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.
After a big snowstorm, things are finally heating up around here. Next week looks to be almost summery!
Main Challenge: Design an instant or artifact card with strong "summer" flavor.
Subchallenge 1: Your card is not red or green. Subchallenge 2: Your card has no abilities that deal damage, and the word "land" appears nowhere on the card.
Please message me about any questions you might have about the challenges. Other than that, have fun, and good luck!
Making an artifact land would fail the second challenge.
Design Deadline: All submissions are to be final and submitted by March 20th 11:59 PM EST
Judging Deadline: All Judgements are to be final and completed by March 23rd 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.
Title says round 2, people might get confused. that was a quick fix!
holder
Private Mod Note
():
Rollback Post to RevisionRollBack
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Unfettered Blossoming3WWW
Instant (R)
If your life total is less than your starting life total, it becomes equal to your starting life total. Otherwise, you gain 15 life. "The flowers, though dormant for months, have bloomed in vibrant colors; the trees, though dying just moments before, are yielding fruit to all those who need it. In this way, all life returns in most glorious ways during glorious summer months."
-Emmara Tandris
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
Summer Solstice Stone5
Artifact (R)
At the beginning of your first main phase each turn, choose one —
• You get an additional untap step after this phase.
• You get an additional upkeep step after this phase.
• You get an additional draw step after this phase.
Summer Solstice4WU
Enchantment (M)
At the beginning of each player's end step, if it's not an extra turn, that player takes an extra turn after this one. "I am the fire that clears away the old,
I am the holy light that guides you to your soul,
I am the flame of love for which you yearn,
I am the sun that will always return."
—Lisa Thiel, "Summer Solstice Song"
Humming Aethercycle
Artifact — Vehicle (U)
Humming Aethercycle can't be blocked.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) "There's nothing like the feeling of the wind in my hair and the warm summer sun on my face."
3/1
(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)
Aether Conditioner4
Artifact (R) T: You get E(an energy counter). Activate this ability only during your main phase.
At the beginning of each player's end step, if Aether Conditioner is untapped, untap all permanents that player controls. During the hot Kaladesh summers the populace gathers in the workshops to enjoy the cold emitted from the conditioned aether streams.
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
Debilitating Heat2UBB
Instant (R)
All creatures get -3/-3 until end of turn. Tap all creatures with power less than 1. The summers on Amonkhet are so hot that life itself almost seems to come to a stop.
Journey AwayWU
Instant (U)
Exile target creature. At the beginning of the next end step, if you own that creature, return it to the battlefield with a +1/+1 counter on it. Otherwise return it to its owner's hand. "I need some time to just get away from it all. Someplace sunny and warm."
The round is closed. This is the versus round. The contestant with the higher total score in each bracket advances to the finals. The brackets are as follows -
void_nothing:
Raptorchan vs. Indighost
Tilwin vs. Theelkspeaks
Freyleyes:
Tilwin vs. Theelkspeaks
IcariiFA vs. Flatline
admirableadmiral:
IcariiFA vs. Flatline
Necarg vs. doomfish
bravelion83:
Necarg vs. doomfish
Raptorchan vs. Indighost
Unfettered Blossoming3WWW
Instant (R)
If your life total is less than your starting life total, it becomes equal to your starting life total. Otherwise, you gain 15 life. "The flowers, though dormant for months, have bloomed in vibrant colors; the trees, though dying just moments before, are yielding fruit to all those who need it. In this way, all life returns in most glorious ways during glorious summer months."
-Emmara Tandris
Design (2.5/3) Appeal - This card is tailor made for Timmy, and he loves it. Johnny could use it in some kind of infinite life engine. Spike doesn't care.
(3/3) Elegance - No problems here.
Development (2/3) Viability - No problems with the color pie. I feel this card should be mythic just because of its splashiness, even though it certainly doesn't break anything at rare.
(1.5/3) Balance - I would honestly not play this neither in limited nor competitive constructed. In the former I'd prefer interacting with the board in some way, while in the latter there should be better things to do with six mana and lifegain is an effect that's known to not be particularly good by itself in competitive environments. At the contrary, I could easily see this card becoming a fan favorite in casual. I don't want to venture too much into uncharted territory (for me anyway), but I think this might be quite good in Commander (and no, I don't mean "bad anywhere else" with "good in Commander", I actually mean "good in Commander"). I might easily be wrong with that though, as I don't have much experience with Commander as the MCC regulars should know by now.
Creativity (2.5/3) Uniqueness - Cards playing in similar space exist, but this does feel like it has its own identity. The first part of the rules text has been on a single card before (Resolute Archangel), so it still feels new enough even though it technically isn't. At the contrary, as strange as it may seem, "you gain 15 life" is actually new (I checked Gatherer). The splashiness of the effect also helps here.
(2.5/3) Flavor - Both name and flavor text are very good. I especially like the flavor text, and in particular its structure, even though it's a bit long and it takes up the majority of the space in the text box. Between rules text and flavor text we have nine lines, of which six out of nine are flavor text. That's a bit much even though it's not microtext so it's still fine.
Aether Conditioner4
Artifact (R) T: You get E(an energy counter). Activate this ability only during your main phase.
At the beginning of each player's end step, if Aether Conditioner is untapped, untap all permanents that player controls. During the hot Kaladesh summers the populace gathers in the workshops to enjoy the cold emitted from the conditioned aether streams.
Design (2/3) Appeal - Timmy doesn't care. Johnny looooves every part of this card. Spike is interested in this only if the symmetry of the last ability can be broken somehow.
(2/3) Elegance - On a surface level, this is understable easily enough. Yet, I feel the gameplay this implies might not be that intuitive and the strategic choices this requires might puzzle some players, especially less experienced ones. In other words, low comprehension complexity but high strategic complexity, that might actually be too high for some players.
Development (2.5/3) Viability - No problems with the activated ability. I haven't been able to find precedent for the second ability on colorless artifacts. Still, Bant colors can all do some form of untapping, so it's not too big of a stretch to just allow all colors to access it. It doesn't undermine any of black and red's weaknesses anyway. Rarity looks right to me.
(2.5/3) Balance - I think this could be playable in limited, especially in dedicated energy decks, and that its constructed playability heavily depends on whether good combos exploiting the triggered ability are found. I also think there are a couple very interesting things here: the restriction on the activated ability (why isn't it just "any time you could cast a sorcery"? It would almost be the same functionally but cleaner and standard wording), and the fact that the triggered ability only triggers if this is untapped thanks to the intervening if clause. This last point produces very interesting strategic choices: do you want to untap your permanents but also allowing your opponents to do so and giving up on the energy, or prevent your opponents from untapping at the end of their turn but also giving it up for yourself? In the last case, you have a very convenient tap ability to tap this at will. This could also have nice implications in multiplayer, as the triggered ability affects each player.
Creativity (1.5/3) Uniqueness - The most original thing here is the flavor, and it is indeed original, but I'll express my opinion on that in just a moment. The mechanics are just twists on known quantities.
(1.5/3) Flavor - I'm honestly not a fan of the flavor of this card (pun unintended), even though it works. I usually don't have any problem with modernity in Magic, and I actually loved the modern feeling of Kaladesh, but I feel like this card pushes it a little too far. It feels a little forced to me, like if you said: "I want to design a top-down card around this and I want to really hammer home the point of what it represents", even if it's not exactly a concept that feels at home in a fantasy game. I don't think we would see this name printed for real, even though it's not outrageous, just a bit too silly in my opinion. In fact, I'd see this kind of flavor (blatant parodies of existing things) right at home on an un-card.
Summer Solstice4WU
Enchantment (M)
At the beginning of each player's end step, if it's not an extra turn, that player takes an extra turn after this one. "I am the fire that clears away the old,
I am the holy light that guides you to your soul,
I am the flame of love for which you yearn,
I am the sun that will always return."
—Lisa Thiel, "Summer Solstice Song"
Design (3/3) Appeal - Everyone likes extra turns. Timmy gets to develop his board at twice the pace essentially and he also doesn't mind his opponents getting them too, at least with everyone developing faster the games should get more exciting. More and bigger things will happen. Johnny can do a lot of things with extra turns, and he takes finding a way to break the symmetry as a challenge. He likes challenges. Spike likes the fact that he gets the extra turn first, that is an advantage. With that advantage and his (sometimes self-presumed) skills, he feels there can be a way to make up for his opponents getting the extra turn too. Also, Spike is all about incremental advantages.
(2.5/3) Elegance - Some less experienced player might not realize at first glance that your opponents get extra turns too, but that's just a minor thing. All the rest is good.
Development (1.5/3) Viability - I honestly don't see the white in this card. Getting extra turns is an established monoblue thing. This should have been a monoblue card. I totally agree with this being at mythic.
(2/3) Balance - Giving all players extra turns should be enough to make this card balanced while also giving you the advantage to be the first to take your extra turn. The mana cost is the lowest it can be. I'm not sure I would play this in limited, let alone competitive constructed, I think I would prefer something that actively affects the board for six mana, but I could easily see this card being a hit in casual.
Creativity (3/3) Uniqueness - I can't remember anything existing working like this. This is as new as a Magic card can get.
(3/3) Flavor - Not much to say on the name, it's just fine. I have a lot to say about the flavor text instead, and don't worry, all positive things. I want to express my deep appreciation for it. At first, I thought that you wrote it yourself, that Lisa Thiel was a character of your creation, and that the "Summer Solstice Song" was just meant to be something like The Book of Kith and Kin or The Theriad or Sarpadian Empires. In that moment, I was about to praise you for how well it is written. Then I had a doubt: may it be something that exists for real? I googled the attribution and I discovered it is real after all (and a pretty good song by the way, so thanks for introducing me to it!). It's not your creation, but you went out to search for something real that perfectly fits this card's concept. You probably already knew it and didn't need to search for it, but that doesn't lessen how well it fits here. It's not easy to find real quotes that fit so well on a card that they seem written specifically for it. If you don't know this is real, you just think the creative designer wrote it, and not only this doesn't take away from my appreciation, but it actually enhances it. Wonderful!
Polish (3/3) Quality - All good.
(0/2) Main Challenge - Good. Not an instant or an artifact. I missed it at first, I apologize.
(2/2) Subchallenges - Both met.
Total: 22/25 if the main challenge were met. As is, DQ'ed.
Journey AwayWU
Instant (U)
Exile target creature. At the beginning of the next end step, if you own that creature, return it to the battlefield with a +1/+1 counter on it. Otherwise return it to its owner's hand. "I need some time to just get away from it all. Someplace sunny and warm."
Design (3/3) Appeal - Timmy will always use this to pump his own creatures. Johnny can use this in multiple different ways. Spike really likes this with ETB effects and he's the one who will use the bounce mode the most.
(2.5/3) Elegance - A few players might be puzzled at first by the use of the verb "own" rather than "control". I can see the functional reasons that lead you to use this wording though. No other problems.
Development (3/3) Viability - White and blue both can flicker things and blue can bounce opposing creatures, so no problems with the color pie. Rarity also feels right to me: this can't be common because of NWO and doesn't look enough for a rare.
(3/3) Balance - I'd play this for sure in limited, and I can easily see this in constructed, Standard at least, especially because of its high flexibility, which I really like very much: you need to deal combat damage? Just bounce an opposing creature to let your team get through. You have ETB effects you want to abuse? Just flicker your own creature, with the added benefit of a +1/+1 counter when it returns. That counter might also be relevant sometimes. And the best part is all of these things are very relevant in competitive Magic, without being broken at this card's mana cost. I really think it would be hard to do better in this area. I don't see any problem in casual or multiplayer.
Creativity (2.5/3) Uniqueness - This feels like flicker and bounce had a baby. The card that comes out of this odd meeting feels original enough overall and I can't remember anything esisting working in a similar way, but the single components are nothing new and they are things we literally see in every set.
(2.5/3) Flavor - The name is good. The flavor text works and fits very well with the mechanics, even though it feels a bit too generic to me.
Polish (2.5/3) Quality - A comma is missing after "Otherwise" (the most recent example is Aid from the Cowl, but there are a lot of examples from throughout the history of Magic, in fact Gatherer returned 79 results, way too many to include here, -0.5).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 23/25
Necarg: 21
doomfish: 19
Raptorchan: 22 if the main challenge were met. As is, DQ'ed.
Indighost: 23
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.)
Circlet of Hadriel1WW
Legendary Artifact - Equipment (M)
Equipped creature gets +1/+1 for each card exiled with Circlet of Hadriel and has lifelink.
If equipped creature would die and it isn't a token, instead exile that card and create a token that's a copy of it, then attach Circlet of Hadriel to it.
Equip 2 "Guardian of the Summer Sun, arise and repel the Darkness in the name of the Light!"
Design - 5
(3/3) Appeal: Timmy want's his creatures to come back after death. This has coumbo potential for Johnny. Spike sees great value in this card.
(2/3) Elegance: The method of calculating the stats gained from the equipment for me doesn't feel smooth. I think it would be better to incorporate counters.
Development - 4.5
(3/3) Viability: The mechanics fits into white and this passes as a mythic.
(1.5/3) Balance: This feels a bit to powerful. It has a low cost for both playing and equipping. And then on top of that, it keeps growing. I think the on death trigger should be that you pay the equip cost and that then creates the token and attaches the equipment.
Creativity - 4.5
(2/3) Uniqueness: A nice mixture of effects. Equipment giving +1/+1 for each of something isn't that new, but it is unique enough to be fresh.
(2.5/3) Flavor: The flavor text part with "Guardian of the Summer Sun" feels like it could just be "Guardian of the Sun"
Polish - 7
(3/3) Quality: Personally I think that it should read "... it isn't a token, exile it instead..." But seems it is viable either way.
(2/2) *Main Challenge: Met
(2/2) Subchallenges: Met and Met.
Debilitating Heat2UBB
Instant (R)
All creatures get -3/-3 until end of turn. Tap all creatures with power less than 1. The summers on Amonkhet are so hot that life itself almost seems to come to a stop.
Design - 4
(1/3) Appeal: Timmy might like it to remove chump blockers. I don't think Johnny will use this. It is to constricted for Spike.
(3/3) Elegance: Makes sense to me.
Development - 5
(3/3) Viability: The effects fit blue and black. Rare is appropriate.
(2/3) Balance: I feel it is under powered. Could easily go for 2UB. Feels like a lesser version of Yahenni's Expertise
Creativity - 3
(1/3) Uniqueness: Not really something new here. A generic all creatures get -X/-X with a tap effect. At least there is a nice clause to trigger it.
(2/3) Flavor: I really don't see the word Heat fit anywhere with black and blue.
Polish - 7
(3/3) Quality: I want to say it should read "All creatures get -3/-3 until end of turn, then tap all creatures with power less than 1.", but there are cards that go either way.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Met and Met.
Summer Solstice Stone5
Artifact (R)
At the beginning of your first main phase each turn, choose one -
* You get an additional untap step after this phase.
* You get an additional upkeep step after this phase.
* You get an additional draw step after this phase.
Note : I had to change bullets to asterisk characters since the browser wont let me post otherwise. Will regard it as bullets.
Design - 5.5
(2.5/3) Appeal: Timmy might want the additional upkeep, but won't appreciate it it for it's full value. Spike can use this and Johnny can abuse this.
(3/3) Elegance: Makes sense.
Development - 3
(2/3) Viability: I think this would pass as mythic.
(1/3) Balance: To prevent that players can't take full abuse of this card would be to have it a legendary card. With just one copy it is already almost like having an extra turn. Having duplicates will close that gap to becoming an actual extra turn. Also an effect like this on a card should maybe make it a little more expensive.
Creativity - 5
(3/3) Uniqueness: Feels pretty new to me.
(2/3) Flavor: The flavor in the card is excellent when referenced to Summer Solstice, but the name of the card Summer Solstice Stone feels so generic and bland.
Polish - 7
(3/3) Quality: Nothing I can see.
(3/2) *Main Challenge: Met
(3/2) Subchallenges: Met and Met.
Humming Aethercycle
Artifact — Vehicle (U)
Humming Aethercycle can't be blocked.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) "There's nothing like the feeling of the wind in my hair and the warm summer sun on my face."
3/1
Design - 5
(2/3) Appeal: It's to bland for Timmy and Johnny sees unblockable and he is in, no questions asked. Spike can use this.
(3/3) Elegance: Fits well.
Development - 5
(3/3) Viability: I think it can fit as an uncommon.
(2/3) Balance: Deep down I think it should be Crew 2. Being unblock-able should not come this easily, given the relatively high power. Being a vehicle constricts it in some way, but also protects it in another.
Creativity - 4
(1/3) Uniqueness: Nothing to new here, an unblock-able effect on a vehicle.
(3/3) Flavor: This is just to awesome, I can see the dude jumping on this motorcycle and riding of in the sunset.
Polish - 7
(3/3) Quality: No problems here.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Both met.
Design -
(2.5/3) Appeal: Timmy loves doubling anything. Johnny thinks of Stranglehold and smiles. The aforementioned Stranglehold combo is certainly Spike-oriented, but too expensive for most Spikes unless they're out and out playing a Zedruu the Greathearted EDH deck.
(3/3) Elegance: Very clean package.
Development -
(2.5/3) Viability: It's symmetrical, but that's not necessarily enough for it to need to be white - yet I can see white in it. Mythic, obviously, is the place to be.
(3/3) Balance: Prohibitively expensive for most purposes and, although you get the benefit first, symmetrical - looks fair.
Creativity -
(1/3) Uniqueness: Cribs from Medomai the Ageless and Lighthouse Chronologist.
(3/3) Flavor: The name is perfect, and this was a great opportunity to use a real-quote flavor text.
Polish -
(3/3) Quality: Looks good.
(1/2) *Main Challenge: Not an artifact or instant.
(2/2) Subchallenges: And met.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: Timmy doesn't really care even with a +1/+1 counter add. Johnny likes blink and Spike likes the efficiency and versatility.
(2.5/3) Elegance: Slightly inelegant because of the hidden modal status and how "multi-part" the whole thing is.
Development -
(3/3) Viability: White and blue feel right, and so does uncommon.
(3/3) Balance: Costed right, I'd say. Especially based on the precedent (foreshadowing!).
Creativity -
(1/3) Uniqueness: This is very much an Otherworldly Journey++. Amazing what changing a colorless mana to colored gets you!
(2.5/3) Flavor: Summer is for vacations, yes. But the flavor text is kind of on the nose.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
Design -
(3/3) Appeal: Timmy likes Equipment, lifelink, growing, recursion... Johnny likes the idea of being able to turn things into tokens in order to populate, among other things. Spike likes the removal-proofing as well as lifelink and beef.
(2.5/3) Elegance: Has a lot of words to do what it does, but the idea is pretty elegant.
Development -
(3/3) Viability: Feels white, mythic, and Equipment-y.
(3/3) Balance: Very few Equipments are actually overpowered - and this is no Sword of N and M cycle member nor is it a Batterskull.
Creativity -
(3/3) Uniqueness: Seriously unique. I mean, really, what's the precedent here? Nim Deathmantle?
(2/3) Flavor: I wish there were more of "summer" here besides a callout in the flavor text.
Total: 23.5/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: Timmy likes mass removal, Johnny doesn't much care, Spike likes INSTANT SPEED mass removal.
(2/3) Elegance: Not overly wordy, but the second clause is puzzling; is it that rewarding to be able to tap the 3/4s you couldn't kill? Seems narrow and not useful.
Development -
(3/3) Viability: Blue and black make sense; rare is fine.
(2.5/3) Balance: Instant may be a big selling point here, but this is kind of underwhelming: Even for the slower speed, I think most decks would rather have Languish by a country mile.
Creativity -
(2/3) Uniqueness: Largely unique - takes from a lot of mass -N/-N spells past though.
(3/3) Flavor: Certainly a unique spin on the flavor.
Design
(1.5/3) Appeal: Johnny might try to break this, but Spike likes how this card invokes subtle decisions that let him flex his muscles. Also, it's a powerful effect too.
(2.5/3) Elegance: The fact that your extra phase comes after your main phase is a little awkward to comprehend.
Development
(3/3) Viability: You could make a case for mythic, but rare seems good.
(2.5/3) Balance: This one is very tricky to evaluate. If you can take your turn 5 off to play this card and not die for it or have your artifact removed, I think you'd find it very difficult to lose that game. If you have cards, you double your mana, and if you don't, you double your draws. I don't think this would break a standard format, but it would make control very, very good.
Creativity
(3/3) Uniqueness: It feels like more cards like this have been printed, but they have not.
(3/3) Flavor: The flavor's cute. The stone of the longest day gives you longer turns. I like it. It makes up for the lack of flavor text.
Polish
(3/3) Quality:
(4/4) Challenges:
Total: 22.5/25
Design
(1.5/3) Appeal: This is all Spike. It's powerful enough to be interesting too.
(3/3) Elegance: Crisp.
Development
(3/3) Viability:
(1/3) Balance: This card is absolutely too strong for limited, and might even be very good in standard too. If Smuggler's Copter has told us one thing, it's that powerful and cheap vehicles with crew 1 are very abusable. Not only does your card come down early, it hits hard and can't be stopped in combat.
Creativity
(2/3) Uniqueness: This is a natural evolution to an existing mechanic.
(3/3) Flavor: The flavor text isn't really breaking the mold, but it serves the card well.
Polish
(3/3) Quality:
(4/4) Challenges:
Total: 20.5/25
Design
(0/3) Appeal: Strict lifegain spells are fairly niche as far as their appeal goes. This feels like a forgettable effect, much like Providence is.
(3/3) Elegance: Sure, it works. Either you go to 20, or you gain 15.
Development
(3/3) Viability:
(2/3) Balance: Gaining 15 life when you're already at 20 isn't very significant, so this is mostly a weaker Resolute Archangel; one mana cheaper, but minus the body.
Creativity
(2/3) Uniqueness: This is a twist on an existing effect.
(3/3) Flavor: The flavor text goes on a bit longer than necessary, but it serves the card well.
Polish
(3/3) Quality:
(4/4) Challenges:
Total: 20/25
Design
(2/3) Appeal: Johnny wants to load this into a deck with lots of flash creatures, spike wants to put this in a control deck so he can double dip on sorcery spead cards and counterspells.
(1/3) Elegance: I had to read the card several times to understand what it does.
Development
(3/3) Viability:
(2/3) Balance: Double untap effects are very dangerous, especially at the low price of four mana. The turn you play it it doesn't even cost you mana so long as your next card is an instant, and from then out you get to double dip on mana. Granted, your opponent does too, but any deck featuring this card will make far better use of it. That's not even considering the utility of using it for mana.
Creativity
(3/3) Uniqueness:
(2/3) Flavor: It's a top-down design, but the flavor is hard to make out unless you're squinting at the card. I get that turning off the AC saves power now, but most people wouldn't really comprehend the flavor.
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.
After a big snowstorm, things are finally heating up around here. Next week looks to be almost summery!
Main Challenge: Design an instant or artifact card with strong "summer" flavor.
Subchallenge 1: Your card is not red or green.
Subchallenge 2: Your card has no abilities that deal damage, and the word "land" appears nowhere on the card.
Please message me about any questions you might have about the challenges. Other than that, have fun, and good luck!
Making an artifact land would fail the second challenge.
Design Deadline: All submissions are to be final and submitted by March 20th 11:59 PM EST
Judging Deadline: All Judgements are to be final and completed by March 23rd 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:
Necarg
doomfish
Tilwin
Flatline
Theelkspeaks
Indighost
Raptorchan
IcariiFA
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.͇̣̙̝
Title says round 2, people might get confused.that was a quick fix!holder
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
Instant (R)
If your life total is less than your starting life total, it becomes equal to your starting life total. Otherwise, you gain 15 life.
"The flowers, though dormant for months, have bloomed in vibrant colors; the trees, though dying just moments before, are yielding fruit to all those who need it. In this way, all life returns in most glorious ways during glorious summer months."
-Emmara Tandris
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
Artifact (R)
At the beginning of your first main phase each turn, choose one —
• You get an additional untap step after this phase.
• You get an additional upkeep step after this phase.
• You get an additional draw step after this phase.
Summer Solstice 4WU
Enchantment (M)
At the beginning of each player's end step, if it's not an extra turn, that player takes an extra turn after this one.
"I am the fire that clears away the old,
I am the holy light that guides you to your soul,
I am the flame of love for which you yearn,
I am the sun that will always return."
—Lisa Thiel, "Summer Solstice Song"
Artifact — Vehicle (U)
Humming Aethercycle can't be blocked.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
"There's nothing like the feeling of the wind in my hair and the warm summer sun on my face."
3/1
Artifact (R)
T: You get E (an energy counter). Activate this ability only during your main phase.
At the beginning of each player's end step, if Aether Conditioner is untapped, untap all permanents that player controls.
During the hot Kaladesh summers the populace gathers in the workshops to enjoy the cold emitted from the conditioned aether streams.
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
Instant (R)
All creatures get -3/-3 until end of turn. Tap all creatures with power less than 1.
The summers on Amonkhet are so hot that life itself almost seems to come to a stop.
Instant (U)
Exile target creature. At the beginning of the next end step, if you own that creature, return it to the battlefield with a +1/+1 counter on it. Otherwise return it to its owner's hand.
"I need some time to just get away from it all. Someplace sunny and warm."
void_nothing:
Raptorchan vs. Indighost
Tilwin vs. Theelkspeaks
Freyleyes:
Tilwin vs. Theelkspeaks
IcariiFA vs. Flatline
admirableadmiral:
IcariiFA vs. Flatline
Necarg vs. doomfish
bravelion83:
Necarg vs. doomfish
Raptorchan vs. Indighost
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Design
(2.5/3) Appeal - This card is tailor made for Timmy, and he loves it. Johnny could use it in some kind of infinite life engine. Spike doesn't care.
(3/3) Elegance - No problems here.
Development
(2/3) Viability - No problems with the color pie. I feel this card should be mythic just because of its splashiness, even though it certainly doesn't break anything at rare.
(1.5/3) Balance - I would honestly not play this neither in limited nor competitive constructed. In the former I'd prefer interacting with the board in some way, while in the latter there should be better things to do with six mana and lifegain is an effect that's known to not be particularly good by itself in competitive environments. At the contrary, I could easily see this card becoming a fan favorite in casual. I don't want to venture too much into uncharted territory (for me anyway), but I think this might be quite good in Commander (and no, I don't mean "bad anywhere else" with "good in Commander", I actually mean "good in Commander"). I might easily be wrong with that though, as I don't have much experience with Commander as the MCC regulars should know by now.
Creativity
(2.5/3) Uniqueness - Cards playing in similar space exist, but this does feel like it has its own identity. The first part of the rules text has been on a single card before (Resolute Archangel), so it still feels new enough even though it technically isn't. At the contrary, as strange as it may seem, "you gain 15 life" is actually new (I checked Gatherer). The splashiness of the effect also helps here.
(2.5/3) Flavor - Both name and flavor text are very good. I especially like the flavor text, and in particular its structure, even though it's a bit long and it takes up the majority of the space in the text box. Between rules text and flavor text we have nine lines, of which six out of nine are flavor text. That's a bit much even though it's not microtext so it's still fine.
Polish
(3/3) Quality - All good.
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 21/25
Design
(2/3) Appeal - Timmy doesn't care. Johnny looooves every part of this card. Spike is interested in this only if the symmetry of the last ability can be broken somehow.
(2/3) Elegance - On a surface level, this is understable easily enough. Yet, I feel the gameplay this implies might not be that intuitive and the strategic choices this requires might puzzle some players, especially less experienced ones. In other words, low comprehension complexity but high strategic complexity, that might actually be too high for some players.
Development
(2.5/3) Viability - No problems with the activated ability. I haven't been able to find precedent for the second ability on colorless artifacts. Still, Bant colors can all do some form of untapping, so it's not too big of a stretch to just allow all colors to access it. It doesn't undermine any of black and red's weaknesses anyway. Rarity looks right to me.
(2.5/3) Balance - I think this could be playable in limited, especially in dedicated energy decks, and that its constructed playability heavily depends on whether good combos exploiting the triggered ability are found. I also think there are a couple very interesting things here: the restriction on the activated ability (why isn't it just "any time you could cast a sorcery"? It would almost be the same functionally but cleaner and standard wording), and the fact that the triggered ability only triggers if this is untapped thanks to the intervening if clause. This last point produces very interesting strategic choices: do you want to untap your permanents but also allowing your opponents to do so and giving up on the energy, or prevent your opponents from untapping at the end of their turn but also giving it up for yourself? In the last case, you have a very convenient tap ability to tap this at will. This could also have nice implications in multiplayer, as the triggered ability affects each player.
Creativity
(1.5/3) Uniqueness - The most original thing here is the flavor, and it is indeed original, but I'll express my opinion on that in just a moment. The mechanics are just twists on known quantities.
(1.5/3) Flavor - I'm honestly not a fan of the flavor of this card (pun unintended), even though it works. I usually don't have any problem with modernity in Magic, and I actually loved the modern feeling of Kaladesh, but I feel like this card pushes it a little too far. It feels a little forced to me, like if you said: "I want to design a top-down card around this and I want to really hammer home the point of what it represents", even if it's not exactly a concept that feels at home in a fantasy game. I don't think we would see this name printed for real, even though it's not outrageous, just a bit too silly in my opinion. In fact, I'd see this kind of flavor (blatant parodies of existing things) right at home on an un-card.
Polish
(3/3) Quality - All good.
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 19/25
Design
(3/3) Appeal - Everyone likes extra turns. Timmy gets to develop his board at twice the pace essentially and he also doesn't mind his opponents getting them too, at least with everyone developing faster the games should get more exciting. More and bigger things will happen. Johnny can do a lot of things with extra turns, and he takes finding a way to break the symmetry as a challenge. He likes challenges. Spike likes the fact that he gets the extra turn first, that is an advantage. With that advantage and his (sometimes self-presumed) skills, he feels there can be a way to make up for his opponents getting the extra turn too. Also, Spike is all about incremental advantages.
(2.5/3) Elegance - Some less experienced player might not realize at first glance that your opponents get extra turns too, but that's just a minor thing. All the rest is good.
Development
(1.5/3) Viability - I honestly don't see the white in this card. Getting extra turns is an established monoblue thing. This should have been a monoblue card. I totally agree with this being at mythic.
(2/3) Balance - Giving all players extra turns should be enough to make this card balanced while also giving you the advantage to be the first to take your extra turn. The mana cost is the lowest it can be. I'm not sure I would play this in limited, let alone competitive constructed, I think I would prefer something that actively affects the board for six mana, but I could easily see this card being a hit in casual.
Creativity
(3/3) Uniqueness - I can't remember anything existing working like this. This is as new as a Magic card can get.
(3/3) Flavor - Not much to say on the name, it's just fine. I have a lot to say about the flavor text instead, and don't worry, all positive things. I want to express my deep appreciation for it. At first, I thought that you wrote it yourself, that Lisa Thiel was a character of your creation, and that the "Summer Solstice Song" was just meant to be something like The Book of Kith and Kin or The Theriad or Sarpadian Empires. In that moment, I was about to praise you for how well it is written. Then I had a doubt: may it be something that exists for real? I googled the attribution and I discovered it is real after all (and a pretty good song by the way, so thanks for introducing me to it!). It's not your creation, but you went out to search for something real that perfectly fits this card's concept. You probably already knew it and didn't need to search for it, but that doesn't lessen how well it fits here. It's not easy to find real quotes that fit so well on a card that they seem written specifically for it. If you don't know this is real, you just think the creative designer wrote it, and not only this doesn't take away from my appreciation, but it actually enhances it. Wonderful!
Polish
(3/3) Quality - All good.
(0/2) Main Challenge -
Good. Not an instant or an artifact. I missed it at first, I apologize.(2/2) Subchallenges - Both met.
Total: 22/25 if the main challenge were met. As is, DQ'ed.
Design
(3/3) Appeal - Timmy will always use this to pump his own creatures. Johnny can use this in multiple different ways. Spike really likes this with ETB effects and he's the one who will use the bounce mode the most.
(2.5/3) Elegance - A few players might be puzzled at first by the use of the verb "own" rather than "control". I can see the functional reasons that lead you to use this wording though. No other problems.
Development
(3/3) Viability - White and blue both can flicker things and blue can bounce opposing creatures, so no problems with the color pie. Rarity also feels right to me: this can't be common because of NWO and doesn't look enough for a rare.
(3/3) Balance - I'd play this for sure in limited, and I can easily see this in constructed, Standard at least, especially because of its high flexibility, which I really like very much: you need to deal combat damage? Just bounce an opposing creature to let your team get through. You have ETB effects you want to abuse? Just flicker your own creature, with the added benefit of a +1/+1 counter when it returns. That counter might also be relevant sometimes. And the best part is all of these things are very relevant in competitive Magic, without being broken at this card's mana cost. I really think it would be hard to do better in this area. I don't see any problem in casual or multiplayer.
Creativity
(2.5/3) Uniqueness - This feels like flicker and bounce had a baby. The card that comes out of this odd meeting feels original enough overall and I can't remember anything esisting working in a similar way, but the single components are nothing new and they are things we literally see in every set.
(2.5/3) Flavor - The name is good. The flavor text works and fits very well with the mechanics, even though it feels a bit too generic to me.
Polish
(2.5/3) Quality - A comma is missing after "Otherwise" (the most recent example is Aid from the Cowl, but there are a lot of examples from throughout the history of Magic, in fact Gatherer returned 79 results, way too many to include here, -0.5).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 23/25
Necarg: 21
doomfish: 19
Raptorchan: 22 if the main challenge were met. As is, DQ'ed.
Indighost: 23
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 - 5
(3/3) Appeal: Timmy want's his creatures to come back after death. This has coumbo potential for Johnny. Spike sees great value in this card.
(2/3) Elegance: The method of calculating the stats gained from the equipment for me doesn't feel smooth. I think it would be better to incorporate counters.
Development - 4.5
(3/3) Viability: The mechanics fits into white and this passes as a mythic.
(1.5/3) Balance: This feels a bit to powerful. It has a low cost for both playing and equipping. And then on top of that, it keeps growing. I think the on death trigger should be that you pay the equip cost and that then creates the token and attaches the equipment.
Creativity - 4.5
(2/3) Uniqueness: A nice mixture of effects. Equipment giving +1/+1 for each of something isn't that new, but it is unique enough to be fresh.
(2.5/3) Flavor: The flavor text part with "Guardian of the Summer Sun" feels like it could just be "Guardian of the Sun"
Polish - 7
(3/3) Quality: Personally I think that it should read "... it isn't a token, exile it instead..." But seems it is viable either way.
(2/2) *Main Challenge: Met
(2/2) Subchallenges: Met and Met.
Total: 21/25
Design - 4
(1/3) Appeal: Timmy might like it to remove chump blockers. I don't think Johnny will use this. It is to constricted for Spike.
(3/3) Elegance: Makes sense to me.
Development - 5
(3/3) Viability: The effects fit blue and black. Rare is appropriate.
(2/3) Balance: I feel it is under powered. Could easily go for 2UB. Feels like a lesser version of Yahenni's Expertise
Creativity - 3
(1/3) Uniqueness: Not really something new here. A generic all creatures get -X/-X with a tap effect. At least there is a nice clause to trigger it.
(2/3) Flavor: I really don't see the word Heat fit anywhere with black and blue.
Polish - 7
(3/3) Quality: I want to say it should read "All creatures get -3/-3 until end of turn, then tap all creatures with power less than 1.", but there are cards that go either way.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Met and Met.
Total: 19/25
Note : I had to change bullets to asterisk characters since the browser wont let me post otherwise. Will regard it as bullets.
Design - 5.5
(2.5/3) Appeal: Timmy might want the additional upkeep, but won't appreciate it it for it's full value. Spike can use this and Johnny can abuse this.
(3/3) Elegance: Makes sense.
Development - 3
(2/3) Viability: I think this would pass as mythic.
(1/3) Balance: To prevent that players can't take full abuse of this card would be to have it a legendary card. With just one copy it is already almost like having an extra turn. Having duplicates will close that gap to becoming an actual extra turn. Also an effect like this on a card should maybe make it a little more expensive.
Creativity - 5
(3/3) Uniqueness: Feels pretty new to me.
(2/3) Flavor: The flavor in the card is excellent when referenced to Summer Solstice, but the name of the card Summer Solstice Stone feels so generic and bland.
Polish - 7
(3/3) Quality: Nothing I can see.
(3/2) *Main Challenge: Met
(3/2) Subchallenges: Met and Met.
Total: 20.5/25
Design - 5
(2/3) Appeal: It's to bland for Timmy and Johnny sees unblockable and he is in, no questions asked. Spike can use this.
(3/3) Elegance: Fits well.
Development - 5
(3/3) Viability: I think it can fit as an uncommon.
(2/3) Balance: Deep down I think it should be Crew 2. Being unblock-able should not come this easily, given the relatively high power. Being a vehicle constricts it in some way, but also protects it in another.
Creativity - 4
(1/3) Uniqueness: Nothing to new here, an unblock-able effect on a vehicle.
(3/3) Flavor: This is just to awesome, I can see the dude jumping on this motorcycle and riding of in the sunset.
Polish - 7
(3/3) Quality: No problems here.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Both met.
Total: 21/25
Scores :
Tilwin - 21
Theelkspeaks - 19
IcariiFA - 20.5
Flatline - 21
Design -
(2.5/3) Appeal: Timmy loves doubling anything. Johnny thinks of Stranglehold and smiles. The aforementioned Stranglehold combo is certainly Spike-oriented, but too expensive for most Spikes unless they're out and out playing a Zedruu the Greathearted EDH deck.
(3/3) Elegance: Very clean package.
Development -
(2.5/3) Viability: It's symmetrical, but that's not necessarily enough for it to need to be white - yet I can see white in it. Mythic, obviously, is the place to be.
(3/3) Balance: Prohibitively expensive for most purposes and, although you get the benefit first, symmetrical - looks fair.
Creativity -
(1/3) Uniqueness: Cribs from Medomai the Ageless and Lighthouse Chronologist.
(3/3) Flavor: The name is perfect, and this was a great opportunity to use a real-quote flavor text.
Polish -
(3/3) Quality: Looks good.
(1/2) *Main Challenge: Not an artifact or instant.
(2/2) Subchallenges: And met.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: Timmy doesn't really care even with a +1/+1 counter add. Johnny likes blink and Spike likes the efficiency and versatility.
(2.5/3) Elegance: Slightly inelegant because of the hidden modal status and how "multi-part" the whole thing is.
Development -
(3/3) Viability: White and blue feel right, and so does uncommon.
(3/3) Balance: Costed right, I'd say. Especially based on the precedent (foreshadowing!).
Creativity -
(1/3) Uniqueness: This is very much an Otherworldly Journey++. Amazing what changing a colorless mana to colored gets you!
(2.5/3) Flavor: Summer is for vacations, yes. But the flavor text is kind of on the nose.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Fine.
(2/2) Subchallenges: Met.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
Design -
(3/3) Appeal: Timmy likes Equipment, lifelink, growing, recursion... Johnny likes the idea of being able to turn things into tokens in order to populate, among other things. Spike likes the removal-proofing as well as lifelink and beef.
(2.5/3) Elegance: Has a lot of words to do what it does, but the idea is pretty elegant.
Development -
(3/3) Viability: Feels white, mythic, and Equipment-y.
(3/3) Balance: Very few Equipments are actually overpowered - and this is no Sword of N and M cycle member nor is it a Batterskull.
Creativity -
(3/3) Uniqueness: Seriously unique. I mean, really, what's the precedent here? Nim Deathmantle?
(2/3) Flavor: I wish there were more of "summer" here besides a callout in the flavor text.
Polish -
(3/3) Quality: Looks good.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: And met.
Total: 23.5/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: Timmy likes mass removal, Johnny doesn't much care, Spike likes INSTANT SPEED mass removal.
(2/3) Elegance: Not overly wordy, but the second clause is puzzling; is it that rewarding to be able to tap the 3/4s you couldn't kill? Seems narrow and not useful.
Development -
(3/3) Viability: Blue and black make sense; rare is fine.
(2.5/3) Balance: Instant may be a big selling point here, but this is kind of underwhelming: Even for the slower speed, I think most decks would rather have Languish by a country mile.
Creativity -
(2/3) Uniqueness: Largely unique - takes from a lot of mass -N/-N spells past though.
(3/3) Flavor: Certainly a unique spin on the flavor.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: And met.
Total: 21.5/25
*An entry with 0 points here is subject to disqualification.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
(1.5/3) Appeal: Johnny might try to break this, but Spike likes how this card invokes subtle decisions that let him flex his muscles. Also, it's a powerful effect too.
(2.5/3) Elegance: The fact that your extra phase comes after your main phase is a little awkward to comprehend.
Development
(3/3) Viability: You could make a case for mythic, but rare seems good.
(2.5/3) Balance: This one is very tricky to evaluate. If you can take your turn 5 off to play this card and not die for it or have your artifact removed, I think you'd find it very difficult to lose that game. If you have cards, you double your mana, and if you don't, you double your draws. I don't think this would break a standard format, but it would make control very, very good.
Creativity
(3/3) Uniqueness: It feels like more cards like this have been printed, but they have not.
(3/3) Flavor: The flavor's cute. The stone of the longest day gives you longer turns. I like it. It makes up for the lack of flavor text.
Polish
(3/3) Quality:
(4/4) Challenges:
Total: 22.5/25
(1.5/3) Appeal: This is all Spike. It's powerful enough to be interesting too.
(3/3) Elegance: Crisp.
Development
(3/3) Viability:
(1/3) Balance: This card is absolutely too strong for limited, and might even be very good in standard too. If Smuggler's Copter has told us one thing, it's that powerful and cheap vehicles with crew 1 are very abusable. Not only does your card come down early, it hits hard and can't be stopped in combat.
Creativity
(2/3) Uniqueness: This is a natural evolution to an existing mechanic.
(3/3) Flavor: The flavor text isn't really breaking the mold, but it serves the card well.
Polish
(3/3) Quality:
(4/4) Challenges:
Total: 20.5/25
(0/3) Appeal: Strict lifegain spells are fairly niche as far as their appeal goes. This feels like a forgettable effect, much like Providence is.
(3/3) Elegance: Sure, it works. Either you go to 20, or you gain 15.
Development
(3/3) Viability:
(2/3) Balance: Gaining 15 life when you're already at 20 isn't very significant, so this is mostly a weaker Resolute Archangel; one mana cheaper, but minus the body.
Creativity
(2/3) Uniqueness: This is a twist on an existing effect.
(3/3) Flavor: The flavor text goes on a bit longer than necessary, but it serves the card well.
Polish
(3/3) Quality:
(4/4) Challenges:
Total: 20/25
(2/3) Appeal: Johnny wants to load this into a deck with lots of flash creatures, spike wants to put this in a control deck so he can double dip on sorcery spead cards and counterspells.
(1/3) Elegance: I had to read the card several times to understand what it does.
Development
(3/3) Viability:
(2/3) Balance: Double untap effects are very dangerous, especially at the low price of four mana. The turn you play it it doesn't even cost you mana so long as your next card is an instant, and from then out you get to double dip on mana. Granted, your opponent does too, but any deck featuring this card will make far better use of it. That's not even considering the utility of using it for mana.
Creativity
(3/3) Uniqueness:
(2/3) Flavor: It's a top-down design, but the flavor is hard to make out unless you're squinting at the card. I get that turning off the AC saves power now, but most people wouldn't really comprehend the flavor.
Polish
(3/3) Quality:
(4/4) Challenges:
Total: 20/25
Indighost
Tilwin
IcariiFA
Necarg
The final round will soon be up.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝