Please disregard the entry under the "unmerged" account above. I need to make some changes, and I can no longer edit those posts.
Nekusar's Puzzle Box2UR
Artifact (R)
At the beginning of each player’s end step, that player shuffles the cards from their hand into their library, then draws that many cards.
Private Mod Note
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May your games be chaotic and your decks be Rogue.
Etherium Dragonforge 2UR
Artifact (R)
When Etherium Dragonforge enters the battlefield, sacrifice any number of artifacts. Put that many charge counters on Etherium Dragonforge.
At the beginning of your upkeep, create a 1/1 red Dragon Replica artifact creature token with flying and devour 2 for each charge counter on Etherium Dragonforge. After years of trying to gain an edge in quality , the artificers gave up and turned to quantity . With no broodmother to protect, this new flying scourge proved even more devastating than the original.
Izzet Steamfactory2UR
Artifact {R}
Whenever you cast an instant or sorcery spell, untap Izzet Steamfactory. U, T: Create a 1/1 blue Elemental creature token with flying. R, T: Create a 3/1 red Elemental creature token with haste.
Gourd of LifeGW
Legendary Artifact {R}
At the beginning of your upkeep, put a charge counter on Gourd of Life.
If a creature you control would be dealt damage, remove a charge counter from Gourd of Life instead. If you do, prevent that damage instead. Of all the Monkey King’s treasure, none is more valuable then the Gourd bestowed to him by the spirit of the heavens.
Rikisa, Queen of Memories1BGU
Legendary Artifact Creature — God Wonder {M} (As this Wonder enters and after your draw step, you may tap a creature to put a brick counter on this.) As long as it has less than three brick counters on it, Rikisa isn’t a creature.
Remove a brick counter from Rikisa: Each opponent may return a card from their graveyard to their hand. Each player puts the top six cards of their library into their graveyard, then you may return a card from your graveyard to your hand.
4/7
Dire Fleet Dirigible1RB
Artifact - Vehicle (U)
When this card is put into a graveyard from the battlefield, if it was a creature, this card does 2 damage to each creature that attacked or blocked this turn.
Crew 2
4/3
Private Mod Note
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Top 16 - 2012 Indiana State Championships Currently Playing: GBStandard - Golgari Safari MidrangeBG RBWModern - Mardu PyromancerWBR RLegacy - Good Old Fashioned BurnR
Round is closed. Since Cantripmancer only wished to be a reserve judge I will not be calling on them; thank you to Superbajt and StonerOfKruphix for dropping their entries and agreeing to judge; I would be glad to judge both of your cards as judge-entries.
The assignments are the following. The top 4 per judge advance.
Rikisa, Queen of Memories1BGU
Legendary Artifact Creature — God Wonder {M} (As this Wonder enters and after your draw step, you may tap a creature to put a brick counter on this.) As long as it has less than three brick counters on it, Rikisa isn’t a creature.
Remove a brick counter from Rikisa: Each opponent may return a card from their graveyard to their hand. Each player puts the top six cards of their library into their graveyard, then you may return a card from your graveyard to your hand.
4/7
Design -
(2/3) Appeal: This card is all kinds of Johnny as it plays in a rewarding way both with counters and graveyard. Spike likes the card advantage, but the activation hoops and the fact that it's a quasi-symmetric effect might sway him away. Timmy is only mildly interested.
(2.5/3) Elegance: The card is a bit wordy, but easy to understand. A lot of players will re-read the activated ability.
Development -
(3/3) Viability: As a legendary three-color creature, this is well deserving its rarity. Color-pie wise, Blue, Black and Green are the colors that play around with the graveyard the most (as seen with the recent legend Muldrotha), so no breaks there.
(2.5/3) Balance: The ability to regrow something from your graveyard is very powerful, but I like how it's been balanced by making it almost symmetrical, as you'll get more choice than your opponents. Also, the card balances itself by making use of the "Wonder" mechanic. If else, this is a little underpowered when compared to other Gods, as it lacks the indestructible and the ability scales badly in multiplayer, as you're giving all of your opponents an extra card.
Creativity -
(3/3) Uniqueness: While the "Wonder" part resembles Sagas, this card is very innovative and definitely something not seen before.
(1.5/3) Flavor: Let's preface this by saying that this is definitely the hardest part to judge, as it's up to one's own personal taste and the lack of art sometimes doesn't make justice to a card. That said, the idea of an artifact (which, by definition, is something created by man) God is something that feels a bit wrong to me. Maybe it's part of a cycle of "artificial" Gods, but in a vacuum the flavor doesn't really punch through, especiall because of the lack of flavor text (which I commend you for not using as the card is already wordy as it is). The name is okay.
Polish -
(3/3) Quality: Everything's alright here.
(2/2) Main Challenge: It's a colored artifact.
(1/2) Subchallenges: The colors are okay, but it's a creature.
RagestoneWUB(R/G)
Artifact (Rare)
At the beginning of each combat on your turn, target creature you control gains flying and indestructible, then fights target creature you don’t control. Sacrifice it at end of combat.
Design -
(2/3) Appeal: Timmy is the one who really likes what this card can lead to, Johnny sees some cute recursive combos with it, but Spike isn't that interested, as it requires both setup and losing a creature each turn.
(2.5/3) Elegance: Besides the wonky mana cost, everything is pretty clear, apart from the fact that some inexperienced player might not notice that this is not a may, so you're forced to target it even if you don't want to. The solution is to play things in your second main, but it feels a bit unnatural, and I feel like making the ability a "may" would've been a better choice.
Development -
(2.5/3) Viability: While the effect it's strong, it's definitely not gamebreaking, so I could see this at rare. Also, It's hard for a basically pentacolor card to not break the color wheel, but I feel like Black is totally unnecessary here.
(2/3) Balance: The card balances itself out by forcing you to sac the creature, and it requires heavy hitters as using the ability on a 1/1 feels like a waste. This might see some fringe play in commander, but I don't feel like I would play this in any other format.
Creativity -
(2/3) Uniqueness: There have been some variations on the "buff a creature, sac it later", and this is oe of them. At least it pays you well for playing a greedy manabase.
(1.5/3) Flavor: I could see this as some sort of Esper-enhanced sangrite, but the lack of flavor text (and the card has ample space for it) doesn't help.
Polish -
(3/3) Quality: Everything checks out.
(2/2) It's a colored artifact.
(2/2) Subchallenges: Has the colors and it's not a creature.
Phyrexian RepurposerBG
Artifact - Equipment (U)
Living Weapon (When this Equipment enters the battlefield, create a 0/0 black Germ creature token, then attach this to it.)
Equipped creature gets +1/+1 and "Whenever an artifact or creature card is put into a graveyard from anywhere, put a +1/+1 counter on this creature."
Equip 2
Design -
(3/3) Appeal: This card has something for everyone: Timmy likes it for the growing effect, Spike likes it for its efficiency and Johnny likes the "from anywhere" part.
(3/3) Elegance: The card is easily understandable and elegant.
Development -
(2/3) Viability: While this does nothing that we haven't seen Green or Black do, as it's basically an Equipment version of Vulturous Zombie, it's way too powerful for an uncommon, because if left unchecked, this will win you the game. This is possibly rare material.
(2.5/3) Balance: This card is a limited bomb that would probably make a splash in some constructed formats, especially commander (heck, I would absolutely play this in my Ghave deck) without breaking them open. The only thing that worries me is the overall low cost both in the CMC and the Equip cost, this should be at least a 1BG equipment or equip for 3.
Creativity -
(2/3) Uniqueness: This is a spin on Vulturous Zombie with an artifact rider, but it's nice to see on an equipment.
(2/3) Flavor: With a name like that, I would've expected a creature, not an equipment. Still, it does make sense with what we know of the phyrexians, but I would've liked some flavor text on this.
Polish -
(2.5/3) Quality: It should say: "+1/+1 and HAS "Whenever...".
(2/2) Main Challenge: Check.
(2/2) Subchallenges: Double check.
Berserker's BraidBRG
Artifact - Equipment {R}
Equipped creature gets +3/+0 and has trample.
Whenever equipped creature attacks for the first time in a turn, untap it. After this phase, there is an additional combat phase. Only equipped creature can attack during that combat phase.
Equip 4
Design -
(2.5/3) Appeal: While Timmy and Johnny see the degeneracy that could ensue, Spike is a bit taken aback by the steep equip cost that could lead to some blowouts.
(3/3) Elegance: The card is very easy to understand.
Development -
(2.5/3) Viability: The rarity is correct, as I wouldn't see this as anything other than a rare. As far as the colors go, I don't see that much Black in it, but I guess it's done to symbolize the berserkers of the Jund shard.
(3/3) Balance: The card is definitely a must-play in limited, but I doubt it would see play in constructed formats that are not commander because of the equip cost. Nevertheless, the effect is very strong, so it's understandable.
Creativity -
(2.5/3) Uniqueness: While all the effects on the card are something that we've already seen before, the extra combat clause is original and very flavorful.
(3/3) Flavor: This card is a homerun from a flavor standpoint, perfectly incapsulating Jund's berserkers and their lore.
Polish -
(3/3) Quality: Everything is alright, here.
(2/2) Main Challenge: Yep, it's a colored artifact.
(2/2) Subchallenges: Not a creature and has B + R/G.
Turquoise Powerbead(G/U)
Artifact (U) T, Sacrifice Turquoise Powerbead: Counter target spell that targets a creature you control.
If that creature is white, put two +1/+1 counters on it. Algae of the Lucent Depths sense only magic and purity of one's soul.
Design -
(1.5/3) Appeal: Timmy and Johnny are mildly interested (the former more than the latter), Spike is uninterested in a weaker, on-board, and situational Turn Aside.
(3/3) Elegance: The card reads easily and it's very elegant.
Development -
(2.5/3) Viability: Even though we have the Avoid Fate precedent for Green, a hybrid card should work for both colors, and I don't feel like a Green counter would be something WOTC would print nowadays. The rarity is correct.
(2/3) Balance: The card is very situational, but rewards you if you skewer your creature base towards a more multicolored setting. This might see play in limited and, maybe, in some sideboards in standard, but it does too little for something your opponents can see from a mile away.
Creativity -
(2.5/3) Uniqueness: A semi-protection, semi-pump spell is something you don't get to see every day, and the "white creature" clause makes is even more fresher.
(3/3) Flavor: I would like to know more about the plane these Powerbeads come from. Very well done.
Polish -
(3/3) Quality: Everything okay.
(2/2) Main Challenge: It's a colored artifact.
(2/2) Subchallenges: Yep to both.
Compleating DeviceBG
Artifact (Rare) BG, T: Put a -1/-1 counter on target creature. As long as it has a -1/-1 counter on it, it has indestructible and infect. "Enter the chamber and leave your flesh behind."
Design -
(2.5/3) Appeal: This card has a bit for everybody, maybe not so much for Spike, who still understands how powerful it is.
(2.5/3) Elegance: Everything seems clear, but something might be off when one takes +1/+1 and -1/-1 counters shenaningans into the mix.
Development -
(3/3) Viability: Even though this has the potential to be a mythic rare, I'm okay with this being a rare. No color pie breaks, it's all in the wheel of Black and Green.
(1.5/3) Balance: This card is a very powerful tool and definitely a windmill slam in limited. It would definitely see some constructed play and it would be a toy many commander decks would like to get their hands on. The only problem I got is that the investment is too low for a combination like indestructible and infect, and this would lead to some problems.
Creativity -
(3/3) Uniqueness: This is definitely something new and fresh.
(3/3) Flavor: Perfect. It's just that good.
Endless Junkyard1BG
Artifact (Mythic)
Sacrifice an artifact: Draw cards equal to its converted mana cost, then discard three cards. One man's trash is another man's treasure.
Design -
(1.5/3) Appeal: Johnny is the most interested one. Both Spike and Timmy like what it can lead to, but dislike the setup (Spike) and the sacrificing (Timmy).
(3/3) Elegance: Very elegant.
Development -
(1.5/3) Viability: There's nothing green in this card. This would've been better as an UR (maybe BR or UB) enchantment. Also, since it requires a specific deck construction, I think it should be a rare.
(3/3) Balance: It's hard to evaluate cards like these in a vacuum (especially without knowing the standard and limited environment), but I think it would be a very strong card if not for its awkward color identity, which prevents it from being played in the classic EDH artifacts deck. Maybe it's a plus, as those decks would receive a very strong boost from this.
Creativity -
(1.5/3) Uniqueness: As you said, this is basically an artifact-related Greater Good. Nothing more, nothing less.
(2/3) Flavor: The flavor text and the name are nice, maybe just a tad boring.
Polish -
(3/3) Quality: All good here.
(2/2) Main Challenge: Check.
(2/2) Subchallenges: Double check.
Kruphix, God of Value and Eldrazi. GU Gahiji: Wider is better. (Now with 40% more tokens!) RGW Daxos brought some frienchantments! WB Kynaios and Tiro: Four strong arms to hug you better. RGWU Saskia: You better not tell her that pointing is rude. BRGW Sidisi the Zombeesi, the Unmilled, Breaker of Graves, Mother of Zambambos. (Zombie tribal)BGU Omnath, The Angriest Elemental Ever & His Spike-Handed Buddies.RG (Retired but forever in my heart)
Filigree Lance1GW
Artifact - Equipment (Uncommon)
Equipped creature gets +2/+0 and has first strike.
Whenever equipped creature attacks alone, it gets +1/+1 until end of turn. If it's an artifact creature, put a +1/+1 counter on it instead.
Equip 2 The Esperites always knew how to combine elegance with efficiency. Design - (1.5/3) Appeal: Spike will play this, but not be happy. Timmy is happy due to amassing of counters and being able to attack safely. It isn't interesting challenge for Johnny. (1.5/3) Elegance: Despite its flavor text, this card is not that elegant. Two different checks on trigger and two different additions, out of which one is not square, make for a taxing card. I appreciate subtle way of making controller attack with equipped creature instead of defending with this, though.
Development - (2/3) Viability: Rules and rarity are fine. This card could easily be white, or even colorless. (2/3) Balance: Have you ever tried to attack continously into a comparable or even weaker board when the opponent has a 3+power first strike creature in Limited? It's definitely not fun. 2 colors and being optimal only when attacking save this card though.
Creativity - (1/3) Uniqueness: Quite generic equipment. (2/3) Flavor: This card does very little at all to justify being green. Very slight exalted nod is not enough for me, especially that Bant is 3 color and you chopped the most Esper one. You could at least mention that they are travelling Esperites.
Polish - (3/3) Quality: OK (2/2) Main Challenge: OK (1/2) Subchallenges: This has no reason to be green.
Total: 16/25
Carnival Bandwagon
Artifact - Vehicle [U]
Menace
Whenever Carnival Bandwagon becomes a creature, it gets +1/+0 until end of turn for each creature crewing it.
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.)
0/1 Design - (2/3) Appeal: Timmy and Johnny are dreaming about all the tokens they will cram into this bandwagon. Spike is looking at them with irritation. (3/3) Elegance: Perfectly understandable with easy math.
Development - (3/3) Viability: Rules and rarity all right. Good use of hybrid mana vehicle. (3/3) Balance: This is banding done right. On one hand, it makes attacking with small creatures into bigger board easier, but on the other hand they can be stopped if needed.
Creativity - (2.5/3) Uniqueness: Using vehicles to combine small creatures' power to attack easier is the main use case of this card type. This is done interestingly in this case, though. (2/3) Flavor: I like an image of cramming Goblins, Serfs and Thrulls into this just to have it easily toppled. I could use some flavor text, though.
Polish - (2.5/3) Quality: I believe it should be: Whenever Carnival Bandwagon becomes an artifact creature, it gets +1/+0 until end of turn for each creature that crewed it this turn. (2/2) Main Challenge:OK (2/2) Subchallenges: OK
Total: 22/25
Strix Foundry
Artifact (R) 2, : Create a 1/1 blue and black Bird artifact creature token with flying and deathtouch. 2GG, Sacrifice Strix Foundry: For each creature you control, choose a target creature an opponent controls. Those creatures fight each other. Design - (3/3) Appeal: Everyone likes tokens like this. (2.5/3) Elegance: Two keywords on a token is the limit. The multitude of costs is strange, but I appreciate how elegantly this A/B+C cost card is contructed.
Development - (3/3) Viability: Rules OK. Repeatable token creation of this kind is rare. Perfectly in the color pie of both BG and GU. (1/3) Balance: This is madly unbeatable in Limited and very annoying in Constructed.
Creativity - (2/3) Uniqueness: OP Whirlermaker. The fight is quite fresh, though. (1.5/3) Flavor: What is green about strixes? Why does sacrificing their foundry triggers a team deatchmatch? Why is there no flavor text explaining all this? So many questions...
Polish - (3/3) Quality:OK (2/2) Main Challenge:OK (2/2) Subchallenges: OK
Total: 20/25
Sacrilegious Relic1BR
Artifact - Equipment (R) T: Add B or R. If that mana is spent to cast a creature spell with haste or menace, attach Sacrilegious Relic to that creature.
Equipped creature is a Demon with flying in addition to its other types and abilities, and has base power and toughness 5/5. Design - (1.5/3) Appeal: This card is hard. I think it would receive good reception from Timmy, but lukewarm at best from others. (1.5/3) Elegance: So... This is a colored equipment without equip ability, which taps even when attached? Yeah, I don't buy it.
Development - (1.5/3) Viability: Rarity OK. Design rules are heavily bent by equipment without equip. BR mana stone is OK, but only in cycles, and I don't see how this card can be a part of the cycle. Otherwise, BR doesn't ramp like this. Also, this card could easily be monored if it was a Dragon not a Demon. (2/3) Balance: This card is quite weak outside dedicated deck, but becomes quite dangerous if you have many small creatures that receive up to +4/+4 and flying for a small cost of playing 3-cost mana stone.
Creativity - (2/3) Uniqueness: Ideas from Path of Mettle and Dominaria equipments. I don't consider an equipment with a tap ability as an upside here, because it's not being done for a reason. (1.5/3) Flavor: It doesn't speak to me that well. So the relic transforms someone with "demonic" traits (and I don't see haste being that demonic usually), but it still looks for someone other with those traits and if it finds such creature, it leaves th original one transforming it back to normal form? This REALLY needs flavortexty explanation.
Polish - (2/3) Quality: I believe it should "to the creature this spell becomes" or as a separate ETB, and it should just get flying, or be a 5/5 Demon with flying. (2/2) Main Challenge:OK (2/2) Subchallenges: OK
Total: 16/25
Augustal Scepter2WU
Legendary Artifact (r) T: Spells you cast this turn cost 1 less to cast. T: Spells your opponents cast this turn cost 1 more to cast. The Augustal Scepter is regarded with all the respect History had bestowed upon it, as if the very hand of Augustin IV is still holding it. Design - (3/3) Appeal: Choices and some power for Spike, twiddling for Johnny and griefer Timmy, and ramp for everyone. (2.5/3) Elegance: This card for sure will raise questions about increasing cost of a spell after casting it.
Development - (2.5/3) Viability: Well, if Augustin was printed, it's hard to blame this, but it's still a bend (the discount part). Rarity and rules OK. (2.5/3) Balance: For 4 mana, it shouldn't break anything, even as some part of untap engine. It isn't perfectly safe, though.
Creativity - (2/3) Uniqueness: Well, this IS Grand Arbiter Augustin IV as a stick. This feels fresh nonetheless, as the play pattern is different. (2/3) Flavor: That was only 4th Augustin, and the scepter is probably related to the title, not name. Also, I don't believe Azorius card would refer to this person without proper title in the flavor text. Why is History capitalized?
Polish - (3/3) Quality: OK (2/2) Main Challenge: OK (1/2) Subchallenges: Only in Esper.
Total: 20.5/25
Nekusar's Puzzle Box2UR
Artifact (R)
At the beginning of each player’s end step, that player shuffles the cards from their hand into their library, then draws that many cards.
Design - (1.5/3) Appeal: Only Johnny has really fun with this card, Spike likes seeing new options each round, but doesn't admire being down a card and not being able to plan anything. (3/3) Elegance: Short, understandable text.
Development - (3/3) Viability: Everything OK. (2/3) Balance: This card is basically only for casual Johnnies or very fringe strategies, so while it wouldn't break anything, it wouldn't be affecting anything positively either.
Creativity - (0/3) Uniqueness: This is basically exactly Teferi's Puzzle Box. Differences are irrelevant for design, even if you moved it to UR. (1.5/3) Flavor: Sure, it's a Puzzle Box, and it would be powerful if you control Nekusar, but why would Nekusar have a puzzle box? Nothing in his character tells he should have one. Lack of flavor text doesn't help.
Polish - (2.5/3) Quality: Shuffles their hand. (2/2) 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? (2/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: 17.5/25
Etherium Dragonforge 2UR
Artifact (R)
When Etherium Dragonforge enters the battlefield, sacrifice any number of artifacts. Put that many charge counters on Etherium Dragonforge.
At the beginning of your upkeep, create a 1/1 red Dragon Replica artifact creature token with flying and devour 2 for each charge counter on Etherium Dragonforge. After years of trying to gain an edge in quality , the artificers gave up and turned to quantity . With no broodmother to protect, this new flying scourge proved even more devastating than the original.
Design - (2.5/3) Appeal: Spike is afraid of being blown up by Naturalize, but others like this card whole. (2/3) Elegance: Multiple nonstandard tokens make it a little taxing, especially when resolving the ability with multiple counters. Also, even though I don't like compromising paper magic to improve digital, there's no reason to allow sacrificing this to itself.
Development - (3/3) Viability: Rules and rarity ok. This card could be monored, but feels more correct in blue as well due to multiple fliers. (2/3) Balance: Dragon Broodmother was 6 hard mana for only one hatchling a turn. This is any number, and notice that this kind of tokens gains a lot for creating many of itself at the same time. Still, it does still nothing or worse if it gets destroyed quickly enough. This card isn't OP by itself, but may create a warped environment where you either have artifact removal in hand or you die very quickly.
Creativity - (2.5/3) Uniqueness: Artifact Broodmother feels fresh to me. (2/3) Flavor: I don't see why Esper artificers would create something like this, Esper was never about "whether or not they could, they didn’t stop to think if they should", but about perfecting all living things in their way. I also don't understand why creating Replica Creature type.
Polish - (2.5/3) Quality: "For each" should be before "create", to not be confused with devour 2. (2/2) Main Challenge: OK (2/2) Subchallenges: OK
Total: 20.5/25
Izzet Steamfactory2UR
Artifact {R}
Whenever you cast an instant or sorcery spell, untap Izzet Steamfactory. U, T: Create a 1/1 blue Elemental creature token with flying. R, T: Create a 3/1 red Elemental creature token with haste.
Design - (3/3) Appeal: Everyone likes tokens like this, and it even has additional knobs for Johnny and Spike. (3/3) Elegance: Very elegant, easy to understand card.
Development - (3/3) Viability: No problems here. (1.5/3) Balance: This card has internal balance problem, because 1/1 flyer costs one mana, and 3/1 haste usually 3. I believe the red elemental should get sacrificed EOT to make it even and interesting choice. Like this, it also gets very powerful on defense, because you can easily ambush any 3 or even 6 toughness creature.
Creativity - (2.5/3) Uniqueness: Repeatable token making is not groundbreaking, but this combination of abilities works here. (2.5/3) Flavor: Could use some flavor text to get full points.
Polish - (3/3) Quality: OK (2/2) Main Challenge: OK (2/2) Subchallenges: OK
Design -
(3/3) Appeal: All the psychographics like getting lots of mana fast. This is primarily a Johnny-Spike card for infinite combos, but Timmy sure likes it too.
(2/3) Elegance: This does one primary thing - untapping - but spends a lot of words on it, and “any combination of colors” adds an additional layer of complexity.
Development -
(2/3) Viability: Colors correct; however, this seems like a rare, even in a setting where there are colored Fortifications.
(1.5/3) Balance: Infinite mana combos seem easy with this. Like, far too easy. There are definitely a few creatures that have T abilities that untap lands, so there’s a good deal of redundancy.
Creativity -
(3/3) Uniqueness: Definitely unique stuff.
(2.5/3) Flavor: Good flavor, but name’s a mouthful and flavor text runs a bit long for that text box.
Polish -
(2.5/3) Quality: Mana symbols in the cost are in the wrong order.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 20.5/25
Design -
(3/3) Appeal: Timmy likes to grow a Dragon. Johnny likes to combo with sac effects and +1/+1 counters. Spike likes the versatility and that even the baseline - 2/2 flying haste that Faithless Lootings when it dies - is playable.
(2.5/3) Elegance: A generally wordy card, but one that sort of needs to be to achieve what you want.
Development -
(3/3) Viability: Colors and rarity are on point.
(3/3) Balance: Strong stuff, but this - like devour - requires you to invest a lot of resources.
Creativity -
(2/3) Uniqueness: At its heart this is a Jund devour Dragon ported to Esper, but devouring artifacts is a unique touch.
(2/3) Flavor: Base 2/2 is odd for a Dragon and not Drake. Could have used short flavor text.
Polish -
(3/3) Quality: Looks good.
(2/2) *Main Challenge: Done.
(1/2) Subchallenges: Is a creature.
Total: 21.5/25
Design -
(2/3) Appeal: Largely a Timmy-Spike (and Commander player) card. There’s not much of a puzzle for Johnny, but Timmy’s appeal should be obvious and Spike likes a cheap build-your-own-finisher.
(2.5/3) Elegance: The equip cost reduction is a bit wordy but thanks for not saying “Equip creature that’s exactly red and white (R/W)” in a separate ability.
Development -
(3/3) Viability: This is a mythic alright. And yes, RW in the mana cost is appropriate.
(3/3) Balance: Strong stuff, obviously, but doesn’t grant evasion and has a relatively hefty mana cost to make up for the potentially puny equip cost.
Creativity -
(1.5/3) Uniqueness: Plenty of “super sword” Equipment from all the way back to Sword of Kaldra, but the equip cost reduction is the unique part.
(3/3) Flavor: I dig it.
Design -
(3/3) Appeal: An all-rounder. Who doesn’t like something like this?
(2.5/3) Elegance: Base power and toughness changes as global static abilities and “this effect lasts indefinitely” are shaky elegance ground, but I’m sure this card would play fine.
Development -
(3/3) Viability: All looks good.
(2.5/3) Balance: The idea that you can drop this and then immediately alpha strike with a bunch of 4/4 Thopter tokens is concerning - obviously setup is required and the mana cost is tough, but artifacts are pretty easy to cheat out.
Creativity -
(3/3) Uniqueness: The only non-unique element is that Ashnod’s Transmogrant callback, and that’s already such an unusual effect.
(2.5/3) Flavor: The flavor text is good but the name is far too on-the-nose and feels like a playtest name.
Polish -
(2.5/3) Quality: Mana cost symbols in the wrong order.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Done.
Total: 23/25
Design -
(2/3) Appeal: Blows up some of Timmy’s favorite things so they pass. Johnny could use that unique first ability and Spike appreciates a nice Seal of Cleansing for when things get hairy, particularly in the artifact/enchantment-stuffed Commander.
(2/3) Elegance: I really wish that “control” were “own” so you can actually use this to get back Control Magic’d creatures and destroy enemy Equipment attached to them. Seriously, when will you ever destroy an attached artifact with that first ability?
Development -
(3/3) Viability: Colors are good and I think a niche effect like this would go to uncommon.
(3/3) Balance: Nothing objectionable for sure.
Creativity -
(2.5/3) Uniqueness: Unique first ability, aforementioned Seal precedent for the second.
(1.5/3) Flavor: A toadstone is supposed to be a universal antidote, right? So I get why it’s destroying enchantments, I think removing counters would also have worked, but why in the world would such a thing destroy artifacts?
Design -
(1.5/3) Appeal: Timmy might like this as an infinite chump blocker/way to get a fatty through, but in more of a niche way. Johnny does like this quite a bit. Spike doesn’t see it as justifying its cost, but maybe if it created 2/1s or somesuch.
(2.5/3) Elegance: A bit wordy, and all the abilities of the token are irrelevant when it’s created on an opponent’s turn.
Development -
(1.5/3) Viability: I don’t see anything blue about this card except the “Illusion” part. Even generating the token and using it as a blocker can be green - Flash Foliage is an example of that. Alsow worth noting is that “blocked if able” seems to be red, while only fuller Lure effects are green. It’s subtle, but not worth erasing that color pie distinction between two quite similar colors.
(3/3) Balance: A versatile card that changes combat math. Sure.
Creativity -
(2.5/3) Uniqueness: Calls back to Taunting Elf and there are lots of similar cards, but nothing quite like this.
(1/3) Flavor: Name doesn’t seem like a physical object at all, more like an Illusion creature or an enchantment. It also seems like it’s flavored as a distraction rather than something that appears strong but isn’t.
Polish -
(2/3) Quality: Mana symbols in the wrong order and you need to specify that colorless tokens are in fact colorless.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 18/25
Design -
(3/3) Appeal: Timmy likes saving his creatures, Johnny likes to manipulate counters, Spike likes a cheap way to save up a bunch of counters and then ensure his threat can’t be damaged.
(2.5/3) Elegance: The mandatory second triggered ability and cases of simultaneous damage might cause arguments, but otherwise a pretty elegant concept.
Development -
(2.5/3) Viability: Definitely legendary, definitely rare, but feels considerably more white than green; the better secondary color might be blue, but caring only about creatures makes this feel sorta like a Fog effect, so okay in green.
(3/3) Balance: Cheap and a good effect, but the mandatory part balances it seeing as an opponent can fire off one burn spell at a small creature, knock off the counter, and then freely burn a bigger creature, just for example.
Creativity -
(2.5/3) Uniqueness: Obviously plenty of precedent for damage prevention, but it’s never been done this way.
(2.5/3) Flavor: Nice worldbuilding by implication in the flavor text - reminds me of one of my favorite characters ever, Sun Wukong, although the flavor might rely a bit too much on the real world Journey to the West. (willows is currently making a set based on it, jsyk!)
Design -
(2/3) Appeal: Definitely a Timmy/Johnny card - too unreliable and backfiring for Spike. Both those other guys love a boardwiping Vehicle, though.
(3/3) Elegance: Pretty good, comprehensible stuff.
Development -
(2.5/3) Viability: Seems more red-white than black-red (other than the Dire Fleet) flavor, but otherwise everything’s okay.
(3/3) Balance: Symmetricality makes this fine.
Creativity -
(2.5/3) Uniqueness: A pseudo-Fight to the Death on a Vehicle is interesting. I would have liked the trigger to go off whether or not this card was a creature so that you could sacrifice it uncrewed as a combat trick, sort of like an old-time fire boat.
(2.5/3) Flavor: A Dirigible implies an airship to me, so this ought to have had flying imo. Otherwise, gotta love causing your own Hindenburg disaster, right?
Polish -
(1.5/3) Quality: “This card” instead of the card name in the text, “does” instead of “deals”, and mana symbols in the wrong order.
(2/2) *Main Challenge:
(2/2) Subchallenges:
StonerOfKruphix - Implanted Harness is a neat little uncommon overall. I think it fits in an Alara context and as part of the whole Grafted Wargear tradition, such as it is. With haste there’s lots of incentive to pass it around so I like that tension. I’m not sure it needs to be restricted to equipping black or red creatures; that part was odd to me - wouldn’t it be even more Grixis to enslave/alter creatures from other shards? With 0 costs you always run the risk of going infinite (because you can activate the equip indefinitely on the same creature without ever unattaching) but that’s okay out of Standard. It IS a pretty cheap option for Crackdown Construct combos though, but only at sorcery speed AND you do have to control that black or red creature…
Superbajt - Rakdos’s Scythe is another BR Equipment, that’s quite the funny coincidence. I like the triggered ability but I think the Demon version is way too swingy. Putting this on a cheap Demon or a changeling seems like an easy way to Plague Wind - repeatedly if you can dodge removal - in the early game. The flavor is both good and bad - good in that a scythe would cut a wide area so the mass damage is appropriate, bad in that such an iconic weapon seems like it should be bigger, and also pump P/T.
Nekusar's Puzzle Box 2UR
Artifact (R)
At the beginning of each player’s end step, that player shuffles the cards from their hand into their library, then draws that many cards.
Artifact (R)
When Etherium Dragonforge enters the battlefield, sacrifice any number of artifacts. Put that many charge counters on Etherium Dragonforge.
At the beginning of your upkeep, create a 1/1 red Dragon Replica artifact creature token with flying and devour 2 for each charge counter on Etherium Dragonforge.
After years of trying to gain an edge in quality , the artificers gave up and turned to quantity . With no broodmother to protect, this new flying scourge proved even more devastating than the original.
Artifact {R}
Whenever you cast an instant or sorcery spell, untap Izzet Steamfactory.
U, T: Create a 1/1 blue Elemental creature token with flying.
R, T: Create a 3/1 red Elemental creature token with haste.
Legendary Artifact {R}
At the beginning of your upkeep, put a charge counter on Gourd of Life.
If a creature you control would be dealt damage, remove a charge counter from Gourd of Life instead. If you do, prevent that damage instead.
Of all the Monkey King’s treasure, none is more valuable then the Gourd bestowed to him by the spirit of the heavens.
Legendary Artifact Creature — God Wonder {M}
(As this Wonder enters and after your draw step, you may tap a creature to put a brick counter on this.)
As long as it has less than three brick counters on it, Rikisa isn’t a creature.
Remove a brick counter from Rikisa: Each opponent may return a card from their graveyard to their hand. Each player puts the top six cards of their library into their graveyard, then you may return a card from your graveyard to your hand.
4/7
Artifact - Vehicle (U)
When this card is put into a graveyard from the battlefield, if it was a creature, this card does 2 damage to each creature that attacked or blocked this turn.
Crew 2
4/3
Currently Playing:
GBStandard - Golgari Safari MidrangeBG
RBWModern - Mardu PyromancerWBR
RLegacy - Good Old Fashioned BurnR
Clan Contest 3 Mafia - Mafia Co-MVP
The assignments are the following. The top 4 per judge advance.
void_nothing:
JqlGirl
Flatline
bravelion83
IcariiFA
Cantripmancer
Theelkspeaks
Freyleyes
Algernone25
Superbajt:
Subject16
The_Hittite
TheDrB
Forestsguy
Hemlock
Eventide Sojourner
egoblinsw
Artorias
StonerOfKruphix:
Legend
Jimmy Groove
RaikouRider
Ryder052
netn10
Gateways7
Cardz5000
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Design -
(2/3) Appeal: This card is all kinds of Johnny as it plays in a rewarding way both with counters and graveyard. Spike likes the card advantage, but the activation hoops and the fact that it's a quasi-symmetric effect might sway him away. Timmy is only mildly interested.
(2.5/3) Elegance: The card is a bit wordy, but easy to understand. A lot of players will re-read the activated ability.
Development -
(3/3) Viability: As a legendary three-color creature, this is well deserving its rarity. Color-pie wise, Blue, Black and Green are the colors that play around with the graveyard the most (as seen with the recent legend Muldrotha), so no breaks there.
(2.5/3) Balance: The ability to regrow something from your graveyard is very powerful, but I like how it's been balanced by making it almost symmetrical, as you'll get more choice than your opponents. Also, the card balances itself by making use of the "Wonder" mechanic. If else, this is a little underpowered when compared to other Gods, as it lacks the indestructible and the ability scales badly in multiplayer, as you're giving all of your opponents an extra card.
Creativity -
(3/3) Uniqueness: While the "Wonder" part resembles Sagas, this card is very innovative and definitely something not seen before.
(1.5/3) Flavor: Let's preface this by saying that this is definitely the hardest part to judge, as it's up to one's own personal taste and the lack of art sometimes doesn't make justice to a card. That said, the idea of an artifact (which, by definition, is something created by man) God is something that feels a bit wrong to me. Maybe it's part of a cycle of "artificial" Gods, but in a vacuum the flavor doesn't really punch through, especiall because of the lack of flavor text (which I commend you for not using as the card is already wordy as it is). The name is okay.
Polish -
(3/3) Quality: Everything's alright here.
(2/2) Main Challenge: It's a colored artifact.
(1/2) Subchallenges: The colors are okay, but it's a creature.
Total: 20.5/25
Design -
(2/3) Appeal: Timmy is the one who really likes what this card can lead to, Johnny sees some cute recursive combos with it, but Spike isn't that interested, as it requires both setup and losing a creature each turn.
(2.5/3) Elegance: Besides the wonky mana cost, everything is pretty clear, apart from the fact that some inexperienced player might not notice that this is not a may, so you're forced to target it even if you don't want to. The solution is to play things in your second main, but it feels a bit unnatural, and I feel like making the ability a "may" would've been a better choice.
Development -
(2.5/3) Viability: While the effect it's strong, it's definitely not gamebreaking, so I could see this at rare. Also, It's hard for a basically pentacolor card to not break the color wheel, but I feel like Black is totally unnecessary here.
(2/3) Balance: The card balances itself out by forcing you to sac the creature, and it requires heavy hitters as using the ability on a 1/1 feels like a waste. This might see some fringe play in commander, but I don't feel like I would play this in any other format.
Creativity -
(2/3) Uniqueness: There have been some variations on the "buff a creature, sac it later", and this is oe of them. At least it pays you well for playing a greedy manabase.
(1.5/3) Flavor: I could see this as some sort of Esper-enhanced sangrite, but the lack of flavor text (and the card has ample space for it) doesn't help.
Polish -
(3/3) Quality: Everything checks out.
(2/2) It's a colored artifact.
(2/2) Subchallenges: Has the colors and it's not a creature.
Total: 19.5/25
Design -
(3/3) Appeal: This card has something for everyone: Timmy likes it for the growing effect, Spike likes it for its efficiency and Johnny likes the "from anywhere" part.
(3/3) Elegance: The card is easily understandable and elegant.
Development -
(2/3) Viability: While this does nothing that we haven't seen Green or Black do, as it's basically an Equipment version of Vulturous Zombie, it's way too powerful for an uncommon, because if left unchecked, this will win you the game. This is possibly rare material.
(2.5/3) Balance: This card is a limited bomb that would probably make a splash in some constructed formats, especially commander (heck, I would absolutely play this in my Ghave deck) without breaking them open. The only thing that worries me is the overall low cost both in the CMC and the Equip cost, this should be at least a 1BG equipment or equip for 3.
Creativity -
(2/3) Uniqueness: This is a spin on Vulturous Zombie with an artifact rider, but it's nice to see on an equipment.
(2/3) Flavor: With a name like that, I would've expected a creature, not an equipment. Still, it does make sense with what we know of the phyrexians, but I would've liked some flavor text on this.
Polish -
(2.5/3) Quality: It should say: "+1/+1 and HAS "Whenever...".
(2/2) Main Challenge: Check.
(2/2) Subchallenges: Double check.
Total: 21/25
Design -
(2.5/3) Appeal: While Timmy and Johnny see the degeneracy that could ensue, Spike is a bit taken aback by the steep equip cost that could lead to some blowouts.
(3/3) Elegance: The card is very easy to understand.
Development -
(2.5/3) Viability: The rarity is correct, as I wouldn't see this as anything other than a rare. As far as the colors go, I don't see that much Black in it, but I guess it's done to symbolize the berserkers of the Jund shard.
(3/3) Balance: The card is definitely a must-play in limited, but I doubt it would see play in constructed formats that are not commander because of the equip cost. Nevertheless, the effect is very strong, so it's understandable.
Creativity -
(2.5/3) Uniqueness: While all the effects on the card are something that we've already seen before, the extra combat clause is original and very flavorful.
(3/3) Flavor: This card is a homerun from a flavor standpoint, perfectly incapsulating Jund's berserkers and their lore.
Polish -
(3/3) Quality: Everything is alright, here.
(2/2) Main Challenge: Yep, it's a colored artifact.
(2/2) Subchallenges: Not a creature and has B + R/G.
Total: 23.5/25
Design -
(1.5/3) Appeal: Timmy and Johnny are mildly interested (the former more than the latter), Spike is uninterested in a weaker, on-board, and situational Turn Aside.
(3/3) Elegance: The card reads easily and it's very elegant.
Development -
(2.5/3) Viability: Even though we have the Avoid Fate precedent for Green, a hybrid card should work for both colors, and I don't feel like a Green counter would be something WOTC would print nowadays. The rarity is correct.
(2/3) Balance: The card is very situational, but rewards you if you skewer your creature base towards a more multicolored setting. This might see play in limited and, maybe, in some sideboards in standard, but it does too little for something your opponents can see from a mile away.
Creativity -
(2.5/3) Uniqueness: A semi-protection, semi-pump spell is something you don't get to see every day, and the "white creature" clause makes is even more fresher.
(3/3) Flavor: I would like to know more about the plane these Powerbeads come from. Very well done.
Polish -
(3/3) Quality: Everything okay.
(2/2) Main Challenge: It's a colored artifact.
(2/2) Subchallenges: Yep to both.
Total: 21.5/25
Design -
(2.5/3) Appeal: This card has a bit for everybody, maybe not so much for Spike, who still understands how powerful it is.
(2.5/3) Elegance: Everything seems clear, but something might be off when one takes +1/+1 and -1/-1 counters shenaningans into the mix.
Development -
(3/3) Viability: Even though this has the potential to be a mythic rare, I'm okay with this being a rare. No color pie breaks, it's all in the wheel of Black and Green.
(1.5/3) Balance: This card is a very powerful tool and definitely a windmill slam in limited. It would definitely see some constructed play and it would be a toy many commander decks would like to get their hands on. The only problem I got is that the investment is too low for a combination like indestructible and infect, and this would lead to some problems.
Creativity -
(3/3) Uniqueness: This is definitely something new and fresh.
(3/3) Flavor: Perfect. It's just that good.
Polish -
(3/3) Quality: Everything checks out.
(2/2) Main Challenge: Yep.
(2/2) Subchallenges: Double yep.
Total: 22.5/25
Design -
(1.5/3) Appeal: Johnny is the most interested one. Both Spike and Timmy like what it can lead to, but dislike the setup (Spike) and the sacrificing (Timmy).
(3/3) Elegance: Very elegant.
Development -
(1.5/3) Viability: There's nothing green in this card. This would've been better as an UR (maybe BR or UB) enchantment. Also, since it requires a specific deck construction, I think it should be a rare.
(3/3) Balance: It's hard to evaluate cards like these in a vacuum (especially without knowing the standard and limited environment), but I think it would be a very strong card if not for its awkward color identity, which prevents it from being played in the classic EDH artifacts deck. Maybe it's a plus, as those decks would receive a very strong boost from this.
Creativity -
(1.5/3) Uniqueness: As you said, this is basically an artifact-related Greater Good. Nothing more, nothing less.
(2/3) Flavor: The flavor text and the name are nice, maybe just a tad boring.
Polish -
(3/3) Quality: All good here.
(2/2) Main Challenge: Check.
(2/2) Subchallenges: Double check.
Total: 19.5/25
RaikouRider 23.5
Netn10 22.5
Ryder052 21.5
JimmyGroove 21
Cardz5000 20.5
Gateways7 19.5
Legend 19.5
Kruphix, God of Value and Eldrazi. GU
Gahiji: Wider is better. (Now with 40% more tokens!) RGW
Daxos brought some frienchantments! WB
Kynaios and Tiro: Four strong arms to hug you better. RGWU
Saskia: You better not tell her that pointing is rude. BRGW
Sidisi the Zombeesi, the Unmilled, Breaker of Graves, Mother of Zambambos. (Zombie tribal)BGU
Omnath, The Angriest Elemental Ever & His Spike-Handed Buddies.RG (Retired but forever in my heart)
Artifact - Equipment (Uncommon)
Equipped creature gets +2/+0 and has first strike.
Whenever equipped creature attacks alone, it gets +1/+1 until end of turn. If it's an artifact creature, put a +1/+1 counter on it instead.
Equip 2
The Esperites always knew how to combine elegance with efficiency.
Design -
(1.5/3) Appeal: Spike will play this, but not be happy. Timmy is happy due to amassing of counters and being able to attack safely. It isn't interesting challenge for Johnny.
(1.5/3) Elegance: Despite its flavor text, this card is not that elegant. Two different checks on trigger and two different additions, out of which one is not square, make for a taxing card. I appreciate subtle way of making controller attack with equipped creature instead of defending with this, though.
Development -
(2/3) Viability: Rules and rarity are fine. This card could easily be white, or even colorless.
(2/3) Balance: Have you ever tried to attack continously into a comparable or even weaker board when the opponent has a 3+power first strike creature in Limited? It's definitely not fun. 2 colors and being optimal only when attacking save this card though.
Creativity -
(1/3) Uniqueness: Quite generic equipment.
(2/3) Flavor: This card does very little at all to justify being green. Very slight exalted nod is not enough for me, especially that Bant is 3 color and you chopped the most Esper one. You could at least mention that they are travelling Esperites.
Polish -
(3/3) Quality: OK
(2/2) Main Challenge: OK
(1/2) Subchallenges: This has no reason to be green.
Total: 16/25
Artifact - Vehicle [U]
Menace
Whenever Carnival Bandwagon becomes a creature, it gets +1/+0 until end of turn for each creature crewing it.
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.)
0/1
Design -
(2/3) Appeal: Timmy and Johnny are dreaming about all the tokens they will cram into this bandwagon. Spike is looking at them with irritation.
(3/3) Elegance: Perfectly understandable with easy math.
Development -
(3/3) Viability: Rules and rarity all right. Good use of hybrid mana vehicle.
(3/3) Balance: This is banding done right. On one hand, it makes attacking with small creatures into bigger board easier, but on the other hand they can be stopped if needed.
Creativity -
(2.5/3) Uniqueness: Using vehicles to combine small creatures' power to attack easier is the main use case of this card type. This is done interestingly in this case, though.
(2/3) Flavor: I like an image of cramming Goblins, Serfs and Thrulls into this just to have it easily toppled. I could use some flavor text, though.
Polish -
(2.5/3) Quality: I believe it should be: Whenever Carnival Bandwagon becomes an artifact creature, it gets +1/+0 until end of turn for each creature that crewed it this turn.
(2/2) Main Challenge:OK
(2/2) Subchallenges: OK
Total: 22/25
Artifact (R)
2, : Create a 1/1 blue and black Bird artifact creature token with flying and deathtouch.
2GG, Sacrifice Strix Foundry: For each creature you control, choose a target creature an opponent controls. Those creatures fight each other.
Design -
(3/3) Appeal: Everyone likes tokens like this.
(2.5/3) Elegance: Two keywords on a token is the limit. The multitude of costs is strange, but I appreciate how elegantly this A/B+C cost card is contructed.
Development -
(3/3) Viability: Rules OK. Repeatable token creation of this kind is rare. Perfectly in the color pie of both BG and GU.
(1/3) Balance: This is madly unbeatable in Limited and very annoying in Constructed.
Creativity -
(2/3) Uniqueness: OP Whirlermaker. The fight is quite fresh, though.
(1.5/3) Flavor: What is green about strixes? Why does sacrificing their foundry triggers a team deatchmatch? Why is there no flavor text explaining all this? So many questions...
Polish -
(3/3) Quality:OK
(2/2) Main Challenge:OK
(2/2) Subchallenges: OK
Total: 20/25
Artifact - Equipment (R)
T: Add B or R. If that mana is spent to cast a creature spell with haste or menace, attach Sacrilegious Relic to that creature.
Equipped creature is a Demon with flying in addition to its other types and abilities, and has base power and toughness 5/5.
Design -
(1.5/3) Appeal: This card is hard. I think it would receive good reception from Timmy, but lukewarm at best from others.
(1.5/3) Elegance: So... This is a colored equipment without equip ability, which taps even when attached? Yeah, I don't buy it.
Development -
(1.5/3) Viability: Rarity OK. Design rules are heavily bent by equipment without equip. BR mana stone is OK, but only in cycles, and I don't see how this card can be a part of the cycle. Otherwise, BR doesn't ramp like this. Also, this card could easily be monored if it was a Dragon not a Demon.
(2/3) Balance: This card is quite weak outside dedicated deck, but becomes quite dangerous if you have many small creatures that receive up to +4/+4 and flying for a small cost of playing 3-cost mana stone.
Creativity -
(2/3) Uniqueness: Ideas from Path of Mettle and Dominaria equipments. I don't consider an equipment with a tap ability as an upside here, because it's not being done for a reason.
(1.5/3) Flavor: It doesn't speak to me that well. So the relic transforms someone with "demonic" traits (and I don't see haste being that demonic usually), but it still looks for someone other with those traits and if it finds such creature, it leaves th original one transforming it back to normal form? This REALLY needs flavortexty explanation.
Polish -
(2/3) Quality: I believe it should "to the creature this spell becomes" or as a separate ETB, and it should just get flying, or be a 5/5 Demon with flying.
(2/2) Main Challenge:OK
(2/2) Subchallenges: OK
Total: 16/25
Legendary Artifact (r)
T: Spells you cast this turn cost 1 less to cast.
T: Spells your opponents cast this turn cost 1 more to cast.
The Augustal Scepter is regarded with all the respect History had bestowed upon it, as if the very hand of Augustin IV is still holding it.
Design -
(3/3) Appeal: Choices and some power for Spike, twiddling for Johnny and griefer Timmy, and ramp for everyone.
(2.5/3) Elegance: This card for sure will raise questions about increasing cost of a spell after casting it.
Development -
(2.5/3) Viability: Well, if Augustin was printed, it's hard to blame this, but it's still a bend (the discount part). Rarity and rules OK.
(2.5/3) Balance: For 4 mana, it shouldn't break anything, even as some part of untap engine. It isn't perfectly safe, though.
Creativity -
(2/3) Uniqueness: Well, this IS Grand Arbiter Augustin IV as a stick. This feels fresh nonetheless, as the play pattern is different.
(2/3) Flavor: That was only 4th Augustin, and the scepter is probably related to the title, not name. Also, I don't believe Azorius card would refer to this person without proper title in the flavor text. Why is History capitalized?
Polish -
(3/3) Quality: OK
(2/2) Main Challenge: OK
(1/2) Subchallenges: Only in Esper.
Total: 20.5/25
Artifact (R)
At the beginning of each player’s end step, that player shuffles the cards from their hand into their library, then draws that many cards.
Design -
(1.5/3) Appeal: Only Johnny has really fun with this card, Spike likes seeing new options each round, but doesn't admire being down a card and not being able to plan anything.
(3/3) Elegance: Short, understandable text.
Development -
(3/3) Viability: Everything OK.
(2/3) Balance: This card is basically only for casual Johnnies or very fringe strategies, so while it wouldn't break anything, it wouldn't be affecting anything positively either.
Creativity -
(0/3) Uniqueness: This is basically exactly Teferi's Puzzle Box. Differences are irrelevant for design, even if you moved it to UR.
(1.5/3) Flavor: Sure, it's a Puzzle Box, and it would be powerful if you control Nekusar, but why would Nekusar have a puzzle box? Nothing in his character tells he should have one. Lack of flavor text doesn't help.
Polish -
(2.5/3) Quality: Shuffles their hand.
(2/2) 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?
(2/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: 17.5/25
Artifact (R)
When Etherium Dragonforge enters the battlefield, sacrifice any number of artifacts. Put that many charge counters on Etherium Dragonforge.
At the beginning of your upkeep, create a 1/1 red Dragon Replica artifact creature token with flying and devour 2 for each charge counter on Etherium Dragonforge.
After years of trying to gain an edge in quality , the artificers gave up and turned to quantity . With no broodmother to protect, this new flying scourge proved even more devastating than the original.
Design -
(2.5/3) Appeal: Spike is afraid of being blown up by Naturalize, but others like this card whole.
(2/3) Elegance: Multiple nonstandard tokens make it a little taxing, especially when resolving the ability with multiple counters. Also, even though I don't like compromising paper magic to improve digital, there's no reason to allow sacrificing this to itself.
Development -
(3/3) Viability: Rules and rarity ok. This card could be monored, but feels more correct in blue as well due to multiple fliers.
(2/3) Balance: Dragon Broodmother was 6 hard mana for only one hatchling a turn. This is any number, and notice that this kind of tokens gains a lot for creating many of itself at the same time. Still, it does still nothing or worse if it gets destroyed quickly enough. This card isn't OP by itself, but may create a warped environment where you either have artifact removal in hand or you die very quickly.
Creativity -
(2.5/3) Uniqueness: Artifact Broodmother feels fresh to me.
(2/3) Flavor: I don't see why Esper artificers would create something like this, Esper was never about "whether or not they could, they didn’t stop to think if they should", but about perfecting all living things in their way. I also don't understand why creating Replica Creature type.
Polish -
(2.5/3) Quality: "For each" should be before "create", to not be confused with devour 2.
(2/2) Main Challenge: OK
(2/2) Subchallenges: OK
Total: 20.5/25
Artifact {R}
Whenever you cast an instant or sorcery spell, untap Izzet Steamfactory.
U, T: Create a 1/1 blue Elemental creature token with flying.
R, T: Create a 3/1 red Elemental creature token with haste.
Design -
(3/3) Appeal: Everyone likes tokens like this, and it even has additional knobs for Johnny and Spike.
(3/3) Elegance: Very elegant, easy to understand card.
Development -
(3/3) Viability: No problems here.
(1.5/3) Balance: This card has internal balance problem, because 1/1 flyer costs one mana, and 3/1 haste usually 3. I believe the red elemental should get sacrificed EOT to make it even and interesting choice. Like this, it also gets very powerful on defense, because you can easily ambush any 3 or even 6 toughness creature.
Creativity -
(2.5/3) Uniqueness: Repeatable token making is not groundbreaking, but this combination of abilities works here.
(2.5/3) Flavor: Could use some flavor text to get full points.
Polish -
(3/3) Quality: OK
(2/2) Main Challenge: OK
(2/2) Subchallenges: OK
Total: 22.5/25
(3/3) Appeal: All the psychographics like getting lots of mana fast. This is primarily a Johnny-Spike card for infinite combos, but Timmy sure likes it too.
(2/3) Elegance: This does one primary thing - untapping - but spends a lot of words on it, and “any combination of colors” adds an additional layer of complexity.
Development -
(2/3) Viability: Colors correct; however, this seems like a rare, even in a setting where there are colored Fortifications.
(1.5/3) Balance: Infinite mana combos seem easy with this. Like, far too easy. There are definitely a few creatures that have T abilities that untap lands, so there’s a good deal of redundancy.
Creativity -
(3/3) Uniqueness: Definitely unique stuff.
(2.5/3) Flavor: Good flavor, but name’s a mouthful and flavor text runs a bit long for that text box.
Polish -
(2.5/3) Quality: Mana symbols in the cost are in the wrong order.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 20.5/25
(3/3) Appeal: Timmy likes to grow a Dragon. Johnny likes to combo with sac effects and +1/+1 counters. Spike likes the versatility and that even the baseline - 2/2 flying haste that Faithless Lootings when it dies - is playable.
(2.5/3) Elegance: A generally wordy card, but one that sort of needs to be to achieve what you want.
Development -
(3/3) Viability: Colors and rarity are on point.
(3/3) Balance: Strong stuff, but this - like devour - requires you to invest a lot of resources.
Creativity -
(2/3) Uniqueness: At its heart this is a Jund devour Dragon ported to Esper, but devouring artifacts is a unique touch.
(2/3) Flavor: Base 2/2 is odd for a Dragon and not Drake. Could have used short flavor text.
Polish -
(3/3) Quality: Looks good.
(2/2) *Main Challenge: Done.
(1/2) Subchallenges: Is a creature.
Total: 21.5/25
(2/3) Appeal: Largely a Timmy-Spike (and Commander player) card. There’s not much of a puzzle for Johnny, but Timmy’s appeal should be obvious and Spike likes a cheap build-your-own-finisher.
(2.5/3) Elegance: The equip cost reduction is a bit wordy but thanks for not saying “Equip creature that’s exactly red and white (R/W)” in a separate ability.
Development -
(3/3) Viability: This is a mythic alright. And yes, RW in the mana cost is appropriate.
(3/3) Balance: Strong stuff, obviously, but doesn’t grant evasion and has a relatively hefty mana cost to make up for the potentially puny equip cost.
Creativity -
(1.5/3) Uniqueness: Plenty of “super sword” Equipment from all the way back to Sword of Kaldra, but the equip cost reduction is the unique part.
(3/3) Flavor: I dig it.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 22/25
(3/3) Appeal: An all-rounder. Who doesn’t like something like this?
(2.5/3) Elegance: Base power and toughness changes as global static abilities and “this effect lasts indefinitely” are shaky elegance ground, but I’m sure this card would play fine.
Development -
(3/3) Viability: All looks good.
(2.5/3) Balance: The idea that you can drop this and then immediately alpha strike with a bunch of 4/4 Thopter tokens is concerning - obviously setup is required and the mana cost is tough, but artifacts are pretty easy to cheat out.
Creativity -
(3/3) Uniqueness: The only non-unique element is that Ashnod’s Transmogrant callback, and that’s already such an unusual effect.
(2.5/3) Flavor: The flavor text is good but the name is far too on-the-nose and feels like a playtest name.
Polish -
(2.5/3) Quality: Mana cost symbols in the wrong order.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Done.
Total: 23/25
(2/3) Appeal: Blows up some of Timmy’s favorite things so they pass. Johnny could use that unique first ability and Spike appreciates a nice Seal of Cleansing for when things get hairy, particularly in the artifact/enchantment-stuffed Commander.
(2/3) Elegance: I really wish that “control” were “own” so you can actually use this to get back Control Magic’d creatures and destroy enemy Equipment attached to them. Seriously, when will you ever destroy an attached artifact with that first ability?
Development -
(3/3) Viability: Colors are good and I think a niche effect like this would go to uncommon.
(3/3) Balance: Nothing objectionable for sure.
Creativity -
(2.5/3) Uniqueness: Unique first ability, aforementioned Seal precedent for the second.
(1.5/3) Flavor: A toadstone is supposed to be a universal antidote, right? So I get why it’s destroying enchantments, I think removing counters would also have worked, but why in the world would such a thing destroy artifacts?
Polish -
(3/3) Quality: Fine.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 21/25
(1.5/3) Appeal: Timmy might like this as an infinite chump blocker/way to get a fatty through, but in more of a niche way. Johnny does like this quite a bit. Spike doesn’t see it as justifying its cost, but maybe if it created 2/1s or somesuch.
(2.5/3) Elegance: A bit wordy, and all the abilities of the token are irrelevant when it’s created on an opponent’s turn.
Development -
(1.5/3) Viability: I don’t see anything blue about this card except the “Illusion” part. Even generating the token and using it as a blocker can be green - Flash Foliage is an example of that. Alsow worth noting is that “blocked if able” seems to be red, while only fuller Lure effects are green. It’s subtle, but not worth erasing that color pie distinction between two quite similar colors.
(3/3) Balance: A versatile card that changes combat math. Sure.
Creativity -
(2.5/3) Uniqueness: Calls back to Taunting Elf and there are lots of similar cards, but nothing quite like this.
(1/3) Flavor: Name doesn’t seem like a physical object at all, more like an Illusion creature or an enchantment. It also seems like it’s flavored as a distraction rather than something that appears strong but isn’t.
Polish -
(2/3) Quality: Mana symbols in the wrong order and you need to specify that colorless tokens are in fact colorless.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 18/25
(3/3) Appeal: Timmy likes saving his creatures, Johnny likes to manipulate counters, Spike likes a cheap way to save up a bunch of counters and then ensure his threat can’t be damaged.
(2.5/3) Elegance: The mandatory second triggered ability and cases of simultaneous damage might cause arguments, but otherwise a pretty elegant concept.
Development -
(2.5/3) Viability: Definitely legendary, definitely rare, but feels considerably more white than green; the better secondary color might be blue, but caring only about creatures makes this feel sorta like a Fog effect, so okay in green.
(3/3) Balance: Cheap and a good effect, but the mandatory part balances it seeing as an opponent can fire off one burn spell at a small creature, knock off the counter, and then freely burn a bigger creature, just for example.
Creativity -
(2.5/3) Uniqueness: Obviously plenty of precedent for damage prevention, but it’s never been done this way.
(2.5/3) Flavor: Nice worldbuilding by implication in the flavor text - reminds me of one of my favorite characters ever, Sun Wukong, although the flavor might rely a bit too much on the real world Journey to the West. (willows is currently making a set based on it, jsyk!)
Polish -
(3/3) Quality: Looks fine.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 23/25
(2/3) Appeal: Definitely a Timmy/Johnny card - too unreliable and backfiring for Spike. Both those other guys love a boardwiping Vehicle, though.
(3/3) Elegance: Pretty good, comprehensible stuff.
Development -
(2.5/3) Viability: Seems more red-white than black-red (other than the Dire Fleet) flavor, but otherwise everything’s okay.
(3/3) Balance: Symmetricality makes this fine.
Creativity -
(2.5/3) Uniqueness: A pseudo-Fight to the Death on a Vehicle is interesting. I would have liked the trigger to go off whether or not this card was a creature so that you could sacrifice it uncrewed as a combat trick, sort of like an old-time fire boat.
(2.5/3) Flavor: A Dirigible implies an airship to me, so this ought to have had flying imo. Otherwise, gotta love causing your own Hindenburg disaster, right?
Polish -
(1.5/3) Quality: “This card” instead of the card name in the text, “does” instead of “deals”, and mana symbols in the wrong order.
(2/2) *Main Challenge:
(2/2) Subchallenges:
Total: 21/25
Freyleyes 23
bravelion83 22
Flatline 21.5
Cantripmancer 21
Algernone25 21
JqlGirl 20.5
Theelkspeaks 18
Superbajt - Rakdos’s Scythe is another BR Equipment, that’s quite the funny coincidence. I like the triggered ability but I think the Demon version is way too swingy. Putting this on a cheap Demon or a changeling seems like an easy way to Plague Wind - repeatedly if you can dodge removal - in the early game. The flavor is both good and bad - good in that a scythe would cut a wide area so the mass damage is appropriate, bad in that such an iconic weapon seems like it should be bigger, and also pump P/T.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝