good and playable not only in limited but in constructed too, Standard certainly. Maybe some combo deck involving this could arise in older formats. In casual, though, seeing your own spells getting stolen and played repeatedly against you doesn't sound that fun.
Creativity
(1.5/3) Uniqueness - The use of "encoded" without cipher feels very original, until you realize that it's actually just imprint in disguise.
(2/3) Flavor - The name is fine. No flavor text, MSE tells me one line could fit as is, but if you add flash then there is indeed no room for it, and that helps justify its absence.
Polish
(1/3) Quality - It should be "a copy of the encoded card" as that card is in exile and not on the stack (half a point deducted). Also, mentioning the stack is something that you should do only when it's really needed, to help new and less experienced players who might not even know it exists. Keeping that into account, I'd suggest a wording like: "T: Copy the encoded card, then cast the copy without paying its mana cost." Then, there is the activation restriction, which is worded in a nonstandard way (half a point deducted). It should be "Activate this ability only once each turn and only any time you could cast a sorcery." Finally, as already mention, this card needs flash to work and it isn't there. This is a functional templating mistake, so one additional point deducted here too.
(2/2) Main Challenge - Good.
(1/2) Subchallenges - No black, but there's a target.
Total: 14/25
What condamned you to elimination and costed you a lot of points in multiple areas is the lack of flash, that is a functional mistake. Better luck next month! I hope to see you trying again then.
No problem, it would have been so even if you didn't mention it. In the MCC, renders are a welcome addition, but what counts is always and only the text card.
Design
(2.5/3) Appeal - Just big enough for Timmy to consider it. I can't see much for Johnny here. Spike absolutely loves this card: mana efficient, unblockable, and lets him potentially steal his opponent's spells. He's very excited by this card.
(2/3) Elegance - Some players might think you can cast that card without paying its mana cost, but outside of that there are no problems here.
Development
(2.5/3) Viability - The focus on instants and sorcery helps this card feels marginally red, but for all the rest it could easily just be monoblue. At least being gold lets you push it in terms of mana cost. Rarity is definitely right, this can't be any less than a rare and lacks the splashiness required for mythic.
(2/3) Balance - This is a must play in limited if you're in its colors, and could also see some Standard play. In casual, seeing your opponents stealing your spells doesn't look that fun from the other side of the table. Still, the controller of this has to be able to pay your spell's cost to steal it, and that helps mitigate that somehow.
Creativity
(3/3) Uniqueness - Very few cards in the whole history of Magic have worked like this. Very good.
(3/3) Flavor - The name and especially the flavor text are very good.
Polish
(2/3) Quality - "Reveals his or her hand until end of turn" is not standard template, as "reveal" is an action that does not imply a duration. It would need to be "that player plays with his or her hand revealed until end of turn" (similar cards implying that are Sen Triplets and the Oracle text of Stromgald Spy, half a point deducted). Also, if printed for real, some reminder text like (You still pay its costs.) would certainly be there (half a point deducted).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 21/25
Design
(2.5/3) Appeal - Timmy doesn't care at first, but then reads "6 damage" and it may be hooked. Johnny likes that this is kind of a one-card combo: find a way to get it through and enjoy! Spike is very excited to have this as his turn-one play, especially when he's on the play.
(3/3) Elegance - All good here.
Development
(3/3) Viability - Everything is in color and rarity feels right.
(2.5/3) Balance - This looks quite pushed in terms of power level, but also quite situational. It's absurd when you cast this on turn one and get to attack with it on turn two, bringing your opponent straight to 13 with a single creature (1 damage from the attack plus 6 from the sacrifice). On the other hand, it's much more weaker if you draw it in the late game. As Furnace Scamp already costs one mana, I'd be tempted to try this at two mana, but unfortunately I have to judge without playtesting. As a rare, it could be acceptable at one mana too maybe, and that's what I mentioned in my latest article where I said that rarity also influences power level. Definitely playable in limited, if you can find a way to get this out reliably on turn one it's also easily playable in constructed too, Standard certainly but maybe also monored decks in older formats. I see no particular problems in casual or multiplayer.
Creativity
(0.5/3) Uniqueness - Furnace Scamp at the next level! It immediately reminded me of those cards in New Phyrexia (the Scamp plus Blind Zealot, Impaler Shrike, and Whispering Specter) as I read it, and it's just too similar to those to get high points here.
(3/3) Flavor - The name is a bit generic, but once you read the wonderful flavor text it totally makes sense.
Polish
(3/3) Quality - All good.
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 21.5/25
Design
(2.5/3) Appeal - This is a card for Spike, and he really likes it. Setting his opponent back on tempo and getting rewarded with an increase in power for doing that greatly appeals to him. Timmy can also like the fact that this makes opposing creatures unable to block his own for one turn and the power bonus. I just don't see that much for Johnny here.
(3/3) Elegance - No problems here.
Development
(2.5/3) Viability - It's clear that the first ability is meant to be the blue part and the second one the red part. The first ability though feels more white than blue, even if it's still not a break in blue. Rarity is definitely right: this can't be any less than a rare and I honestly don't see this as a mythic.
(2.5/3) Balance - The cost looks right. This is certainly playable in limited, and maybe in Standard too. In casual, some opponents might be slightly annoyed to have their things enter tapped, but not to the point of getting frustated. There are also many answers to this, so it's not a big problem.
Creativity
(2/3) Uniqueness - Good, but nothing groundbreaking.
(3/3) Flavor - Wow! Just wow! It would be really hard to do better than this. Very very good, both the name and flavor text. Wonderful job here!
Polish
(2.5/3) Quality - "Until end of turn" should come before "for each tapped creature..." (examples: Angelic Captain, Dark Salvation, Goblin Piledriver and others, half a point deducted).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 22/25
Design
(0.5/3) Appeal - Timmy doesn't care. Johnny could use this to dig into his library, but he really doesn't like giving away information about what he's about to do. Spike would really like to play with fateseal for real, and likes the strategy required to get the most value out of this. Though, many players would hate to play against this card more than they would like to play with it, and that looks like a huge problem in this area.
(3/3) Elegance - The mirror between scry and fateseal is very nice. The card is also very easily understandable.
Development
(1/3) Viability - Everything is in color. I don't see any realistic way this could be an uncommon. Playing with hands revealed already feels an ability that should be rare by itself, and when you couple it with fateseal it becomes something you really don't want to see often in limited. This should definitely be a rare.
(1/3) Balance - The costs look fine, and this is playable in any format in practice, as it makes you sculpt both hands in your favor, which is a very strong ability. Huge problem in the fun department though: fateseal is a real contender for the most unfun mechanic of all time, and I could see some casual groups house-banning this card. It looks really unfun and frustating from the other side of the table.
Creativity
(3/3) Uniqueness - Fateseal is unique, in that it's never been used outside of Future Sight and it never will be, and for good reasons. Anyway, the uniqueness is there, there's no denying it.
(3/3) Flavor - The name is fine. The flavor text would be a bit generic in most settings, but it really makes sense on Fiora.
Polish
(1.5/3) Quality - Things I ignore as I think they are just due to the non-Latin characters antispam restriction which does not depend on any of us: the double minus signs instead of long dashes and the stars instead of bullet points.
Things I do not ignore as you could have done them right despite that restriction: the double minus sign (meant to represent a long dash) between the name and the mana cost (half a point deducted), the name being colored (I understand doing that on rarity is meant to reproduce the colored expansion symbol, but there's no need to do that with the name too, as it would not be colored on the real printed card, so half a point deducted), and the absence of reminder text for fateseal which is not an evergreen mechanic, unlike scry (half a point deducted). Remember: the guideline for formatting is how the card would look if printed for real.
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 17/25
Fateseal gave you points in Uniqueness and Elegance, but costed you more points than it gave you in all other areas. That is the main problem of this card, and what caused your elimination. Better luck next month! I hope to see you trying again then.
Design
(1/3) Appeal - Timmy likes dethrone and multiplayer games, but doesn't really care about this card. Johnny likes the scry but its cost is quite high, as you have to get those counters on before you can take them off. Johnny is much more likely to look for another way to add them on beside dethrone though. Spike likes both the unblockability and the scry but the mana cost looks too high to him. This is one of those cards that tries to make everyone happy but makes no one excited.
(3/3) Elegance - No problems here.
Development
(0.5/3) Viability - There are problems both with the color pie and with rarity. As for the color pie, a hybrid card has to make sense as if it were a monocolored card in each of its colors. In monoblue, this definitely makes sense. In monored, the unblockability feels really weird. Usually red makes other creatures unable to block. The conditional unblockability can be seen as a variant of that, but it still reads strange in monored. Scry is not a problem, as all five colors can have it even though blue uses it the most. Rarity is missing, and that's a huge problem (check my latest article for more on this, link in signature).
(1.5/3) Balance - I can't really judge a card for limited without knowing its rarity. In constructed, this looks weak. It just takes too much time to get this going on without external sources of +1/+1 counters. Where this shines is in multiplayer, where it looks very interesting.
Creativity
(1/3) Uniqueness - This specific mix of abilities has never been done before, but nothing is particularly original here.
(1.5/3) Flavor - The name is good. No flavor text even though MSE tells me one line could have fit, even putting the whole card's name instead of ~ in both instances.
Polish
(0/3) Quality - Ok, now I can be upfront: my notice about formatting and missing rarity was mostly (but not only) meant for you. I hoped you adjusted your card as you saw it, but unfortunately you didn't. List of Quality mistakes:
• The type line should not be in italics.
• Rarity is missing.
• Keywords should not be bolded.
• You should not use ~ or CARDNAME in a formal contest as the MCC (repeated twice).
• The "s" in "+1/+1 counters" should not be in parenthesis even if the number of counters can be one. It can be more than one, and that's all that's needed to always use the plural form.
• Power and toughness should not be bolded.
• "is unblockable" is old templating. Now it's "can't be blocked".
Remember: the guideline for formatting is how the card would look if printed for real. I usually deduct one whole point for missing rarity and half a point for all the rest. Here we definitely have enough to deduct all the 3 points initially available in this area, and I actually should deduct even more. I'm sorry.
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 12.5/25
Overall, the missing rarity is what caused you to lose the most points (a lot actually, in different areas). Then, all the other Quality mistakes didn't help either. Well, better luck next month! I hope to see you trying again then.
Design
(2/3) Appeal - Timmy likes making opposing big creatures unable to block his own big creatures, he just wishes this creature was a bit bigger. Johnny doesn't care. Spike likes this as a mana efficient creature, but I don't think he's fully excited by this.
(3/3) Elegance - No problems here.
Development
(3/3) Viability - Everything is in color and rarity feels right.
(2/3) Balance - Definitely playable in limited, but I expect better options to be there in constructed. I see no problems in casual and multiplayer.
Creativity
(0.5/3) Uniqueness - There's really nothing new here. These are all things we see literally every set.
(3/3) Flavor - Both name and flavor text are very good and I could easily see both of them get printed as is.
Polish
(2.5/3) Quality - In the flavor text, "can be be found" is clearly a typo (half a point deducted).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 20/25
IcariiFA: 22
Freyleyes: 21.5
Folza: 21
scrad_the_wanderer: 20
IlGreven: 17
6jerfz: 14.5
BrainPo: 14
mtgdimension: 12.5
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here)
CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016
DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for:
"Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index. Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
(1.5/3) Appeal: Both Timmy and Tammy are a bit difficult to satisfy this round, as rogues are typically small creatures with unexciting effects. There is an angle to appeal to this third, but they are not the focus. That goes for this entry as well as most of the other entries this week.
As for Johnny, this is definitely a neat card to try and draw a ludicrous amount of cards with and then hit your opponent for a lot.
For Spike, I am reminded of Invisible Stalker, although this card is not quite there for Spike in comparison.
(3/3) Elegance: This card is exquisitely elegant. Effortlessly effective.
Development -
(2.5/3) Viability: There is obvious color bleed, unfortunately, but it does not seem to be a major color hemorrhage. To clarify, red is the color that has its own creatures get +1/+0 (this effect is also known as firebreathing as a result!)
This card is viable in the right sort of block. The rarity is also correct, regardless of the block.
(3/3) Balance: I tried (probably a little too hard) to think of a way to make this card oppressive. The two cards that came to mind after some number of minutes were Dark Deal and Chandra, Flamecaller (second ability); neither of these combinations are worth worrying about. I personally like this card. It would play well in its own limited block and around a casual table of two or more people as well.
Creativity -
(1.5/3) Uniqueness: Elusive Spellfist, Invisible Stalker, and Unimpeded Trespasser are just a few cards that I will name to demonstrate why this card is not particularly unique. It has a new spin, though.
(3/3) Flavor: If caught off-guard, they will always have 0 power. However, they will always have at least 1 power on your turn (aside from the turn when they are summon sick). Little details like these really do excite me as a Vorthos myself. Both of the flavor elements (flavor text and name) are also flavorful.
Polish -
(2/3) Quality: There were two qualitative errors. The "cannot" in the second ability should simply be "can't"; the "is" is entirely redundant.
(2/2) Main Challenge: Main challenge met!
(2/2) Subchallenges: Both subchallenges met!
Total: 20.5/25
Final thought: I wonder if this sort of card will be done in the future by Wizards of the Coast.
(2/3) Appeal: This does not appear to be a Tammy card. However, this is definitely a Jenny card, as the sheer amount of ways that one could break the game by giving any instant or sorcery cipher count up as too many to list (see below). Note that cards in combination that completely break the game are one of the dream scenarios of Johnny/Jenny. For the same reason, Spike would be somewhat interested in this card due to its metagame defining nature.
(2/3) Elegance: I mostly understood this card's effect immediately upon reading it. Admittedly, I had to do a double take, just to make sure it worked exactly as I worried it might. Unfortunately, the mechanics and flavor do not make enough sense when meshed together, as there are faults on either side that neither makes up for with the other side.
Development -
(1.5/3) Viability: To start, this card should definitely be at least a rare due to its altering of the game state, warping of any limited format, and underlying complexity. If this card was not otherwise so unadorned, I would insist on it needing to be mythic rare just to exist. I would go so far as to say that I believe this card ultimately bends the very rules of the game because of its effect.
On a positive note, this card definitely feels very blue. Regardless of the subchallenge, this card would have fit in the best as both black and blue; blue is the more important color here out of this pair.
As a footnote, Wizards of the Coast themselves have acknowledged cipher's numerous issues as a keyword. I doubt that we will ever see it again on actual cards.
(0/3) Balance: Cipher can be a very oppressive mechanic when done even a hair too far. I feel as though this card was developed without that in mind. The most insane Standard sorcery to give cipher that I can possibly think of with this card is Temporal Trespass. Without a timely instant from the opponent, these pair of cards could essentially win the game all by themselves. Even during the mid game, this card can still be oppressive when paired with cards like Murderous Cut, Wild Slash, and so on. In design and in development, cipher was typically put onto very small effects that did not drastically effect the game state due to their repeatability, which included effects like removal and extra turns, despite both of those effects otherwise very much fitting black and blue, respectively. Unfortunately, I could go on and on about this card's metagame warping ramifications...like how you could encode Languish on a large enough creature with evasion like Riverwheel Aerialists and have continuous board clears.
I ruminated on how this card's ability could work. First, the mana cost is definitely too low at 1UU. It would need to be at least XB more, where X could be a limiter on the card's converted mana cost. It would need to target only blue or black spells in order to ensure color pie cohesion. Even then, well, this hoop made me realize that there would be no way to elegantly print a creature with such an effect that is already terribly inelegant (unless it was mythic rare and accompanied by a design and/or developmental miracle). The only way that I can theoretically think up for this sort of ability to work in a way that could encounter a reasonable medium would be on a UB planeswalker as part of an ultimate of some kind. Even then, I would honestly still feel skeptical about it.
Creativity -
(2/3) Uniqueness: Cipher is definitely not a new ability, but there is no official card that allows sorceries nor instants to gain cipher. As such, this was an interesting (dare I say, brave) creative choice.
(1.5/3) Flavor: The flavor text lacks professionalism and does not seem true to Marchesa's depicted demeanor. If this flavor text did not credit the quotation, I would be hard pressed to believe anyone like Marchesa said it. In addition, cipher is a very specific mechanic that is meant only for sorceries and instants, and putting the aforementioned keyword on a creature card just feels 'off'. As a Vorthos player myself, I have to admit that I fail to see how this card can actually come together. Ultimately, the references to the Black Rose seem to weigh down this card's creative potential significantly.
Polish -
(0.5/3) Quality: There are a few errors that infringe upon the quality of the card; 'have' should be 'has', 'Cipher' should not be capitalized, and this card definitely needs cipher reminder text due to the mechanic's innate complexity plus the new spin being presented here. (As the spell card resolves, you may exile it encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
The phrase 'until the next end step,' is completely redundant wording and should be nixed altogether. Finally, 'this turn' should be between 'cast' and 'has' (instead of have, of course.)
(2/2) Main Challenge: Main challenge met!
(2/2) Subchallenges: Both subchallenges met!
Total: 13.5/25
Final thoughts: This card was clearly made with riveting passion yet a lack of greater understanding. Ultimately, this card reminds me of cards such as Tinker, Umezawa's Jitte, and Yawgmoth's Bargain — cards that can be learned from.
Regardless, I definitely look forward to more cards from this user in the future.
(1.5/3) Appeal: Simply put, this is the sort of big effect that would intrigue Timmy. Not nearly as much as Johnny, who gets to filter his whole hand and cast what he discards with leftover mana.
The least satisfied player would actually be Spike. For five mana, you play a 2/2 that you are incentivized to attack with immediately, while not having the option to keep any of your hand as you do so, and then you are incentivized to pay a madness cost on something you could have just played during the main phase before the combat phase instead of this card. You are also encouraged to activate this effect multiple times throughout the course of the game. Apologies, but my inner Spike is dissatisfied. There may be a skillful way to use this particular card over others like it but I am failing to see it because of the sheer variance involved.
(2/3) Elegance: For this much going on (four effects in one card immediately because of haste), it is mostly plausible. Maybe it is a little crazy in practice, but it would work. If this effect ever happened more than once a game, then it would start getting on my nerves, however. If the opponent loses their understanding of what is going on, then the fun in Magic goes out the window with it.
Development -
(2/3) Viability: This card should have been a legendary creature; it could have also been mythic rare, simply because of how many effects it has. It also bends the rules of the game by allowing any sorcery to be cast at instant speed, but this is not anything too terribly breaking.
A positive note is that I cannot picture this card being either blue or red. It has to be blue and red. It definitely has a neat enough place on the color wheel as a result.
(1.5/3) Balance: Again, this card should have been a legendary creature as well as possibly a higher rarity. Goodness forbid if you ever have multiples of these in play. I cannot even bring myself to think about the consequences of that overlong.
Otherwise, it looks fine at first blush. Yes, it can enable delirium by itself, but by turn five or six a dedicated deck should already have the condition satisfied anyway.
I think this card would be an absolute headache in casual. I believe this card has the potential to warp any limited format; it could need to be mythic rare for that reason as well. Honestly, if this card were legendary, it would be quite a bit more exciting in multiplayer too.
Creativity -
(2/3) Uniqueness: Two evergreen keywords unfortunately prevent a higher uniqueness score (see Monastery Swiftspear). Cards having madness that do not have madness has also been done recently (see Falkenrath Gorger). Filtering is also an old mechanic for both blue and red. Admittedly, once this is all mixed together, I can safely say this card still stands out somehow. Good work.
(2/3) Flavor: Reckless? Check. Research? Check.
In all seriousness, there are a couple of qualms. While the main challenge was met, I do not feel that this card is particularly roguish, due to the obvious lack of subtlety. The flavor text, likewise, seems too subtle for the insanity that the mechanics of this card would lead towards. Flavor and mechanics should be hand in hand. In this case, the former is "subtly insane", while the latter is "completely insane". The effect is still flavorful, though.
Polish -
(2.5/3) Quality: I believe the card name is "Reckless Researcher" and not 'Wild Researcher'.
(2/2) Main Challenge: Main challenge met!
(2/2) Subchallenges: Both subchallenges met!
Total: 17.5/25
Final thoughts: RickyRister, the Reckless Researcher, has a certain ring to it as a legendary creature. Such is a bit long for a card name, though.
(2.5/3) Appeal: This card was made for Spike, clearly. My inner Spike would actually want to play an aggressive mono-red deck for a change with this very card in it. That is exciting.
This card is not for everyone, but it is definitely at least somewhat appealing to the other two types enough to give this a high score. This card is pushed, but in a way that looks just right.
(3/3) Elegance: Eloquence on top of elegance. This instigator is sure to get Marchesa's message across.
Development -
(3/3) Viability: Notably, I appreciate the thoughtfulness that went into making this card rare. The choice of color is perfect for this card mechanically as well.
(3/3) Balance: If this were 1R, this score here would have definitely been two or less. The fact that this cost is RR does wonders for mono-red in particular. 1/1 creatures are useful early but not so much later into the game, which lines up nicely with the traditional aggressive plan of 'hit them hard and fast, then burn them down for the finish'. Because of the dethrone mechanic in tandem with being part of this example aggressive deck, this card's effect will likely trigger a lot less than one might initially guess, as well. My inner Melvin is very happy. Notably, I cannot think of any popular format in which this card would be particularly oppressive.
Creativity -
(1.5/3) Uniqueness: This card obviously uses the dethrone mechanic, even though it creatively re-invents it. However, the reinvention is not especially creative either necessarily. Geist of Saint Traft was the original proof of concept (ah, wonderful memories). Nowadays, it would be easier to compare this card to others such as Mardu Ascendancy and Flamerush Rider.
(2.5/3) Flavor: My one minor quibble with this card's flavor is that it does not resonate with Marchesa's actual organization. Out of black, blue, and red, it appears that red is the tertiary color of the three for this organization, yet it is very much the primary one for this card. Admittedly, this is indeed just a minor quibble.
Polish -
(3/3) Quality: This card could have easily fit in the haste reminder text, but this is not strictly necessary.
(2/2) Main Challenge: Main challenge met!
(2/2) Subchallenges: Both subchallenges met!
Total: 22.5/25
Final thoughts: Some say that red has the most limited designing and developing space of all of the five colors. I dare say that we have yet to explore all of the potential that red has to offer us in Magic. Just as well, the simplest cards are often the most desirable.
(1/3) Appeal: Out of all of the player types, I think this is one of the two cards meant to be a Tammy card out of this bracket. It involves playing together rather than against one another because of the innate nature of dethrone, and definitely can cause fluctuations in the game state early in the game.
For Jenny, this card is dying to be played as a four-of, but otherwise does not do anything else especial for taking up that deck space.
For Spike, this card is usually going to be a worse Falkenrath Reaver.
(2.5/3) Elegance: This card looks simple but actually involves quite a few moving parts (your life total, your opponent's life total, your mulligan, and multiple +1/+1 counters) before it can perform its functions. Aside from that, no complaints for this criterion.
Development -
(2/3) Viability: My main issue with this card is that red does not pay life as a cost. Primarily, black does. (Yes, Treasonous Ogre from the Conspiracy set allows you to pay life — allow me to call out the color bleed in that card as well.) Otherwise, the color identity feels rather washed out in this card, almost like it could be colorless (but, most likely not). If I had to guess what color this card was, I would not be able to say for sure...but, I believe I would guess black if pressed.
Importantly, this card is of the appropriate rarity. At common, the effect could occur far too often in limited. At rare, the effect would likely never occur there. At uncommon, the effect would occur infrequently, where it would be the most exciting. Well done there.
(2.5/3) Balance: Out of all of the judgments for all of these cards, this is the one that would benefit the most if I could play-test it before judging. Like all of the dethrone cards, if your life total is the highest, it is below par. However, both life totals start at 20, meaning dethrone is initially active. The usual best case scenario is to play this card on turn two, and then attack on turn three, and in doing so ramp out another copy. So, you would basically be attacking with a pair of Falkenrath Reavers. The life that was just paid would also help to ensure future dethrone triggers, turning the cost into something extra.
On the other hand, if you cannot trigger the dethrone effects for whatever reason, this card is mostly dead on the board. After subsequent turns, this card's stats are too low for it to otherwise be particularly relevant and impactful. Basically, the variance between the best case scenario and the worst case scenario prevents a perfect score.
As a footnote, this card is amazingly below par in singleton formats, but rather above par in multiplayer. In a limited format, this card's effect would occur with infrequency, yet whenever it did it would be exciting.
Creativity -
(2/3) Uniqueness: This card doubles down on the dethrone keyword, preventing a higher uniqueness score.
Notably, this card reminded me of a certain pair of Shards of Alara cycles which included cards like Dragon's Herald and Hellkite Overlord, as well as similar cards outside of those particular cycles. Other than that, this card presents the idea of named tutoring with a new swing.
(2.5/3) Flavor: The flavor text made me smile.
Otherwise, my inner Vorthos notices the lack of an innately strong flavor in terms of color and thus I wonder if this card is missing a piece of itself somewhere — just something that would help it to come together melodiously.
Polish -
(2.5/3) Quality: This card is missing the dethrone reminder text. (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
(2/2) Main Challenge: Main challenge met!
(2/2) Subchallenges: Both subchallenges met!
Total: 19/25
Final thought: Singing don't worry about a thing, worry about a thing, oh
Every little thing gonna be alright, don't worry
Singing don't worry about a thing, I won't worry
Because every little thing gonna be alright
(Credit to Bob Marley)
(1.5/3) Appeal: This definitely does not look like a Spike card.
However, this is surely both a Johnny and a Timmy card, for similar reasons. The second ability has a large effect on the game state, and white's love of numerous creatures allows for an ease of synergy. Timmy especially enjoys the multiplayer design focus.
(0/3) Elegance: Admittedly, I cannot understand this card; at best I can only unconfidently take an educated guess at how it is supposed to operate.
So, if this card deals combat damage to a player, Y.
I believe Y works something like this...your opponent gains 4 life in total (5 minus 1), and you create a 2/2 token as the ability resolves.
I understand that this card was made with multiplayer in mind, and that is where I can only fail to attempt any educated guess at this card's effect on the game state. My apologies.
A very useful word here may very well have been 'target', regardless of the subchallenge.
Development -
(2/3) Viability: Rare and above is correct for such a complicated effect. Mythic rare would be more desirable, simply because the rulings complexity of this card is so high. Also, I am not entirely sure why enemy color tokens are being made by a mechanically predominantly white card.
(1/3) Balance: Most of the card looks fine, as it is otherwise a 1/4 for 3 that can't be sacrificed. Notably, this card is probably way too much fun in multiplayer. Aside from that, I have no idea. Again, my apologies.
Creativity -
(2.5/3) Uniqueness: This card has a lot of uniqueness going for it. It can't be sacrificed, it has reverse lifelink(?), and...I really can't think of many other cards at all like it off of the top of my head.
(2/3) Flavor: This card feels white, but it also feels black due to the flavor text. After all, black is all about self-reliance in the flavor sense. This card also could very well have some red in it due to the color of the tokens that are being created. Unfortunately, the flavor seems spread just a bit too thin for it to truly come together for myself as a Vorthos player.
Polish -
(2.5/3) Quality: The creature tokens are missing a race. (Are they human? Or...are they dancers?) This is not entirely necessary, but it would be better to specify a race rather than not.
Also, I apologize again, yet if I cannot figure out for sure as to how an ability functions, I am sure that is the result of a qualitative error somewhere in that ability. I stand by that.
(2/2) Main Challenge: Main challenge met!
(2/2) Subchallenges: Both subchallenges met!
Total: 15.5/25
Final thoughts: This was the only mono-white card out of all thirty-one submissions. There were no mono-green cards. I kind of wonder as to why, especially when there were only four free colors to go around for everyone.
(1.5/3) Appeal: Timmy is, again, going to have to go unpleased for the majority of this round.
This is useful for Johnny as a reliable card draw engine due to the hexproof and repetition.
My inner Spike is intrigued as to whether or not this card would be competitive in a way that is similar to Tireless Tracker.
(3/3) Elegance: Simplicity is this card's strong suit. Nicely done.
Development -
(3/3) Viability: Everything about this card is mechanically viable in terms of both color and rarity. Indeed, this is definitely this particular entry's mechanical strength.
(1.5/3) Balance: This card is a nice alternative to Tireless Tracker as a repetitive investigative engine. Instead of landfall and +1/+1 counters that both speed up the game state, this card has hexproof and discourages opponents from flooding the board with creatures (especially tokens) both of which slow down the game state. The only true slight is that this card unfairly screws over token decks in particular, but not so much that I feel that it is unbalanced (you still have to accrue mana to pay for all of those clues...)
For the most part, this card plays well with others...except any opponent's spell or ability that would target it, of course. This card would perhaps be a little over-tuned in conventional limited. (Tireless Tracker is rare and still warps the metagame in its own block.) Though, it would be fun (if crazy) in multiplayer where you would be absolutely flooded with clues. Casual would not particularly mind this card.
Creativity -
(1/3) Uniqueness: Did I mention Tireless Tracker? Mix him with Blood Seeker, change the color identity to blue, and mechanically you have this card after you add hexproof.
(2.5/3) Flavor: I like this card as a Vorthos player, but the flavor text only takes me just shy of loving it. Consider this...if she knows everything about everyone, why does she still need to have resources spent in order to investigate?
Polish -
(2.5/3) Quality: This card could have easily fit in the hexproof reminder text, but this is not strictly necessary. However, this card also could have easily fit in the investigate reminder text, which is mandatory for any investigate card of common or uncommon. (Put a colorless Clue artifact token onto the battlefield with "2, Sacrifice this artifact: Draw a card.")
(2/2) Main Challenge: Main challenge met!
(1.5/2) Subchallenges: Both subchallenges met! (Kind of...the short version is that while the letter of the second subchallenge was followed, the spirit was not.)
{The long version requires me to be a stickler while I elaborate, sadly. From the Comprehensive Rules [as of Eldritch Moon], 'hexproof' on a permanent is defined as: "This permanent can’t be the target of spells or abilities your opponents control." [Subrule 702.11b.]}
Total: 18.5/25
Final thought: Out of all of the entries in this bracket, I would love to see the card art for this particular card the most.
(1/3) Appeal: Again, Timmy is a little difficult is to satisfy for the purposes of this round.
My inner Spike has no interest getting through the necessary hoops for an effect that other cards can kind of do already with immediacy. (Thought-Knot Seer and Duress are two examples.)
Johnny would be interested in this card, as it is essentially a mixture of evasion and prowess plus disruption. Not exactly a "build around me" sort of card, but a useful piece to a puzzle.
(2.5/3) Elegance: So, they are a saboteur who sabotages master plans. Mechanically, they (at least temporarily) remove cards from a player's hand. Alright then. The main problem with this card is that it is mono-blue when it definitely should have black in its color cost.
Development -
(2/3) Viability: The rarity is appropriate, although it could possibly lean towards becoming rare instead due to the number of abilities. The main issue is that there is a definite color hemorrhage being presented here. Black is the color that has opponents discard cards. Even if he or she is allowed a replacement draw, this card should definitely be UB, regardless of this week's subchallenge. It is also a little weird that this card says "damage" over "combat damage" in my opinion.
(1.5/3) Balance: The short version is that the card that tries to do everything okay does nothing well nor interesting.
The instinct that I get from this card is that it tries to do much with too many abilities going in relatively different directions, leading it to become unfocused, generic, and kind of uninteresting. Sure, it is not necessarily weak, but it is an awfully unexciting uncommon. Unfocused, generic cards are useful in the actual card game, but they are not what these contests are typically looking for. This card has skulk, prowess, forced cycling, and an unusual stat line of 0/4 for 3. Because of how skulk and prowess work together (it could easily be 0/2 so not it is not such a blocker on turn three), the extra toughness is extraneous. Then, if this card is meant to target the main pieces of late-game combos, it could come out in the mid-game for a multicolored cost as a newfangled counter to those combos aside from having to just rush them down. The card could at least whiff if there is nothing but, say, creatures and lands in the opponent's hand (because they spent their turn making sure of that), yet if it did hit, then it would not have to allow the opponent to cycle as a result. Of course, you cannot deal combat damage with a 0 attack creature, and you will not always be able to cast a noncreature spell to satisfy that condition. The simplest scenario, of course, is the opponent spending part of their turn removing the card, trading one for one.
The above is just one of numerous possible ideas to refine the card to make it more playable in all formats.
Creativity -
(1/3) Uniqueness: Prowess is an evergreen keyword. Skulk was just seen in the previous block. Spells that force your opponent to discard have been done before (see Thought-Knot Seer, Mental Vapors, and so on).
(2/3) Flavor: On the bright side, this card does feel like a saboteur, except for the flavor text. The second sentence is not only illegible, but honestly seems sort of extraneous. Perhaps a simple "Ha." as the second sentence could suffice, for example.
Polish -
(0.5/3) Quality: Skulk is not an evergreen ability; it needs its own line, and needs reminder text. Prowess does not need reminder text, but since it is still so new to Magic I see no reason as to why it should be left out here. Notably, prowess should not be capitalized in the current incarnation of your card's text.
Skulk's reminder text is: (This creature can't be blocked by creatures with greater power.)
Prowess' reminder text is: (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
The last ability is missing a comma between 'player' and 'look', and the phrase 'the chosen card' is incorrect and should be replaced with 'that card'.
Finally, the card name needs to be bolded.
(2/2) Main Challenge: Main challenge met!
(1.5/2) Subchallenges: Subchallenge two met! (As for subchallenge one, this card is definitely missing a B symbol in its mana cost somewhere. Thus, subchallenge one was followed by the letter here rather than by the spirit.)
Total: 14/25
Final thoughts: Welcome to the Custom Card Creation forum! I personally hope that you will enjoy your stay here.
Jimmy Groove - 20.5
thenoodler - 19
willows - 18.5
RickyRister - 17.5
void_nothing - 15.5
Your BFF - 14
mirrodin71 - 13.5
If your username has been bolded here, congratulations are in order — you have qualified for August MCC Round 2! Best of luck!
If your username has not been bolded here, there is always next month. Thank you for participating; best of luck next month!
Anyways, here yall go:
Design
Appeal: Timmy and Johnny aren't very excited, but Spike is potentially interested in a decent flier for a very cheap mana cost. The fact that you can't cast it early prevents him from liking it that much though.
1.5/3
Elegance: The mechanics are very simple and easy to understand, but don't seem to go too well with the "feel" of the card. What about it is bothersome?
2/3
Total: 3.5/6
Development
Viability: This has potential, but the very low Subvert cost makes it unlikely this would see print at common. 1U would be more likely.
2/3
Balance: This isn't super good for constructed formats, and it's rarity means we're looking at this from a Limited perspective. A decent body with evasion is pretty good, the mana cost is a bit restrictive. The issue is obviously going to lie with the Subvert ability. Delver of Secrets is the easiest comparison here. Delver is an incredibly good card, and on the draw, this is a slightly worse, but less conditional version. On the play you need to put in a bit more work, but that doesn't change that it's a flier that can put a significant amount of pressure on your opponent from as early as turn 2. Add in that the flash can give this creature pseudo-haste, and you have a very powerful card. This WILL cause people to force blue in drafts, and I don't think that's a good place to be.
1/3
Total: 3/6
Creativity
Uniqueness: This is a very interesting ability, and makes this a really unique card. I would be interested to see what sorts of things could be done with subvert. In all, though, the only unique part of the card is Subvert, so I'm going to take off one point.
2/3
Flavour: The flavour doesn't make much sense here. The name is interesting, but it doesn't go well with the card. How is it bothersome? The trickster part at least makes sense with flash. I'd also like to see some flavour text, even if only a short sentence.
1.5/3
Total: 3.5/6
Polish
Quality: No issues here.
3/3
Main Challenge: Main challenge satisfied.
2/2
Subchallenges: Both satisfied.
2/2
Total: 7/7
Total: 17/25
Design
Appeal: Timmy thinks it's kind of cool, and Spike is interested, but this card is for Johnny. Johnny loves it, and already knows how to abuse the first ability.
2.5/3
Elegance: The card is pretty good here. The second ability feels a bit clunky, and any players will likely have to read through it a second time, but it isn't very confusing. Mechanics fit well together, but the card needs some way to tie the flavour together.
2/3
Total: 4.5/6
Development
Viability: The main problem here is the rarity. Anything that is able to permanently gain control of multiple other permanents should definitely be Mythic. The colours are correct, and I like the inclusion of red here.
2/3
Balance: The abilities are both very powerful, and even more so on the same card. The fragile body and restrictive mana cost both help, but it still feels more on the high end of the power curve. I would be in favour of increasing the mana cost to 6, or dropping one generic and removing the second ability.
2/3
Total: 4/6
Creativity
Uniqueness: Both abilities are very unique and interesting, and open up a lot of interesting deck design ideas.
3/3
Flavour: I'm not understanding the flavour here. I think the idea is that when the creature attacks, the conspirator somehow intervenes and converts it to your side. But what about the card is diligent? Like I said before, it needs either some art or flavour tex to bring the other aspects of the card together.
1/3
Total: 4/6
Polish
Quality: The mana symbols are in the wrong order (correct order is 2RWU). Second ability should read "That creature attacks this combat if able." No grammar or spelling errors.
2/3
Main Challenge: Satisfied.
2/2
Subchallenges: Both satisfied.
2/2
Total: 6/7
Total: 18.5/25
Design
Appeal: Timmy and Spike both like a big creature that makes your team unblockable, Johnny and Spike like the card advantage from the second ability.
2.5/3
Elegance: Overall card is simple and easy to understand. Flavour fits here too.
3/3
Total: 5.5/6
Development
Viability: The name is too long, and gets squished when you put it into a render. In addition, plot is an interesting mechanic, but not one with very much design space, and I don't believe it would see print. The card would be better off just having th ability wihout the keyword. Rarity and colours are good.
2/3
Balance: This is narrow, but very powerful in the right deck. Not an issue in limited, and the mana cost would likely keep it from being very good in constructed, but making your guys unblockable and drawing cards is something to keep an eye on.
2/3
Total: 4/6
Creativity
Uniqueness: Interesting and unique. I like rogues with unblockable.
3/3
Flavour: No flavour text is disappointing, but there is a lot of text, so no points off there. The rest of the flavour is good, but not enough to merit a perfect score in my mind.
2.5/3
Total: 5.5/6
Polish
Quality: This is not up to your usual standard of work. The first instance of a legendary creature's name in its text must have the full card name. Ability should read "Other Rogue creatures". Reminder text in plot is missing a period.
1.5/3
Main Challenge: Satisfied.
2/2
Subchallenges: Both satisfied.
2/2
Total: 5.5/7
Total: 20.5/25
Design
Appeal: This is a Johnny card, and he thinks there might be something he could do with it. Timmy and Spike don't really care, although Spike will notice it does go nicely with Delve.
2/3
Elegance: The second ability is a bit confusing at first, but makes sense after you think it through. Flavour is good.
2/3
Total: 4/6
Development
Viability: I think mechanically, this card is fine. However, there is too much text on this card. One medium-length and one long ability, plus a significant amount of flavour text makes the text box look cramped. Colour and rarity seem fine, although an ability that complex might be better off sticking to rare.
1.5/3
Balance: A 2/2 unblockable (which this will almost always be) is already a good deal, and the addition of the second ability likely means this should cost 2UU.
2/3
Total: 3.5/6
Creativity
Uniqueness: This is really cool, and I don't know of any card with a similar ability.
3/3
Flavour: Flavour makes sense, and the tie into Fioria with the name is nice too.
3/3
Total: 6/6
Polish
Quality: First ability should read "can't be blocked." No spelling or grammar errors.
2.5/3
Main Challenge: Satisfied.
2/2
Subchallenges: Both satidfied.
2/2
Total: 6.5/7
Total: 20/25
Design
Appeal: Timmy doesn't care, and Johnny isn't much impressed either. Spike likes that this is essentially a 1-mana looter with unblockable, and the ability to sneak in a bunch of damage is very appealing to him as well.
2/3
Elegance: The mechanics on this card mesh wonderfully. It is easy to understand, and does exactly what you expect it to. Flavour fits too. In all, very elegant design.
3/3
Total: 5/6
Development
Viability: This card has way too much text. Even without the flavour text, the (mandatory on uncommon) reminder text makes it quite a text block, though not unfeasible. The flavour text pushes it over the top. Colour is obviously fine, and rarity seems okay. This is borderline too complex for an uncommon, but I think if it was up to me, I would leave it where it is.
1.5/3
Balance: The mechanics are very very good together. The fact that it's a one drop that can start filtering through your library on the second turn while also having the capability to set up its own damage engine later on seems like a bit too much to me. I would increase the mana cost to 1U or word the second ability to read "Whenever you cast your first instant or sorcery this turn, ~ gets +1/+1."
1.5/3
Total: 3/6
Creativity
Uniqueness: The abilites are obviously not new, but this is the first card that puts them together in a way like this.
2/3
Flavour: Flavour is nice. I like the parallel between looting as the action of "retrieving" cards you need when you hit your opponent.
2.5/3
Total: 4.5/6
Polish
Quality: Nothing wrong here.
3/3
Main Challenge: Satisfied.
2/2
Subchallenges: Both satisfied.
2/2
Total: 7/7
Total: 19.5/25
Design
Appeal: Another Spike card, and a good one. The ability to really mess up combat and get some nice CA out of this makes it a real eye-catcher. Timmy doesn't care, and Johnny misses out because of the word "combat."
2/3
Elegance: Well worded and easy to understand. Abilites fit well together and with the flavour of the card.
3/3
Total: 5/6
Development
Viability: I would be concerned about the amount if design space available for the Watch mechanic, but aside from that, I don't see anything wrong with this.
2.5/3
Balance: A flash creature with a decent butt that can draw you multiple cards should cost four. This comes in, and either chumps + draws a card, blocks (and potentially kills) a small guy + draws, or just flashes in eot to have a guy next turn. The versatility and inherent card advantage this provides should cost a little bit more than it does right now. I'd be ok with it at 1UU, but I think 3U is the right place to be.
2/3
Total: 4.5/6
Creativity
Uniqueness: Watch is a really cool and unique ability, plus the flash blocker makes this a very interesting card.
3/3
Flavour: Everything about the flavour here makes sense, only missing a sweet picture!
3/3
Total: 6/6
Polish
Quality: Nothing wrong here.
3/3
Main Challenge: Satisfied.
2/2
Subchallenges: The card doesn't specifically read "Target," but the word is in the reminder text for watch, so you lose half a point here.
1.5/2
Total: 6.5/7
Total: 22/25
Design
Appeal: This is another Spike card. Timmy and Johnny don't really care, although Johnny may be able to do something with the triggered ability.
2/3
Elegance: This makes sense. Simple and easy to understand. Flavour is pretty good too.
3/3
Total: 5/6
Development
Viability: The ability (being a Cabal Therapy on a stick) feels black. This card should also definitely be rare.
1/3
Balance: This gets out of hand EXTREMELY quickly in a situation where you can hit with it multiple times, especially in limited. I feel like with any ability to protect it, it would become very oppressive. Consider what would happen if WotC reprinted Vendilion Clique at uncommon. This is only slightly less powerful, and gets even better if you can hit with it more than twice.
1/3
Total: 2/6
Creativity
Uniqueness: A flier with Cabal Therapy every time it hits you.
1.5/3
Flavour: The flavour is pretty good here, but the flavour text needs some work.
2/3
Total: 3.5/6
Polish
Quality: Flavour text placed after power/toughness in entry. No other issues.
2.5/3
Main Challenge: Satisfied.
2/2
Subchallenges: Both satisfied.
2/2
Total: 6.5/7
Total: 17/25
Design
Appeal: Spike finds this interesting, but it's very much a Johnny card, and it lives up to that well. Timmy doesn't care.
2/3
Elegance: The card is simple and easy to understand. Flavour texts really helps to make the card feel coherent, as without it, the card feels a bit lacking as a whole.
2.5/3
Total: 4.5/6
Development
Viability: I'm going to take off half a point for shroud, as they have replaced it with hexproof. Aside from that, I don't see any issues. I know I mentioned in an earlier judment that repeatable "steal" effects should be printed at mythic rarity, but this is ok at rare, since the ability requires a significant mana investment.
2.5/3
Balance: This is, suprisingly, pretty balanced at first glance. The issue is that cards like this tend to need a LOT of playtesting to determine whether or not they are overpowered, but since we can't really do that, I'm going to go ahead and say it's fine. 0 power really helps its case here, although I might even bump this up to a 1/1, or a 2/1 for 4.
3/3
Total: 5.5/6
Creativity
Uniqueness: I don't think I have to tell anyone that this is a very unique card. The first ability has obviously been seen before, but the whole choice element being steped up a notch is very interesting and presents an cool little combat mindgame.
3/3
Flavour: Flavour is ok here. The flavour text is a bit clunky, and overall it feels like it's missing something. Like I mentioned earlier, once an image was inserted, that would probably help.
2/3
Total: 5/6
Polish
Quality: You lose a bunch of points here. First ability should say "Whenever," attack should be attacks (same with block and blocks), you need commas after "blocks Skilled Courtesan" and after "you may pay X," You're missing a period in your flavour text, and the "you may pay X" should be "you may pay X."
0/3
Main Challenge: Satisfied.
2/2
Subchallenges: Both satisfied.
2/2
Total: 4/7
Total: 19/25
1 - Flatline: 22/25
2 - netn10: 20.5/25
3 - Ghosting: 20/25
4 - doomfish: 19.5/25
P E: 19/25
Vertain: 18.5/25
GG Crono: 17/25
Link: 17/25
Sorry for taking so long guys, but here's your reviews! Really high scores this time (esp. compared to July finals!)
DESIGN
(2/3) Appeal: Both effects are a Johnnie's dream, and I'm sure Spike would love the Cabal Therapy on a stick. Timmy doesn't really care for much in this card, though.
(3/3) Elegance: The card has that glorious Lorwyn Shadowmoor touch on it that I personally love, and it makes sense to have it. The abilities are all easily readable and understandable.
DEVELOPMENT
(3/3) Viability: This kind of effect is at home with rare (although I could see it being an uncommon), and its effects fit most well within their respective colors. Good job!
(2/3) Balance: So, the card is mostly balanced, but there's a bit of a problem, as a lot of Cabal Therapy leads to largely oppressive games, no matter the format. This would be fine in limited, but the card would push standard into a low creature power format to combat this card. The card would warp constructed formats, at least slightly.
CREATIVE
(2.5/3) Uniqueness: The card has that Shadowmoor feel, and its second ability is sort of a mirror to Dire Undercurrent's second ability as well. However, it does it in mostly a new way and quite nicely.
(3/3) Flavor: OH MY GOD FLAVOR SO GOOD, as the name, flavor text, colors and ability all blend into something quite amazing. GOOD JOB.
POLAND
(2.5/3) Quality: You forgot the last "r" in creature. Other than that, all good!
(2/2) Main: It is fulfilled.
(1/2) Sub: It doesn't say target, but it does have black, so only one point.
TOTAL: 21/25
DESIGN
(3/3) Appeal: Well, this has the potential to appeal to Timmies, but it definitely appeals to Spike (1 mana kills anything that blocks it) and Johnny (for the same reason), so you did a pretty good job on that.
(2.5/3) Elegance: The card needs to be read more than once to realize that it doesn't work both ways, but that's a minor thing. Otherwise, it's simple and elegant.
DEVELOPMENT
(1.5/3) Viability: So, this is a rare card. No doubt about that. Uncommon is not the right place for the card and its complexity (and additionally, it's power in limited and constructed). Then, this effect is quite weird and something we haven't really seen before, but it makes much more sense in blue than in red.
(1/3) Balance: So, the ability is quite weird in that, it effectively makes the creature impervious to combat damage when blocked, and the only real way to get around this is with deathtouch, and that on a 1/2 with haste is a rather big problem, as it is a much more powerful ability than Monestary Swiftspear's prowess.
CREATIVE
(3/3) Uniqueness: Yup, I have never seen this effect before.
(1/3) Flavor: Why is this a rogue? It seems like a warrior in every regard to me. All of the flavor points to it being a warrior, but the type line says rogue instead. The type doesn't really fit the card. Rogues are sly and on the back lines. This one is in your face and up in the battle.
POLISH
(2.5/3) Quality: Looking at Tree of Perdition, this card should read "Exchange its power with the power of target creature blocking it." IT should not say "and", as the standard is "with" for this case. Half a point deducted.
(2/2) Main: The card technically fills the challenge, if not fulfilling the spirit of it.
(1/2) Sub: The card targets, but isn't black. One point awarded.
TOTAL: 17.5/25
DESIGN
(2/3) Appeal: This pretty easily appeals to Spikes and Johnnies, but Timmies are left lacking for the most part.
(3/3) Elegance: This card has very simple and succinct rules text. Nice job!
DEVELOPMENT
(2.5/3) Viability: The card works in color and rarity (and rules) mostly, but the first ability fits much better into black than blue, and it really just seems shoehorned into the card rather than thought through in the color.
(1/3) Balance: I thought this was balanced, and for the most part, it is. However, that second ability being repeatable makes the card a huge powerhouse, sometimes making any creature have firebreathing and menace when built effectively. This effect being repeatable can totally warp formats, and that's not the intended goal.
CREATIVITY
(3/3) Uniqueness: I can't think of similar effects (outside of the menace granting) but even if there were, it assuredly doesn't apply to rogues, opening up new design space.
(1/3) Flavor: The flavor text is lost on me, and frankly doesn't make sense, and the concept flavor wise, has been done before.
POLISH
(2.5/3) Quality: The word "creature" is required on the second ability after "Rogue".
(2/2) Main: The challenge is met.
(1/2) Sub: Has the word "target" but does not have black. One point awarded.
TOTAL: 18/25
(2/3) Appeal: Per the norm, most rogues don't appeal to Tim, but do to John and Spike. This is no exception.
(.5/3) Elegance: I'll be honest, the only reason you have half of a point in this is due to the low amount of rules text on the card. However, the monarch mechanic makes roughly no sense upon closer inspection. Can there be multiple monarchs? Does multiple creatures hitting the monarch make that player the monarch multiple times? Can you become the monarch while already being the monarch? There are too many questions tied to the mechanic that aren't answered, and that makes the card utterly confusing. The mechanic shows promise, but was executed poorly.
DEVELOPMENT
(1/3) Viability: The monarch mechanic seems to be strictly blue, which raises problems, considering the mechanic. The card fits the color, and definitely the rarity, but the monarch mechanic also raises problems ruleswise in 2HG, which is a sizeable problem, considering Wizards makes a point to consider the 2HG crowd at least once in a while.
(1/3) Balance: Depending on how the monarch mechanic actually works, this is either way too easy to abuse, or really kind of lack luster. Either way, not good for balance.
CREATIVE
(3/3) Uniqueness: Welp, I've never seen anything like this effect. However, good design should not be sacrificed for uniqueness.
(1.5/3) Flavor: The flavor is there and makes sense, but revolution isn't really something blue does. It's really a red thing. Also, revolution rarely ends in another monarch, and rather to dethroning the monarch.
POLISH
(0/3) Quality: Monarch is the name of a mechanic, and needs to be capitalized all four times. Then, You starts a sentence, and thus needs to be capitalized, and you need to add "the" before Monarch, and you missed that twice.
(2/2) Main: Challenge get!
(2/2) Sub: Both Challenges succeeded!
TOTAL: 13/25
DESIGN
(2/3) Appeal: Per the norm, rogues don't typically appeal to Tim, but do to John and Spike just fine. This is no exception.
(2/3) Elegance: This is super elegant, but the requirement to sac an artifact rather than the choice to makes this a bit less than perfect.
DEVELOPMENT
(3/3) Viability: This doesn't break any rules, fits the color, and even is a good fit for uncommon with its simplicity and succinctness.
(3/3) Balance: Considering Eggs isn't a thing really, and this needs to be in Eggs to be REALLY good, this card seems fine and reasonable for the cost.
CREATIVE
(2.5/3) Uniqueness: This is Desperate Ravings on a stick, but with a lot of creativity added in that really makes it shine.
(3/3) Flavor: This flavor is pretty dang good in every regard, and I applaud you for it.
POLISH
(2.5/3) Quality: "jar trader" should be capitalized. Other than that, all good!
(2/2) Main: All good!
(2/2) Sub: No black, no target! Both points awarded.
TOTAL: 22/25
DESIGN
(2/3) Appeal: Per the norm, Rogues don't really appeal to Tim, but do nicely to John and Spike. This is no exception.
(3/3) Elegance: The card is succinct and makes sense from a design standpoint.
DEVELOPMENT
(2/3) Viability: Due to my comments below, this card fits better as an uncommon and not a rare, but otherwise, the card fits the rules and color nicely.
(1/3) Balance: You forgot the word "untapped" in your card, and that cost you gravely here. It switches the card from being a rather good rare that can help Nekusar decks and punish card draw in a really unique way, and also can clear a board of blockers if necessary, to being a mediocre and misguided Claustrophobia on a stick. :\
CREATIVE
(3/3) Uniqueness: This card has an effect I have never seen before, and it's great. Good job!
(2/3) Flavor: The flavor is great and all, except for one thing: This does not makes sense at all as a human. Maybe as a Spirit or similar, but not really human.
POLISH
(2.5/3) Quality: You need a comma between card and that, but other than that, it looks all good.
(2/2) Main: Fufilled.
(2/2) Sub: No targets, no black.
TOTAL: 19.5/25
DESIGN
(2/3) Appeal: Per the norm, Rogues don't really appeal to Tim, but do nicely to John and Spike. This is no exception.
(1/3) Elegance: This... isn't really intuitive or succinct. It takes a few read throughs to understand it, and even then, casters are prone to misunderstanding the card. Memory Jar wasn't elegant, and neither is this.
DEVELOP
(3/3) Viability: This is the right rarity for the complexity, the right power level for mythic, and the right colors for the job.
(2/3) Balance: This effect seems to be Memory Jar Lite (from my memory at least), which should be fine, but it could be risky.
CREATE
(1/3) Uniqueness: It's kind of a unique spin on the Jar, but it's also really close, and doesn't add too much to the formula.
(1/3) Flavor: Other than the word "Legendary" I can't find any flavor on this card. At all.
POLSIH
(3/3) Quality: No Quality issues.
(2/2) Main: Fulfilled.
(2/2) Sub: Both Done!
TOTAL: 17/25
Sagharri - 22/25
Admirableadmiral - 21/25
sunshinesoldier - 19.5/25
ickiwonkin - 18/25
glurman - 17.5/25
theazurespirit - 17/25
Raptorchan - 13/25
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
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Rules Advisor before they were eradicated