Where I live, the March weather is very changeable. It can be freezing and raining out one day, warm and sunny the next. In fact, it seems like all four seasons are in one month. That'll be the theme of this month's MCC challenges.
What a beautiful spring-esque day it is today! Perfect time to get out into nature and explore with friends.
Main Challenge: Design a creature or land card with strong "spring" flavor.
Subchallenge 1: Your card is not green, nor does it produce green mana. Subchallenge 2: Your card has no abilities that raise any creature's power or toughness or that cause any player to gain life.
Please message me about any questions you might have about the challenges. Other than that, have fun, and good luck!
Producing mana of any color fails the first subchallenge.
Design Deadline: All submissions are to be final and submitted by March 12th 11:59 PM EST
Judging Deadline: All Judgements are to be final and completed by March 15th 11:59 PM EST
Design - (X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? (X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development - (X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity? (X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity - (X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”? (X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish - (X/3) Quality: Points deducted for incorrect spelling, grammar, and templating. (X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge? (X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
A reminder to everyone: In the MCC, putting rarity on cards is mandatory! If you don't put a rarity on your card, expect huge deductions in both Viability AND Quality.
Also, you should format your text cards accordingly to the forum rules (see the "this formatting looks best" spoiler in the linked OP). Again, expect deductions in Quality otherwise.
Blooming Quagmire
Land (R)
Blooming Quagmire enters the battlefield tapped. T: Add U or B to your mana pool. (U/B), T: Untap another target land you control. Whenever that land is tapped for mana this turn, add one blue or black mana to your mana pool (in addition to the mana that land produces). Even the bleakest realms on Freja rejuvenate with a kaleidoscope of color after The Great Freeze passes.
Thawing Falls
Land (R)
~ enters the battlefield with an ice counter on it. t: Add C to your mana pool. 1: Remove an ice counter from ~. t: Add U or R to your mana pool. Activate only if ~ has no ice counters on it. With this, spring's approach / Winter's grip of ice loosens / Snowmelt feeds the land
Bloom-Meadow Stag3WW
Creature - Elk Elemental (R)
Vigilance
At the beginning of your end step, if a land entered the battlefield under your control this turn, create a white 3/3 Elk Elemental creature token with vigilance. The coming of new seasons brings with it a herd whose majesty and brilliance only seems to grow.
3/3
Private Mod Note
():
Rollback Post to RevisionRollBack
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
Migratory Flock
Creature — Bird (R)
Flying
Migratory Flock's power and toughness are each equal to the number of creatures with flying you control. They return each year riding the first warm breeze of spring.
*/*
(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)
Hibernating Bat1B
Creature - Bat (U)
Flying
Hibernating Bat enters the battlefield tapped.
You may choose not to untap Hibernating Bat during your untap step.
At the beginning of your upkeep, if Hibernating Bat is untapped, you lose 1 life. "It is obvious when the bears stop their hibernation. But few realize that when the bears awaken, so too do the bats."
- Nora Hegthorne, Boreal Prophet.
2/3
Balawa, the Rain of Buds2UU
Legendary Creature - Elemental (R)
Flying
Whenever Balawa, the Rain of Buds attacks, create two 0/1 green Plant creature tokens. 2G: Populate for each plant you control. (Create a token that's a copy of a creature token you control.) Every drop of its rain carries a seed guaranteed to bloom.
4/3
Halcyon Elemental2UU
Creature - Elemental (U)
Flash
Flying
When Halcyon Elemental enters the battlefield, untap all nonland permanents you control. The promise of life anew, carried on the faintest of breezes.
2/1
Meltdown Kraken4UU
Creature - Kraken (R)
When Meltdown Kraken enters the battlefield, all lands target player controls become Islands until your next turn. "I remember the time when spring on Umanxi wasn't harmful."
—Severin, Brass Knights lieutenant
5/7
Pullulating Landscape
Land (R) T, Sacrifice Pullulating Landscape: Reveal your library. An opponent chooses a land card that doesn't have the same name as a land you control from it. Put that card onto the battlefield. Then shuffle your library. No two spots blossom the same.
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
Maple Farmer 1G
Creature-Human (Rare)
Forests you control have T: Add one mana of any color to your mana pool. GGG, T: Create a 2/2 green Bear creature token. Hopefully the fence will keep the bears from my taps this year.
2/2
Dancer of the Spring Rains2U
Creature - Human Shaman (R)
Whenever a spell or activated ability would cause you to draw cards, draw that many cards plus one instead. His dance calls forth the rains to water the new seedlings.
2/2
Hibernation Valley
Land (R)
Hibernation Valley enters the battlefield tapped.
When Hibernation Valley enters the battlefield, sacrifice it unless you return a snow land you control to its owner's hand. T: Add C to your mana pool. G, T: Create a 1/1 green Squirrel creature token. 1G, T: Regenerate target creature you control. 2G, T: Create a 2/2 green Bear creature token. "Winter is over. Come now, my children."
—Thraya, Soul of Spring
Private Mod Note
():
Rollback Post to RevisionRollBack
Level 2 Judge My english may suck, so please take it easy
Babbling Brook
Land (U) T: Add C to your mana pool. 4, T: Untap target creature. Drink from the steam and feel renewed.
Design - 4
(1/3) Appeal: Spike might find a use when multi color mana is not an issue.
(3/3) Elegance: All fits.
Development - 4
(2.5/3) Viability: This might pass as uncommon, but probably common.
(2/3) Balance: Compared to other cards with the same effect, they have a cheaper activation cost, but given it's "free" and less susceptible to removal, for what ever its worth.
Creativity - 4
(1/3) Uniqueness: It's nice that it's a bonus effect on a source of colorless mana, but it's a very bland effect.
(3/3) Flavor: All fits well here.
Polish - 7
(3/3) Quality: All is well here.
(2/2) Main Challenge: All good here.
(2/2) Subchallenges: Met and met.
Bloom-Meadow Stag3WW
Creature - Elk Elemental (R)
Vigilance
At the beginning of your end step, if a land entered the battlefield under your control this turn, create a white 3/3 Elk Elemental creature token with vigilance. The coming of new seasons brings with it a herd whose majesty and brilliance only seems to grow.
3/3
Design - 4.5
(1.5/3) Appeal: Spike might find a use for it. Timmy might think it's usefull.
(3/3) Elegance: All makes sense.
Development - 5
(3/3) Viability: I can see this as white, they are proud supporters of vigilance and creating tokens.
(2/3) Balance: It feels just a bit under powered.
Creativity - 4
(1/3) Uniqueness: Nice idea, but not that original. There are a few cards that create tokens with a clause.
(3/3) Flavor: I have one discrepancy with the flavor text, it would be better as The coming of a new season, but I think that might get to much into Literature, so lets leave it at that.
Polish - 6
(2/3) Quality: Should be "create a 3/3 white Elk Elemental"
(2/2) Main Challenge: Met.
(2/2) Subchallenges: Met and met.
Pullulating Landscape
Land (R) T, Sacrifice Pullulating Landscape: Reveal your library. An opponent chooses a land card that doesn't have the same name as a land you control from it. Put that card onto the battlefield. Then shuffle your library. No two spots blossom the same.
Design - 5
(2/3) Appeal: Spike loves this and Johnny will find a use to tutor a special lands.
(3/3) Elegance: All good here.
Development - 5
(2/3) Viability: I think this will pass as mythic. Fits perfect as a land.
(2/3) Balance: This can be an extremely powerful land tutor card, there might be some abuse in some formats, but the restriction makes it balanced.
Creativity - 4.5
(1.5/3) Uniqueness: An interesting take on a fetch land.
(3/3) Flavor: Really love this.
Polish - 7
(3/3) Quality: Pass.
(2/2) Main Challenge: Check.
(2/2) Subchallenges: Check and Check.
Maple Farmer 1G
Creature-Human (Rare)
Forests you control have T: Add one mana of any color to your mana pool. GGG, T: Create a 2/2 green Bear creature token. Hopefully the fence will keep the bears from my taps this year.
2/2
Design - 5.5
(2.5/3) Appeal: Timmy can play his big multi color cards, Johnny can easier pull stuff off. Spike might use this in some way in a green heavy deck.
(3/3) Elegance: makes sense to me.
Development - 5
(3/3) Viability: This is green and I can see it as rare.
(2/3) Balance: I think this might have a bit to much power for 2 mana.
Creativity - 3
(1/3) Uniqueness: This is a Joiner Adept that only effects forest with token geniration. Not to unique, but nice combo.
(2/3) Flavor: This would have been better with a class, like Farmer or maybe even Druid.
Polish - 4
(2/3) Quality: Should be Forests you control have "t : Add one mana..."
(1/2) Main Challenge: I don't get the "spring" feeling from this card. I am trying to be as lenient as possible here, any thing that hints to spring would do. Ill take it that the bears comes after hibernating?
(1/2) Subchallenges: Card is green.
Just like last time (and future times as well), my judgments won't come before Wednesday. Monday and Tuesday are the only two days in my week that are almost completely taken up by work.
Judgments complete, not final until deadline.
Wow, what a bracket! Thank goodness that I'm naturally a very detail-oriented person, because this bracket was so strong that I had to resort to the smallest details to make a call. Outstanding job from all three designers in my bracket, so congratulations to all three of you! I'm also very sorry for the one who will have to go, which has to do so with 22 points! That's just how hard this bracket was, normally if you have 22 points total there's no way you get eliminated, but in such a bracket it happened.
Migratory Flock
Creature — Bird (R)
Flying
Migratory Flock's power and toughness are each equal to the number of creatures with flying you control. They return each year riding the first warm breeze of spring.
*/*
Design (2.5/3) Appeal - Timmy likes scalable P/T that grow based on his own board position. Johnny has the challenge of how to maximize this in the most creative way. Spike has the same challenge but in the most efficient way. Still, Spike might feel this is a bit overcosted in a world where Pride of the Clouds exists.
(3/3) Elegance - It's hard to get more elegant than this. This card could easily be taken as an example of what elegance in Magic design is.
Development (3/3) Viability - Everything is in color. I could see this as a strong uncommon too, but it's definitely acceptable as a rare. Whether it's one or the other will probably heavily depend on the needs of the set it belongs to, and it looks to me like the kind of card that could also be easily shifted from one rarity to the other in different printings. It's definitely not a common or a mythic anyway.
(3/3) Balance - Again, Pride of the Clouds looks like the best comparison. Both fly. The Pride counts opposing creatures too, so it has the potential to be bigger, and can produce tokens with the forecast ability before you cast it, with those tokens also pumping the Pride itself once you've cast it. All this for two mana, but of two different colors. This card only counts your creatures and can't produce tokens nor pump itself in any way, but only requires a single color of mana. Is that enough to increase the CMC by one? It might or might not, only playtest could give us the right answer and I obviously do not have the luxury of that, but I will notice how well this works with flying tokens producers. If most of your deck is made of cards that either produce more than one flying tokens, can produce them repeatedly, or even both (think something like Lingering Souls for competitive decks or even just Whirlermaker for more casual ones), this looks like it could get out of hand pretty quickly, which certainly justifies the CMC being 3. On the other side, if this is the only creature with flying in your deck, it might be a little weak, and this could happen especially in limited. After all, as the saying goes, better safe than sorry. If you have enough fliers in your deck, you will certainly play this in limited, and it shouldn't be too hard to do so if you're in white, one of the colors where flying is primary. In constructed it's way easier to build a whole deck around this, so I expect this to see at least some constructed play. I see no problems in casual or multiplayer.
Creativity (1.5/3) Uniqueness - Once more, Pride of the Clouds does essentially the same thing with a different wording, and counting all fliers on the battlefield rather than just your own. Still, I remembered that card immediately upon reading your submission and this, while technically different (reason why this score isn't even lower), still feels a bit too close to it for my taste. It's true that it's just one card in an eleven-and-a-half-years-old block that also happened to be my own first block (original Ravnica) so I remember it quite well, but in a bracket with such a tight competition I have to rely on the apparently smallest details to make a call. I was still surprised to find in Gatherer that no creatures exist with this exact wording though.
(3/3) Flavor - Name, flavor text and card concept are all very good and fit together very nicely.
Gelid Lagoon
Land (R)
Gelid Lagoon enters the battlefield with three ice counters on it. T: Add C to your mana pool.
Whenever Gelid Lagoon becomes untapped, remove an ice counter from it. Then if it has no ice counters on it, transform it.
//
Budding Lagoon
Land (R) T: Add W or U to your mana pool. T: Add WU to your mana pool. Budding Lagoon doesn't untap during its controller's next untap step. Every year when the cold season is over, it brings the promise of new life.
Design (2.5/3) Appeal - It's hard to excite Timmy with a land, and I feel this card is no exception to that. The choice of the "becomes untapped" trigger rather than just "at the beginning of your upkeep" allows you to pair this card with untap effects very easily, and Johnny thanks you very much for this choice. Spike likes that this is able to produce more than one mana in the right circumstances, and doesn't mind too much the drawback for doing so.
(2.5/3) Elegance - A bit wordy, like most DFCs, but very easy to understand.
Development (3/3) Viability - No problems here. Producing mana is what lands do and rarity looks right.
(3/3) Balance - I've already mentioned the careful choice of the trigger. That is relevant here too, as it is a way to make this card much more interesting without making it broken at the same time. You can (and will) tap this at the end of your opponent's turn even if you don't need the mana (and thank goodness that mana burn doesn't exist anymore) just to remove a counter. Do this three turns in a row and you have the same effect as removing one counter each turn cycle, aka "at the beginning of your upkeep". But having this trigger on untap instead opens up the potential for interaction with other effects that might allow to transform this sooner than three turns. Still, I'm saying I don't think this makes it broken because it will be very hard to transform this the turn you play it. So you will not have colored mana available the turn you play it anyway, and this makes it like any kind of ETBT lands we often see in Standard. In addition to this, the last ability is also interesting: the land gives you two mana but takes two turns to untap, so the net effect is still one mana per turn, just as normal. You essentially anticipate the mana production of the following turn, and while this gives you more mana in the immediate and looks a bit scary in multiples, having to transform the card to access the ability could be enough to make the card balanced overall. I think this has the same playability of any dual land rare cycle in limited, and as I've already mentioned in Standard it can act like most such cycles too, and we all know that such dual lands are almost always Standard playable. I see no particular problems in casual or multiplayer.
Creativity (3/3) Uniqueness - Only one land DFC exists: Westvale Abbey that transforms into Ormendahl, Profane Prince. No DFC exists that is a land on both sides, so the idea of an implied DFC dual land cycle is very original.
(2.5/3) Flavor - Both names and the flavor text are very good. The only little remark I have is that the flavor of the back side feels a bit green to me, between "budding" and "new life", but the reference to the "cold season being over" (very nice metaphor for transforming by the way) helps, as does the concept of a frozen lake turning to its vital state represented by the produced mana turning colored from colorless. All in all this is just a minor thing, the flavor works very well anyway, I'm just looking for the tinyest of details because the competition in this bracket is very high.
Lotus Fields
Land (R) T: Add C to your mana pool. 2, T: Create a an enchantment token named Petal that is all colors. It has "Sacrifice this enchantment: Add one mana of any color to your mana pool." The lotus fields have been long forgotten but they still bloom when the season is just right.
Design (2.5/3) Appeal - I don't think Timmy cares that much. Johnny could easily use the tokens somehow, especially for purposes that are not sacrificing them for mana. Spike likes the mana fixing and the potential for mana acceleration.
(3/3) Elegance - Not too long and very easy to understand. No problems here.
Development (3/3) Viability - Again, producing mana is just what lands do and rarity looks right.
(2.5/3) Balance - There is no easy comparison already existing. I thought of Goldtokens and Nykthos, Shrine to Nyx, and I also checked Gatherer for other things I might not remember, but it turns out I don't remember them because they don't exist. If I read this as "2, T: Add one mana of any color to your mana pool" than it looks not only balanced, but a bit too weak. Shimmering Grotto does it better and it's even a common. So the question becomes: is the effect getting a mana producing token instead of getting the mana right away enough to have the ability cost increase by one? I think it might be, because it allows you to accumulate the mana so that you can spend it all together later in one big burst and also because the tokens might have other uses, like Clues in SOI block. Their main purpose is to draw cards but they were also relevant for other reasons: abilities that cared specifically about them, them being artifacts for interaction with KLD block, them getting sacrificed to enable revolt in Standard, etc... I think this card needs such additional reasons being there in the environment to be fully playable. If you don't have additional ways to make use of the tokens somehow in your deck and this only acts as a worse Shimmering Grotto to you, you won't play this in constructed. I think you would anyway in limited, where mana fixing is more scarce and you have to use what you get even if you can't use it to its full extent. I see no problems in casual or multiplayer.
Creativity (2.5/3) Uniqueness - Enchantment tokens are new, in fact the only ones existing are those from Imperial Mask, a futureshifted card that requires very specific conditions to create them (being in a multiplayer game involving teammates specifically), but that ability feels a bit too close to Tezzeret the Schemer's Etherium Cell creating ability: they are essentially the same except that the token is in one case an enchantment and in the other an artifact. The tap symbol being there in one case and not the other isn't that relevant, noncreature artifacts have no summoning sickness anyway.
(3/3) Flavor - Everything works just fine. The word "Lotus" is very strong on a Magic card, has a very specific meaning and sets very specific expectations, especially when paired with the word "Petal". I feel like this card doesn't disappoint in that regard: there are no mana costs neither on the card itself nor the tokens it produces, and the tokens produce "mana of any color". Those are the requirements of a proper Lotus in Magic, and they are met here. Finally, a card that can produce multiple Lotus Petals makes sense with the flavor of a whole field of Lotuses (if that's the right plural...).
Polish (2.5/3) Quality - "Create a an enchantment" is clearly a typo (-0.5).
(2/2) Main Challenge - Good.
(1/2) Subchallenges - Subchallenge 2 met, subchallenge 1 not met because "mana of any color" includes green, as specified in the clarifications spoiler and as you recognized yourself:
I now feel like a nong for not reading the subchallenges and clarifications properly about any coloured mana. Oh well, hopefully the rest of the design holds up well enough to overcome that.
It turns out the rest of the design is very good and it holds up very well, but it also turns out unfortunately that in such a bracket "very well" is not well enough. I'm really sorry. I think you might very easily be the first person ever to be eliminated with 22 points from me, and I've been judging for years by now. I think in another bracket you would have advanced for sure despite the failed subchallenge.
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here) CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016 DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for: "Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index.Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Design
(1.5/3) Appeal: Johnny likes this. Spike wants to like this, but coming into play tapped is a pretty big downside.
(2/3) Elegance: I had to read it a few times to get what it did, and I'm sure there are plenty of cases where it makes tapping for lands a far more complex sequence than it needs to be.
Development
(1/3) Viability: Blue/black isn't the right color combo for untapping lands. Blue can do it (but it's a bend for blue to do that), but black can't get this kind of effect, yet a mono black deck could easily play this land.
(3/3) Balance: This probably isn't more powerful than Creeping Tar Pit. The ability is useful and it's probably very good with some cards like Ancient Tomb, but coming into play tapped is a very big downside.
Creativity
(1/3) Uniqueness: This is mostly similar to Deserted Temple.
(3/3) Flavor: The name and mechanics are at ends, but the flavor text saves it.
Polish
(2.5/3) Quality: Reminder text should be italicized.
(4/4) Challenges:
Total: 18/25
Design
(3/3) Appeal: I think everyone can appreciate good dual lands.
(3/3) Elegance: Sure, it's not too hard to understand.
Development
(3/3) Viability: This can work. The counters don't even stay on the land for very long because players will get rid of them at the first opportunity.
(3/3) Balance: I had to think for a long time about this one. I think your lands are probably at the right level for standard play. They hit the sweet spot of "usually untapped and usually provides the right color of mana without being perfect untapped mana every time in every deck".
Creativity
(2/3) Uniqueness: It's a clever original design, but there is a ceiling to how strong of a score a traditional dual land can get in this area without doing something crazy.
(2/3) Flavor: The name and mechanics work together well. The flavor text feels inappropriate; poems like this aren't seen in flavor text any more.
Polish
(1.5/3) Quality: Don't use tildes instead of your card's name in your rules text. Also, you're missing a period in your flavor text.
(4/4) Challenges:
Total: 21.5/25
Design
(1/3) Appeal: Johnny likes a combo piece.
(3/3) Elegance:
Development
(3/3) Viability:
(2/3) Balance: A 2-power flash and flying body is roughly valued at two mana in my estimation. I think that your card would commonly be a 4 mana card that has the same impact as a 2 mana card. However, if your opponent walks into it, it can be a blowout. I don't think that's a good place for a card design to be. I'd have to see the rest of the set to see if there is any noncombat value to the untap trigger.
Creativity
(0/3) Uniqueness: Though this exact combination of effects hasn't been seen before, it's a very forgettable card.
(3/3) Flavor: Sure, it works.
Polish
(3/3) Quality:
(4/4) Challenges: Though it's a bit of a stretch to say that this card is evocative of spring, I'll give it to you.
Total: 19/25
Design
(2/3) Appeal: Johnny likes this. Spike wants to like it so badly as it turns Faithless Looting into a super-Brainstorm, but the 3 mana 2/2 body is hard to overcome. Timmy wants to combo this with planeswalkers that draw cards.
(3/3) Elegance: It's not hard to understand.
Development
(3/3) Viability:
(3/3) Balance: I really wish this card was legendary, as it would make for a great commander. As-is, it's a fantastic build-around, yet vulnerable to removal. It checks all the right boxes. Good call on making this not double your triggered ability-draws.
Creativity
(3/3) Uniqueness: I don't think we've had a card like this one before.
(2.5/3) Flavor: The flavor text could be stronger, but it suits the card.
Polish
(1.5/3) Quality: The correct wording for your card is "If a spell or activated ability would cause you to draw one or more cards, you draw that many cards plus one instead."
(4/4) Challenges:
Design -
(1.5/3) Appeal: Timmy doesn't see the point, Johnny sees lots of things to manipulate, and Spike normally likes undercosted beaters but in this case might just play Vampire Nighthawk.
(1.5/3) Elegance: There's a core idea at work here, but it takes oh so many words to get there. I would have dropped entering the battlefield tapped, myself.
Development -
(2.5/3) Viability: Black and uncommon, sure, but this slate of abilities feels like it belongs on a rare with different stats for the sheer comprehension complexity.
(3/3) Balance: Pretty fine. Fledgling Djinn didn't break anything.
Creativity -
(2/3) Uniqueness: Cribs from a lot of sources, but ultimate presents a unique decision.
(2.5/3) Flavor: Name and flavor text are both good, but the flavor text would unfortunately never fit.
Polish -
(2.5/3) Quality: Shouldn't be a period at the end of someone's name in quoted flavor text.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 19.5/25
Design -
(3/3) Appeal: Timmy likes the body and the huge amounts of token making. Johnny wants to make a Plant deck that abuses big tokens for the win. Spike likes the efficiency, evasion, and potential to gum up the ground game.
(3/3) Elegance: A pretty elegant package, and a cool/sneaky way to do token doubling.
Development -
(2.5/3) Viability: Blue flies and can easily make 0/N tokens, while green, of course, populates. With the sheer scale, power, and uniqueness of this, though, I kind of want it to be mythic.
(2.5/3) Balance: This effect gets out of hand fast. However, it does need another combo piece (Goblin Bombardment?) to really abuse it, and it takes some setup plus a Phyrexian Altar to go infinite.
Creativity -
(3/3) Uniqueness: Besides the Trostani, Selesnya's Voice precedent, this is very unique.
(3/3) Flavor: Good flavor text and an intriguing, pseudo-Kamigawa-like name.
Polish -
(2/3) Quality: Plant should be capitalized and reminder text should be italicized.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: And done - this isn't actually green, after all.
Total: 23/25
Design -
(3/3) Appeal: Timmy likes the body and the mass scale of the effect. Johnny likes transmogrification effects in general. Spike likes a finisher that also denies mana. Johnny-Spikes would want to blink this with Deadeye Navigator.
(3/3) Elegance: I mean, it's a virtual vanilla - is pretty elegant.
Development -
(3/3) Viability: Definitely feels blue, rare, and like a Kraken.
(3/3) Balance: A very strong ETB ability, but there's no evasion or removal-proofing. I'd say it's fair.
Creativity -
(2/3) Uniqueness: Stormtide Leviathan is vaguely similar - this is unique otherwise.
(3/3) Flavor: The idea of spring causing flooding and disasters is unique in this challenge. Nice reference to the boosters we worked on.
Design -
(2.5/3) Appeal: Timmy likes making tokens on the cheap. Johnny likes activated and triggered ability abuse. Spike wishes this weren't so slow and drawbacky because there's a ton of utility here.
(0/3) Elegance: This has six abilities, all needing separate lines... I'd seriously consider dropping one, maybe two.
Development -
(3/3) Viability: Feels like a green-themed, rare, land.
(2.5/3) Balance: This has a lot going on for a land, even one with such heavy drawbacks. Vitu-Ghazi, the City Tree - a good card, mind - costs three mana and T to make a 1/1 token. This does that with 2/2s and makes cheaper 1/1s and can regenerate threats besides. That's worrisome.
Creativity -
(2/3) Uniqueness: Lots of lands make tokens and have Karoo-style drawbacks, but this is a unique mix.
(2.5/3) Flavor: Nice name and flavor text, but as with glurman's card... the flavor text would not fit.
Where I live, the March weather is very changeable. It can be freezing and raining out one day, warm and sunny the next. In fact, it seems like all four seasons are in one month. That'll be the theme of this month's MCC challenges.
What a beautiful spring-esque day it is today! Perfect time to get out into nature and explore with friends.
Main Challenge: Design a creature or land card with strong "spring" flavor.
Subchallenge 1: Your card is not green, nor does it produce green mana.
Subchallenge 2: Your card has no abilities that raise any creature's power or toughness or that cause any player to gain life.
Please message me about any questions you might have about the challenges. Other than that, have fun, and good luck!
Producing mana of any color fails the first subchallenge.
Design Deadline: All submissions are to be final and submitted by March 12th 11:59 PM EST
Judging Deadline: All Judgements are to be final and completed by March 15th 11:59 PM EST
(X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card?
(X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development -
(X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
(X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity -
(X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”?
(X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish -
(X/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
(X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
(X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
Contestants:
PsyOp
Tilwin
Ink-Treader
Koopa
Folza
Flatline
Indighost
Raptorchan
Theelkspeaks
IcariiFA
tgdgc
GeneveniS
Itank
doomfish
glurman
Necarg
RaikouRider
Judges:
void_nothing
Freyleyes
admirableadmiral
bravelion83
A helpful tip for those formatting their cards:
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Land (U)
T: Add C to your mana pool.
4, T: Untap target creature.
Drink from the steam and feel renewed.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Land (R)
Blooming Quagmire enters the battlefield tapped.
T: Add U or B to your mana pool.
(U/B), T: Untap another target land you control. Whenever that land is tapped for mana this turn, add one blue or black mana to your mana pool (in addition to the mana that land produces).
Even the bleakest realms on Freja rejuvenate with a kaleidoscope of color after The Great Freeze passes.
Land (R)
~ enters the battlefield with an ice counter on it.
t: Add C to your mana pool.
1: Remove an ice counter from ~.
t: Add U or R to your mana pool. Activate only if ~ has no ice counters on it.
With this, spring's approach / Winter's grip of ice loosens / Snowmelt feeds the land
Creature - Elk Elemental (R)
Vigilance
At the beginning of your end step, if a land entered the battlefield under your control this turn, create a white 3/3 Elk Elemental creature token with vigilance.
The coming of new seasons brings with it a herd whose majesty and brilliance only seems to grow.
3/3
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
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
Creature — Bird (R)
Flying
Migratory Flock's power and toughness are each equal to the number of creatures with flying you control.
They return each year riding the first warm breeze of spring.
*/*
Creature - Bat (U)
Flying
Hibernating Bat enters the battlefield tapped.
You may choose not to untap Hibernating Bat during your untap step.
At the beginning of your upkeep, if Hibernating Bat is untapped, you lose 1 life.
"It is obvious when the bears stop their hibernation. But few realize that when the bears awaken, so too do the bats."
- Nora Hegthorne, Boreal Prophet.
2/3
Legendary Creature - Elemental (R)
Flying
Whenever Balawa, the Rain of Buds attacks, create two 0/1 green Plant creature tokens.
2G: Populate for each plant you control. (Create a token that's a copy of a creature token you control.)
Every drop of its rain carries a seed guaranteed to bloom.
4/3
Creature - Elemental (U)
Flash
Flying
When Halcyon Elemental enters the battlefield, untap all nonland permanents you control.
The promise of life anew, carried on the faintest of breezes.
2/1
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
Creature - Kraken (R)
When Meltdown Kraken enters the battlefield, all lands target player controls become Islands until your next turn.
"I remember the time when spring on Umanxi wasn't harmful."
—Severin, Brass Knights lieutenant
5/7
Land (R)
T, Sacrifice Pullulating Landscape: Reveal your library. An opponent chooses a land card that doesn't have the same name as a land you control from it. Put that card onto the battlefield. Then shuffle your library.
No two spots blossom the same.
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
Creature-Human (Rare)
Forests you control have T: Add one mana of any color to your mana pool.
GGG, T: Create a 2/2 green Bear creature token.
Hopefully the fence will keep the bears from my taps this year.
2/2
Creature - Human Shaman (R)
Whenever a spell or activated ability would cause you to draw cards, draw that many cards plus one instead.
His dance calls forth the rains to water the new seedlings.
2/2
Land (R)
Hibernation Valley enters the battlefield tapped.
When Hibernation Valley enters the battlefield, sacrifice it unless you return a snow land you control to its owner's hand.
T: Add C to your mana pool.
G, T: Create a 1/1 green Squirrel creature token.
1G, T: Regenerate target creature you control.
2G, T: Create a 2/2 green Bear creature token.
"Winter is over. Come now, my children."
—Thraya, Soul of Spring
My english may suck, so please take it easy
void_nothing:
glurman
IcariiFA
Ratporchan
tgdgc
Freyleyes:
Koopa
Necarg
doomfish
ltank
admirableadmiral:
Folza
Indighost
Ink-Treader
Theelkspeaks
bravelion83:
Flatline
Tilwin
PsyOp
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Design - 4
(1/3) Appeal: Spike might find a use when multi color mana is not an issue.
(3/3) Elegance: All fits.
Development - 4
(2.5/3) Viability: This might pass as uncommon, but probably common.
(2/3) Balance: Compared to other cards with the same effect, they have a cheaper activation cost, but given it's "free" and less susceptible to removal, for what ever its worth.
Creativity - 4
(1/3) Uniqueness: It's nice that it's a bonus effect on a source of colorless mana, but it's a very bland effect.
(3/3) Flavor: All fits well here.
Polish - 7
(3/3) Quality: All is well here.
(2/2) Main Challenge: All good here.
(2/2) Subchallenges: Met and met.
Total: 19/25
Design - 4.5
(1.5/3) Appeal: Spike might find a use for it. Timmy might think it's usefull.
(3/3) Elegance: All makes sense.
Development - 5
(3/3) Viability: I can see this as white, they are proud supporters of vigilance and creating tokens.
(2/3) Balance: It feels just a bit under powered.
Creativity - 4
(1/3) Uniqueness: Nice idea, but not that original. There are a few cards that create tokens with a clause.
(3/3) Flavor: I have one discrepancy with the flavor text, it would be better as The coming of a new season, but I think that might get to much into Literature, so lets leave it at that.
Polish - 6
(2/3) Quality: Should be "create a 3/3 white Elk Elemental"
(2/2) Main Challenge: Met.
(2/2) Subchallenges: Met and met.
Total: 19.5/25
Design - 5
(2/3) Appeal: Spike loves this and Johnny will find a use to tutor a special lands.
(3/3) Elegance: All good here.
Development - 5
(2/3) Viability: I think this will pass as mythic. Fits perfect as a land.
(2/3) Balance: This can be an extremely powerful land tutor card, there might be some abuse in some formats, but the restriction makes it balanced.
Creativity - 4.5
(1.5/3) Uniqueness: An interesting take on a fetch land.
(3/3) Flavor: Really love this.
Polish - 7
(3/3) Quality: Pass.
(2/2) Main Challenge: Check.
(2/2) Subchallenges: Check and Check.
Design - 5.5
(2.5/3) Appeal: Timmy can play his big multi color cards, Johnny can easier pull stuff off. Spike might use this in some way in a green heavy deck.
(3/3) Elegance: makes sense to me.
Development - 5
(3/3) Viability: This is green and I can see it as rare.
(2/3) Balance: I think this might have a bit to much power for 2 mana.
Creativity - 3
(1/3) Uniqueness: This is a Joiner Adept that only effects forest with token geniration. Not to unique, but nice combo.
(2/3) Flavor: This would have been better with a class, like Farmer or maybe even Druid.
Polish - 4
(2/3) Quality: Should be Forests you control have "t : Add one mana..."
(1/2) Main Challenge: I don't get the "spring" feeling from this card. I am trying to be as lenient as possible here, any thing that hints to spring would do. Ill take it that the bears comes after hibernating?
(1/2) Subchallenges: Card is green.
Total: 17.5/25
Koopa - 19
Necarg - 19.5
doomfish - 21.5
ltank - 17.5
Judgments complete, not final until deadline.
Wow, what a bracket! Thank goodness that I'm naturally a very detail-oriented person, because this bracket was so strong that I had to resort to the smallest details to make a call. Outstanding job from all three designers in my bracket, so congratulations to all three of you! I'm also very sorry for the one who will have to go, which has to do so with 22 points! That's just how hard this bracket was, normally if you have 22 points total there's no way you get eliminated, but in such a bracket it happened.
Design
(2.5/3) Appeal - Timmy likes scalable P/T that grow based on his own board position. Johnny has the challenge of how to maximize this in the most creative way. Spike has the same challenge but in the most efficient way. Still, Spike might feel this is a bit overcosted in a world where Pride of the Clouds exists.
(3/3) Elegance - It's hard to get more elegant than this. This card could easily be taken as an example of what elegance in Magic design is.
Development
(3/3) Viability - Everything is in color. I could see this as a strong uncommon too, but it's definitely acceptable as a rare. Whether it's one or the other will probably heavily depend on the needs of the set it belongs to, and it looks to me like the kind of card that could also be easily shifted from one rarity to the other in different printings. It's definitely not a common or a mythic anyway.
(3/3) Balance - Again, Pride of the Clouds looks like the best comparison. Both fly. The Pride counts opposing creatures too, so it has the potential to be bigger, and can produce tokens with the forecast ability before you cast it, with those tokens also pumping the Pride itself once you've cast it. All this for two mana, but of two different colors. This card only counts your creatures and can't produce tokens nor pump itself in any way, but only requires a single color of mana. Is that enough to increase the CMC by one? It might or might not, only playtest could give us the right answer and I obviously do not have the luxury of that, but I will notice how well this works with flying tokens producers. If most of your deck is made of cards that either produce more than one flying tokens, can produce them repeatedly, or even both (think something like Lingering Souls for competitive decks or even just Whirlermaker for more casual ones), this looks like it could get out of hand pretty quickly, which certainly justifies the CMC being 3. On the other side, if this is the only creature with flying in your deck, it might be a little weak, and this could happen especially in limited. After all, as the saying goes, better safe than sorry. If you have enough fliers in your deck, you will certainly play this in limited, and it shouldn't be too hard to do so if you're in white, one of the colors where flying is primary. In constructed it's way easier to build a whole deck around this, so I expect this to see at least some constructed play. I see no problems in casual or multiplayer.
Creativity
(1.5/3) Uniqueness - Once more, Pride of the Clouds does essentially the same thing with a different wording, and counting all fliers on the battlefield rather than just your own. Still, I remembered that card immediately upon reading your submission and this, while technically different (reason why this score isn't even lower), still feels a bit too close to it for my taste. It's true that it's just one card in an eleven-and-a-half-years-old block that also happened to be my own first block (original Ravnica) so I remember it quite well, but in a bracket with such a tight competition I have to rely on the apparently smallest details to make a call. I was still surprised to find in Gatherer that no creatures exist with this exact wording though.
(3/3) Flavor - Name, flavor text and card concept are all very good and fit together very nicely.
Polish
(3/3) Quality - All good.
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 23/25
Design
(2.5/3) Appeal - It's hard to excite Timmy with a land, and I feel this card is no exception to that. The choice of the "becomes untapped" trigger rather than just "at the beginning of your upkeep" allows you to pair this card with untap effects very easily, and Johnny thanks you very much for this choice. Spike likes that this is able to produce more than one mana in the right circumstances, and doesn't mind too much the drawback for doing so.
(2.5/3) Elegance - A bit wordy, like most DFCs, but very easy to understand.
Development
(3/3) Viability - No problems here. Producing mana is what lands do and rarity looks right.
(3/3) Balance - I've already mentioned the careful choice of the trigger. That is relevant here too, as it is a way to make this card much more interesting without making it broken at the same time. You can (and will) tap this at the end of your opponent's turn even if you don't need the mana (and thank goodness that mana burn doesn't exist anymore) just to remove a counter. Do this three turns in a row and you have the same effect as removing one counter each turn cycle, aka "at the beginning of your upkeep". But having this trigger on untap instead opens up the potential for interaction with other effects that might allow to transform this sooner than three turns. Still, I'm saying I don't think this makes it broken because it will be very hard to transform this the turn you play it. So you will not have colored mana available the turn you play it anyway, and this makes it like any kind of ETBT lands we often see in Standard. In addition to this, the last ability is also interesting: the land gives you two mana but takes two turns to untap, so the net effect is still one mana per turn, just as normal. You essentially anticipate the mana production of the following turn, and while this gives you more mana in the immediate and looks a bit scary in multiples, having to transform the card to access the ability could be enough to make the card balanced overall. I think this has the same playability of any dual land rare cycle in limited, and as I've already mentioned in Standard it can act like most such cycles too, and we all know that such dual lands are almost always Standard playable. I see no particular problems in casual or multiplayer.
Creativity
(3/3) Uniqueness - Only one land DFC exists: Westvale Abbey that transforms into Ormendahl, Profane Prince. No DFC exists that is a land on both sides, so the idea of an implied DFC dual land cycle is very original.
(2.5/3) Flavor - Both names and the flavor text are very good. The only little remark I have is that the flavor of the back side feels a bit green to me, between "budding" and "new life", but the reference to the "cold season being over" (very nice metaphor for transforming by the way) helps, as does the concept of a frozen lake turning to its vital state represented by the produced mana turning colored from colorless. All in all this is just a minor thing, the flavor works very well anyway, I'm just looking for the tinyest of details because the competition in this bracket is very high.
Polish
(3/3) Quality - All good.
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 23.5/25
Design
(2.5/3) Appeal - I don't think Timmy cares that much. Johnny could easily use the tokens somehow, especially for purposes that are not sacrificing them for mana. Spike likes the mana fixing and the potential for mana acceleration.
(3/3) Elegance - Not too long and very easy to understand. No problems here.
Development
(3/3) Viability - Again, producing mana is just what lands do and rarity looks right.
(2.5/3) Balance - There is no easy comparison already existing. I thought of Gold tokens and Nykthos, Shrine to Nyx, and I also checked Gatherer for other things I might not remember, but it turns out I don't remember them because they don't exist. If I read this as "2, T: Add one mana of any color to your mana pool" than it looks not only balanced, but a bit too weak. Shimmering Grotto does it better and it's even a common. So the question becomes: is the effect getting a mana producing token instead of getting the mana right away enough to have the ability cost increase by one? I think it might be, because it allows you to accumulate the mana so that you can spend it all together later in one big burst and also because the tokens might have other uses, like Clues in SOI block. Their main purpose is to draw cards but they were also relevant for other reasons: abilities that cared specifically about them, them being artifacts for interaction with KLD block, them getting sacrificed to enable revolt in Standard, etc... I think this card needs such additional reasons being there in the environment to be fully playable. If you don't have additional ways to make use of the tokens somehow in your deck and this only acts as a worse Shimmering Grotto to you, you won't play this in constructed. I think you would anyway in limited, where mana fixing is more scarce and you have to use what you get even if you can't use it to its full extent. I see no problems in casual or multiplayer.
Creativity
(2.5/3) Uniqueness - Enchantment tokens are new, in fact the only ones existing are those from Imperial Mask, a futureshifted card that requires very specific conditions to create them (being in a multiplayer game involving teammates specifically), but that ability feels a bit too close to Tezzeret the Schemer's Etherium Cell creating ability: they are essentially the same except that the token is in one case an enchantment and in the other an artifact. The tap symbol being there in one case and not the other isn't that relevant, noncreature artifacts have no summoning sickness anyway.
(3/3) Flavor - Everything works just fine. The word "Lotus" is very strong on a Magic card, has a very specific meaning and sets very specific expectations, especially when paired with the word "Petal". I feel like this card doesn't disappoint in that regard: there are no mana costs neither on the card itself nor the tokens it produces, and the tokens produce "mana of any color". Those are the requirements of a proper Lotus in Magic, and they are met here. Finally, a card that can produce multiple Lotus Petals makes sense with the flavor of a whole field of Lotuses (if that's the right plural...).
Polish
(2.5/3) Quality - "Create a an enchantment" is clearly a typo (-0.5).
(2/2) Main Challenge - Good.
(1/2) Subchallenges - Subchallenge 2 met, subchallenge 1 not met because "mana of any color" includes green, as specified in the clarifications spoiler and as you recognized yourself:
It turns out the rest of the design is very good and it holds up very well, but it also turns out unfortunately that in such a bracket "very well" is not well enough. I'm really sorry. I think you might very easily be the first person ever to be eliminated with 22 points from me, and I've been judging for years by now. I think in another bracket you would have advanced for sure despite the failed subchallenge.
Total: 22/25
Tilwin: 23.5
Flatline: 23
PsyOp: 22
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: Johnny likes this. Spike wants to like this, but coming into play tapped is a pretty big downside.
(2/3) Elegance: I had to read it a few times to get what it did, and I'm sure there are plenty of cases where it makes tapping for lands a far more complex sequence than it needs to be.
Development
(1/3) Viability: Blue/black isn't the right color combo for untapping lands. Blue can do it (but it's a bend for blue to do that), but black can't get this kind of effect, yet a mono black deck could easily play this land.
(3/3) Balance: This probably isn't more powerful than Creeping Tar Pit. The ability is useful and it's probably very good with some cards like Ancient Tomb, but coming into play tapped is a very big downside.
Creativity
(1/3) Uniqueness: This is mostly similar to Deserted Temple.
(3/3) Flavor: The name and mechanics are at ends, but the flavor text saves it.
Polish
(2.5/3) Quality: Reminder text should be italicized.
(4/4) Challenges:
Total: 18/25
(3/3) Appeal: I think everyone can appreciate good dual lands.
(3/3) Elegance: Sure, it's not too hard to understand.
Development
(3/3) Viability: This can work. The counters don't even stay on the land for very long because players will get rid of them at the first opportunity.
(3/3) Balance: I had to think for a long time about this one. I think your lands are probably at the right level for standard play. They hit the sweet spot of "usually untapped and usually provides the right color of mana without being perfect untapped mana every time in every deck".
Creativity
(2/3) Uniqueness: It's a clever original design, but there is a ceiling to how strong of a score a traditional dual land can get in this area without doing something crazy.
(2/3) Flavor: The name and mechanics work together well. The flavor text feels inappropriate; poems like this aren't seen in flavor text any more.
Polish
(1.5/3) Quality: Don't use tildes instead of your card's name in your rules text. Also, you're missing a period in your flavor text.
(4/4) Challenges:
Total: 21.5/25
(1/3) Appeal: Johnny likes a combo piece.
(3/3) Elegance:
Development
(3/3) Viability:
(2/3) Balance: A 2-power flash and flying body is roughly valued at two mana in my estimation. I think that your card would commonly be a 4 mana card that has the same impact as a 2 mana card. However, if your opponent walks into it, it can be a blowout. I don't think that's a good place for a card design to be. I'd have to see the rest of the set to see if there is any noncombat value to the untap trigger.
Creativity
(0/3) Uniqueness: Though this exact combination of effects hasn't been seen before, it's a very forgettable card.
(3/3) Flavor: Sure, it works.
Polish
(3/3) Quality:
(4/4) Challenges: Though it's a bit of a stretch to say that this card is evocative of spring, I'll give it to you.
Total: 19/25
(2/3) Appeal: Johnny likes this. Spike wants to like it so badly as it turns Faithless Looting into a super-Brainstorm, but the 3 mana 2/2 body is hard to overcome. Timmy wants to combo this with planeswalkers that draw cards.
(3/3) Elegance: It's not hard to understand.
Development
(3/3) Viability:
(3/3) Balance: I really wish this card was legendary, as it would make for a great commander. As-is, it's a fantastic build-around, yet vulnerable to removal. It checks all the right boxes. Good call on making this not double your triggered ability-draws.
Creativity
(3/3) Uniqueness: I don't think we've had a card like this one before.
(2.5/3) Flavor: The flavor text could be stronger, but it suits the card.
Polish
(1.5/3) Quality: The correct wording for your card is "If a spell or activated ability would cause you to draw one or more cards, you draw that many cards plus one instead."
(4/4) Challenges:
Total: 22/25
Indighost: 21.5/25
Ink-Treader: 19/25
Folza: 18/25
Design -
(1.5/3) Appeal: Timmy doesn't see the point, Johnny sees lots of things to manipulate, and Spike normally likes undercosted beaters but in this case might just play Vampire Nighthawk.
(1.5/3) Elegance: There's a core idea at work here, but it takes oh so many words to get there. I would have dropped entering the battlefield tapped, myself.
Development -
(2.5/3) Viability: Black and uncommon, sure, but this slate of abilities feels like it belongs on a rare with different stats for the sheer comprehension complexity.
(3/3) Balance: Pretty fine. Fledgling Djinn didn't break anything.
Creativity -
(2/3) Uniqueness: Cribs from a lot of sources, but ultimate presents a unique decision.
(2.5/3) Flavor: Name and flavor text are both good, but the flavor text would unfortunately never fit.
Polish -
(2.5/3) Quality: Shouldn't be a period at the end of someone's name in quoted flavor text.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 19.5/25
Design -
(3/3) Appeal: Timmy likes the body and the huge amounts of token making. Johnny wants to make a Plant deck that abuses big tokens for the win. Spike likes the efficiency, evasion, and potential to gum up the ground game.
(3/3) Elegance: A pretty elegant package, and a cool/sneaky way to do token doubling.
Development -
(2.5/3) Viability: Blue flies and can easily make 0/N tokens, while green, of course, populates. With the sheer scale, power, and uniqueness of this, though, I kind of want it to be mythic.
(2.5/3) Balance: This effect gets out of hand fast. However, it does need another combo piece (Goblin Bombardment?) to really abuse it, and it takes some setup plus a Phyrexian Altar to go infinite.
Creativity -
(3/3) Uniqueness: Besides the Trostani, Selesnya's Voice precedent, this is very unique.
(3/3) Flavor: Good flavor text and an intriguing, pseudo-Kamigawa-like name.
Polish -
(2/3) Quality: Plant should be capitalized and reminder text should be italicized.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: And done - this isn't actually green, after all.
Total: 23/25
Design -
(3/3) Appeal: Timmy likes the body and the mass scale of the effect. Johnny likes transmogrification effects in general. Spike likes a finisher that also denies mana. Johnny-Spikes would want to blink this with Deadeye Navigator.
(3/3) Elegance: I mean, it's a virtual vanilla - is pretty elegant.
Development -
(3/3) Viability: Definitely feels blue, rare, and like a Kraken.
(3/3) Balance: A very strong ETB ability, but there's no evasion or removal-proofing. I'd say it's fair.
Creativity -
(2/3) Uniqueness: Stormtide Leviathan is vaguely similar - this is unique otherwise.
(3/3) Flavor: The idea of spring causing flooding and disasters is unique in this challenge. Nice reference to the boosters we worked on.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: And done.
Total: 24/25
Design -
(2.5/3) Appeal: Timmy likes making tokens on the cheap. Johnny likes activated and triggered ability abuse. Spike wishes this weren't so slow and drawbacky because there's a ton of utility here.
(0/3) Elegance: This has six abilities, all needing separate lines... I'd seriously consider dropping one, maybe two.
Development -
(3/3) Viability: Feels like a green-themed, rare, land.
(2.5/3) Balance: This has a lot going on for a land, even one with such heavy drawbacks. Vitu-Ghazi, the City Tree - a good card, mind - costs three mana and T to make a 1/1 token. This does that with 2/2s and makes cheaper 1/1s and can regenerate threats besides. That's worrisome.
Creativity -
(2/3) Uniqueness: Lots of lands make tokens and have Karoo-style drawbacks, but this is a unique mix.
(2.5/3) Flavor: Nice name and flavor text, but as with glurman's card... the flavor text would not fit.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Done.
Total: 19.5/25
Raptorchan 24
IcariiFA 23
glurman 19.5
tgdgc 19.5
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