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  • 1

    posted a message on December MCC Round 1 - Decisions, decisions
    Man-Hunt 2GG
    Enchantment (R)
    Will of the concil-At the beginning of your upkeep, starting with you, each player votes for a player. Each player with the most votes or ties for the most votes gets a Bounty counter. Then, all players with bounty counters sacrifice a number of permanents equal to the number of bounty counters they have

    Design .:.
    (2/3) Appeal: Voting cards are Txmmy cards by design. Messing with counters is a Jxnny thing.
    (3/3) Elegance: The card is easy to understand and makes sense.

    Development .:.
    (2/3) Viability: This feels like a rare, but this being a green card seems pretty weird. Hunting is green, yes, but forced sacrificing of any permanent is mostly white. Green can let people sacrifice artifacts, enchantments and nonbasic lands.
    (2,5/3) Balance: This is a powerful tool to control the board state and team up against players that are ahead. The problem I see is, that once this card starts punishing the top player, it will punish them each turn, wheter or not they're still ahead. For them the game might turn unfun as they'll lose more and more cards. Good that it also allows player to punish you if necessary. If we assume that this card currently is indeed problematic one could put a counter on the enchantment each turn and then force the chosen player/s to sacrifice that many things.

    Creativity .:.
    (2,5/3) Uniqueness: There's only one vothing card that allows the group to really direct its effect to one player, that is Council's Judgment. Other voting cards would "spread the love" or do something different. The again, it's kind of an even meaner Smokestack, a pretty iconic card.
    (2/3) Flavor: Having bounty counters for me indicates that you get something if you catch/kill the thing with a bounty counter, see Mathas, Fiend Seeker. Here it's downright punishment, without any direct gain for others. The effect feels more like repressions.

    Polish .:.
    (0,5/3) Quality: So there are a few things: It's "council", not "concil". There should be a space before and after the dash that separates the ability word and the effect. In this case it's "tied", not "ties". Names of counters aren't written in capitals. No comma after "Then". "Then all players" is used on one card, Goblin Game, there it comes right before a physical action all players do at the same time. More often used is the phrase "Then each player". The ability could simply read "Then each player sacrifices a permanent for each bounty counter they have." This should end with a dot anyways.
    (2/2) Main Challenge: Main challenge satisfied!
    (2/2) Subchallenges: Both subchallenges satisfied!

    Total: 18,5/25
    Etherium Phylactery 2W
    Artifact [Rare]
    Etherium Phylactery enters the battlefield tapped.
    T: Join Forces - Starting with you, each player may pay any amount of mana. Put that many charge counters on Etherium Phylactery.
    2WW,T, Exile Etherium Phylactery: Each player's life total becomes the amount of charge counters on Etherium Phylactery. Activate this ability only if there are at least five charge counters on Etherium Phylactery.
    -
    Eternity is best spent in good company.

    Design .:.
    (2/3) Appeal: Txmmy likes multiplayer cards. I can Jxnny doing weird things with this.
    (3/3) Elegance: The card is easy to understand and makes sense.

    Development .:.
    (3/3) Viability: This type of life total change feels white. Rare seems appropriate.
    (2,5/3) Balance: At the very least this card forces each player to not spend their mana on other things, if they want to prevent them from losing too much life. If you time this accordingly or manipulate the board state, you can set each player's life total to five on turn four upwards. I'd compare this to Repay in Kind as making each player lose a bunch of life seems like a good plan with this phylactery and usually more attractive than the group hug alternative. Repay in Kind comes down on turn seven and needs a lot of life lost in the first place. While having the phylactery come into play tapped helps balancing it, it still feels pretty powerful.

    Creativity .:.
    (2,5/3) Uniqueness: There are only a few cards that set each player's life total. This is a good addition.
    (3/3) Flavor: When used as described this will lead to everyone's death faster than to an eternity spent together. But the flavor is still good.

    Polish .:.
    (1,5/3) Quality: There should be a space between "2WW," and "T". The life becomes the number of charger counters, e.g. Eternity Vessel. It should probaby be "Activate this ability only if there are five or more counters on ~." "At least" is used when a number is compared to another number, appears on two cards this way, see Isolated Watchtower and Ayli, Eternal Pilgrim. "Or more" is used on 50 cards, generally when things are counted, e.g. Argent Sphinx.
    (2/2) Main Challenge: Main challenge satisfied!
    (2/2) Subchallenges: Both subchallenges satisfied!

    Total: 21,5/25
    Judge of the Indentured Soul 2W
    Creature - Spirit (Rare)
    Flying
    Will of the council - When Judge of the Dead enters the battlefield, starting with you, each player votes for Servitude or Doom. If Servitude gets more votes, Exile target creature card from a graveyard. Create a token that's a copy of card exiled this way except it is spirit in addition to its other types. If Doom gets more votes or the vote is tied, destroy target creature.
    "the Orzhov collect the debts of those who died in the afterlife or punish them eternally."
    2/2

    Design .:.
    (1/3) Appeal: Voting cards are Txmmy cards by design.
    (3/3) Elegance: The card is easy to understand and makes sense.

    Development .:.
    (2,5/3) Viability: Creatures that destroy any creatures upon entering the battlefield usually are black. White creatures usually exile creatures. While white never unconditionally destroys single creatures, it can deal with them so this can probably considered a bend. That said, exiling the creature instead of destroying it would not make the card a lot more powerful as it already is.
    (2/3) Balance: From the batch I judged this card comes nearest to a multiplayer Spike card. It's cheap and pretty good either way and can be abused with flicker effects. It's basically a less controllable Karmic Guide on steroids. Then again, if graveyards are empty, this is just a flier and this uncertainty might turn Spike off. Creatures that reanimate when they enter battlefield cost at least five. Creatures that destroy mostly four or more. This thing probably should not be this cheap.

    Creativity .:.
    (2/3) Uniqueness: A séanceing Karmic Guide or [/card]Ravenous Chupacabra[/card]. This is a nice mashup.
    (3/3) Flavor: Flavor text and effect blend well together.

    Polish .:.
    (0,5/3) Quality: "Will of the council" has to be in italics. The name of the card and the first reference to it in the rules text are different. The names of the modes must not be written in capitals. Like most words in English "Exile" is not capitalized either if it appears not at the beginning of a sentence. I think the exile effect and the token effect can be simply connected by "and". The way it is it's missing an "a" before "card exiled this way". So it could read ". . . graveyard and creature a token that's a copy of it, except . . . " There comes a comma before this kind of exception, e.g. Séance. The flavor text should start capitalized.
    (2/2) Main Challenge: Main challenge satisfied!
    (2/2) Subchallenges: Both subchallenges satisfied!

    Total: 18/25
    Nationalism 3WW
    Enchantment (R)
    Council's dilemma — When Nationalism enters the battlefield, starting with you, each player votes for pride or prejudice. When they do, put a pride counter on Nationalism for each pride vote and exile target nonland permanent for each prejudice vote.
    Creatures you control get +1/+1 for each pride counter on Nationalism.

    Design .:.
    (1/3) Appeal: Voting cards are Txmmy cards by design.
    (3/3) Elegance: The card is easy to understand and makes sense.

    Development .:.
    (2,5/3) Viability: White unconditionally and indefinitely exiling any nonland permanent has appeared seven years ago on Exclusion Ritual the first and only time. But since then usually white returns permanents if the exiling thing leaves the battlefield. I consider this a bend.
    (2,5/3) Balance: A nice card if you like politics, in your game, literally. Exiling four nonlands permanents for five mana is a pretty good rate. Buffing all your creatures by 4 as well. Anything in between is also still pretty good. Quarantine Field exiling four things costs ten mana. Getting +3/+3 costs six mana in two colors, see Collective Blessing. I think this card should cost a mana more or so.

    Creativity .:.
    (2/3) Uniqueness: Hymn or multi exile makes a good dilemma.
    (3/3) Flavor: Name, voting options and effects make sense.

    Polish .:.
    (3/3) Quality: No flaws detected!
    (2/2) Main Challenge: Main challenge satisfied!
    (2/2) Subchallenges: Both subchallenges satisfied!

    Total: 21/25
    Clockwork Gamer 21,5
    Superbajt 21,0
    InfinityDie 18,5
    Ulka 18,0
    Posted in: Monthly Contests Archive
  • 2

    posted a message on December 2018 MCC Judge Signup thread - early access
    Will judge again Smile
    Posted in: Monthly Contests Archive
  • 1

    posted a message on The Tokens of Ultimate Masters
    From the mothership. First ever Citizen and black Wurm token and non-foil Marit Lage with crown.

    Posted in: The Rumor Mill
  • 2

    posted a message on New Challenge Every Day Revival, 11/26/18: Cards that would have two legendary characters in their artwork (PENULTIMATE DAY)
    Votes: Raptorchan, void_nothing

    Union of Flesh and Spirit 3W
    Legendary Sorcery {R}
    (You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
    Exile all legendary creatures you don't control. Put a divinity counter on each legendary creature you control and it gains indestructible.
    Without hesitation, Michiko opened her arms and flowed into Kyodai. Their bodies mingled like a river flowing into the sea, swirling currents of Michiko's will mixing with the rising tide of Kyodai's power.

    IIW: Plane cards for Theros, Fiora (Conspiracy plane), Tarkir, Kaladesh, Amonkhet, Ixalan, Bablovia (Unstable plane), or Kylem (Battlebond plane)
    Posted in: Monthly Contests Archive
  • 1

    posted a message on NOVEMBER 24TH, 2018
    Votes: chochky, Indighost

    Thousandfold Refraction
    Phenomenon {C}
    When you encounter Thousandfold Refraction, players play a Magic subgame, using their libraries as their decks. During that game, each blank roll of the planar die is a Chaos roll. For the rest of the main game, rolling the planar die costs 1 less to roll for each time it was rolled that turn for each player who did win the subgame. (Then planeswalk away from this phenomenon.)
    Posted in: Monthly Contests Archive
  • 3

    posted a message on Full Gallery is up
    Vengeful Rebirth by SebMcKinnon.

    Posted in: The Rumor Mill
  • 2

    posted a message on Pattern of Rebirth
    Art by Terese Nielsen.



    Posted in: The Rumor Mill
  • 1

    posted a message on Pattern of Rebirth
    Pattern of Rebirth, preview by The Command Zone.

    Posted in: The Rumor Mill
  • 1

    posted a message on Gamble
    Gamble, preview by Magic Europe (twitter).

    Posted in: The Rumor Mill
  • 1

    posted a message on Fecundity
    Fecundity, preview by EDH REC.

    Posted in: The Rumor Mill
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