Unholy Purge :3mana::symub::symu::symb:
Instant
Affinity for multicolored creatures (This spell costs less to play for each multicolored creature you control.)
Monocolored creatures get -2/-2 until end of turn. Then, each player removes a card in their hand from the game for each creature put into the graveyard by this spell. Lost and forgotten.
Murder of Imps 4BR
Creature - Imp Minion (R)
Murder of Imps costs 1 less to play for each card in your hand.
Flying, trample
Murder of Imps gets -1/-1 for each card in your hand. “If you think the crows are bad...”
6/6
Maze of Memories6
Artifact R
Affinity for card types among cards in all graveyards (This spell costs 1 less to play for each card type among cards in all graveyards.)
At the beginning of each player’s upkeep, that player may pay 1 for each card type among cards in all graveyards. If he or she doesn’t, that player skips his or her next combat step.
Illus: Jonathan Rigby (epilogue.net)
Counterblast3UR
Instant R
Affinity for instants (This spell costs 1 less to play for each instant in your graveyard.)
Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)
Counterblast deals 2 damage to target creature or player.
I am wise and outwitting you, while you are unwise and on fire.
Torch of Grixis 4BR
Sorcery R
Affinity for Zombies.
Forecast — BB, Lose 1 life, Reveal Torch of Grixis from your hand: Put a 2/2 black Zombie token into play.
Sacrifice all Zombies you control. For each Zombie sacrificed this way, put a 4/1 red Elemental token with haste into play under your control.
Blazer Run Warrens4BR
Tribal Enchantment- Goblin (R)
Affinity for Goblins.
At the begining of each upkeep put a 1/1 red and black Goblin token named Blazer Run Bandit with haste and "At the end of turn, sacrifice Blazer Run Bandit." into play.
All Goblins you control get +1/+0
In some goblin societies immolation is the most sincere form of flattery.
Mindfire :xmana::symu::symr:
Sorcery (r)
Affinity for instant and sorcery cards in your graveyard (This spell costs less to play for each instant and sorcery card in your graveyard.)
Mindfire deals X damage to target creature. That creature’s controller puts the top X cards of his or her library into his or her graveyard. “Body and mind will burn alike.”
—Nicol Bolas
Hell's Gatekeeper3:symwb::symwb:
Creature - Zombie Wizard R
Affinity for creatures in your graveyard. (This spell costs 1 less to play for each creature card in your graveyard.)
If Hell’s Gatekeeper would be dealt lethal damage, sacrifice it. Each player sacrifices each creature he or she controls. He guards the gate to eternal damnation.
3/1
Circle of Mysticism 4WU
Enchantment
Affinity for Enchantments
All other noncreature enchantments you control have shroud
All enchantments you control have WU: This Enchantment becomes a 2/2 Spirit creature with flying until end of turn
Flavor Text for Foil Versions
"The enormity of the spells cast forced Mana itself to take up arms"
@ a-slice-of-cake: You know you want that to be called "Earthshattering Kaboom"
Mephidross Abomination 3BB
Creature - Horror [U]
Affinity for creature cards in your graveyard
When Mephidross Abomination comes into play, you may remove any number of creature cards in your graveyard from the game. For each artifact creature card removed this way, put a +1/+1 counter on Mephidross Abomination.
3/2
Silkbed Spider
:4mana::symgu: (C)
Creature, Spider
Affinity for tapped basic lands.
Shroud. "Not all spiders reach the sky, some reach up the land from underground"
3/4
Dawn of Penance4UW
Instant (Uncommon)
Affinity for blocking creatures (This spell costs 1 less to play for each blocking creature you control.)
Return up to two target attacking creatures to their owner’s hand. You gain life equal to the total power of creatures returned this way. The first rays of daybreak possess a power that neither priest nor cleric can ever hope to emulate.
Artist: KaiserFlames at Deviantart.com
Private Mod Note
():
Rollback Post to RevisionRollBack
Signature courtesy of Zaphod and High_Light Studios. You guys rawk.
Can you believe some fella actually piloted THIS deck to victory at a recent FNM near my house? For god's sake, it runs THIRTY-FOUR LANDS!
Affinity for creatures with power 5 or greater (This spell costs 1 less to play for each creature with power 5 or greater you control.)
Other creatures you control with power 5 or greater have haste, trample, and lifelink. The sheer power radiating off of its body emanates through the Nayan jungle attracting others seeking its position.
5/5
Simic BioaccelerationXGU
Sorcery (R)
Affinity for nonbasic lands
Look at the top X cards of your library. You may reveal a creature card from among them and put it into play tapped. Remove the rest from the game.
Rein the Æther (R)
:sym2r::sym2w::sym2u:
Sorcery
Affinity for Clerics, Shamans and Wizards
Return up to three target instant or sorcery cards from your graveyard to your hand. Remove Rein the Æther from the game. "We are different animals drinking from the same stream."
- Safka, high arcanist
Design: This is where I get to tell you what goes in my head as I'm reading your card. For all intents and purposes, cards are given score here as is they are in a vacuum. If your card can wow me, it will show up here. Elegance, creativity and potential are tested ways to get that wow effect, so know what they mean and make it show. Development: This is where the card leaves the vacuum and joins the real world, where rules and balance matters. I take a more holistic approach about balance, which to me translate into "how much fun will it be to be playing it/against it?". A balanced card is the kind that will make someone happy without hurting someone else. I'm a limited fanatic, so that's where I'll look first, but be sure other formats will not be neglected. If your cards designed for a certain format, I'll definitely take that into consideration. Make it interesting, make the wording work and dont brake any format, and you'll have your 10 easily enough. Polish: I most likely will put some wording mistakes here as oppose to developement, but those will be the type that doesn't alter the way the card works, just are done differently on real Magic cards (i.e forgetting to put a line brake between flash and the rest of the card). As in real world law, double jeoperdy applies, and you will not be deducted points twice for the same thing. Renders are things I love, but I will not deduct a render point for not having one. I will deduct it for having one that does not fit the card, or not having a render when it's needed to explain what the card is (i.e if the card has a creature type 'Quezzlax' I'd like a render showing me what a quezzlax is). This is done so to not hurt those who fine it hard to find art, but I would really wish you'd at least try and get a render. They're easy to make and make the card that much cooler.
A quick word on Mythic Rares: I fill that that this rarity exist for a very narrow type of card. Planeswalker are the obvious choice, but I will accept others. However you will need to make me feel this card is important enough to merit the orange symbol. The fact that a card is powerful is not enough for that. Interpret as you will. Should you get rarity wrong in my eyes, it will be deducted in Developement, which is where I feel rarity should be checked.
Design:
I have to say affinity looks much more natural in tribal theme than in the artifact theme that showed it for the first time. This is a great example for a good tribal sorcery, since it gives the feeling that it's being cast through the goblins, and is thus their magic. Creatively there is nothing new, though the damage to gain life thing has never been done in RB, but the whole card is quite apealling. the one issue I have is the name, because I don't see why arsoning should gain you life. 8/10 Developement: I really dislike the fact that this card is completely dead if you don't have any goblins, yet that's when you'll need to pay the most for it. The way it's written, it's unplayable with 0-1 goblins, decent with 2 goblins, great with 3 goblins, and absolutly insane with 4 or more goblins. This sort of scale makes me feel uneasy. I'd much rather the card dealing a fixed amount of damage, making it something you could play even without any goblins, and still be a decent removal spell. This would also make deckbuilding easier, beacause even a dedicated goblin deck might have trouble keeping 4+ goblins in play in limited. 4/10 Polish:
Bonuses all good. The correct wording should be "Goblin Arson deals damage to target creature equal..." i've debated with myself whether I should deduct anything for not having an artist credit, since that goes againt the forum rules themselves, but decided against playing moderator. In the future, make sure there is an artist credit on your card. 4/5 Total: Affinity and tribal look like a natural couple, but I'd rather the card do more even if you had zero goblins. 16/25
Design:
Combining Chroma and Affinity is a very interesting spin. I'm not sure why would it be based only on red mana symbols, as the card has equal parts of red and white in it's cost. Pumping up creatures and giving them first strike is nothing new, but at least it fits the colors. The name should be "March Battle Cry" since the other way around doesn't really make sense (is it a march made for a battle cry? at the length of a battle cry?). 6/10 Developement:
+4 power is a lot when given to all creatures. In limited, this card would end games on his own. Most cards that can give that kind of bonus at instant speed come with some kind of drawback or a bigger cost, and a lot of them are at sorcery speed. The affinity means that by the time it's relevent, you can almost certainly cast it for three mana. In constructed, I think some players might find a great use for what is essentialy a red white Overrun for three mana. After all, Goblin Pyromancer saw play, and it costed more, gave a lesser bonus that was only for goblins, was sorcery speed and forced you to kill all your army. This card has me worried. 5/10 Polish: Bonuses, Render and wording are all good with me. 5/5
Total: I'm still a bit uncomfortable with that much power given for only three mana at instant speed... 16/25
Design: While counting instants in your graveyard is a rare thing in magic, all the rest of the card is painfully familiar. Basically a Shock married to a discounted Voidslime. The name is very generic, as is the flavour text, and the card misses a flavour hit by being able to target a creature. Would have been way cooler if it was a spell blowing up in it's controller's face. 3/10 Developement:
Hard counters with a single blue mana cost are a big no-no. Even if I was willing to let that slide, this card makes both Voidslime an Suffocating Blast cry. In a dedicated permittion deck, this card will cost 1RU really fast, making it a perfect counter that can also get rid of the opponent's first drop creature on the same time, and pretty much ending the game right there. Sorry, but this just screams 'broken' to me. 3/10 Polish:
Bonus ok, Should be "affinity for instant cards in your graveyard". We've been very flexible with the definition of affinity here, but there is a limit. Ironicaly, if you would have made it affinity for instant for real (the number of instants you control on the stack) would have been much less broken. That reminder text really messed things up for you. 4/5 Total: You should be more careful with counterspells. There is a reason way most of them seem overcosted. 10/25
Design:
Ah, enchanment love, too much of it, and you get Replenish. Too, little, well, you still get cards that players like building decks around. This card does something slightly new because it has shroud itself, and it pretty much safegaurds enchantments even from global removal. The second ability will make Johnny very happy. It's like an Enduring Renewal for enchantments, and it begs to be made into a combo. All the pieces work together nicely, and the second ability is something quite new. The name is slightly generic, though 8/10 Developement:
This card worries me. I don't like the fact that it's hermaticaly seals enchantments from harm, while being shrouded himself. All the other shroud giving enchantment lords (the most recent one was Greater Auramancy) left shroud out of the equasion for themselves. By itself, this wouldn't be such a big deal, but coupled with the second ability, which just begs to become a combo piece, I'd feel much more comfortable without it having shroud. Still, I think you've got the cost right and I can't really find the cards that will combo with this in a broken way (at least not in standard or extended. Opalescence would love this card in play, but I'm not really worried about braking vintage with this card). 7/10 Polish:
Bonus, spelling and all is good. Really wish there was a render. Edit: noticed some wording issues, the second ability should read "henever an enchantment you control leaves play, you may return target enchantment cardfrom your graveyard to your hand" score ajusted. 4/5 Total: Next time, lose the Shroud. 19/25
Design:
Like I said before, Affinity feels like a natural in tribal. This card takes one of the oldest tribe in the game, and tries to give it a mighty warrior to build around. I have issues with the fact that you take spore counters off your hard working fungi. Thallids are all about slow buildup, and even though this guy can grow into incredible sizes, I'd much rather see it get a spore counter for every spore counter on every fungi. This way, you're not unbuilding all your hard work, and it will play nicely with an extra copy, and Timmy will be much happier with it. The "you may" clause was a good call, though. Though each single part of the card is not very new, the overall take fungi into a whole new area, and works really nice together 7/10 Developement:
I wonder how big this guy can get, and how soon? After doing the math, this guy can get to about 6/7 on turn four if you're lucky, and really really big on turn five if you played a Sporesower Thallid the turn before. you could also play it as a 3/4 on turn three. All in all, a very good beater, but this is really just a one time trick. Is you played one right after the other one, it won't be nearly as big. Since a dedicated deck is required, and it's no way near the numbers of Tarmogoyf, I say you could have pushed it slightly more. This still has the problem of being completely useless in the deck that would pay the most to play it, and I feel the card will play a bit weird even in a dedicated Thallid deck, but it does show a lot of potential. 8/10 Polish: Bonus, -1, not multicolor. Spelling, check. Render, check. 4/5 Total: An interesting twist on the Thallid mechanic. 19/25
NeoMagicwarrior
Design:
Oh my I've seen this before. Many times. this is definately not as creative as you think, and the lack of elegance is appalling. I didn't get the flavour at all, since there was no flavour text, or any text at all for that matter. 0/10 Developement: This is so under the curve it's hard to understand what went in you head. Since this isn't even a card, it's completely unplayable. I don't think the rules even allow that to be made. 0/10 Polish: Without even onebonus point fulfilled or a render, and spelling that's just not there, how did you expect to get any more? 0/5 Total: 0/25
Design:
Again, tribal affinity, which in my eyes was one of the best ways to take on this round's challenge. The cards shiniest moment is of course the "discard a card for each mana spent to play Avian Musings" part, which is one of the more interesting abilities I have seen this round. This is a great spin on affinity, and goes well with general cost reduction too. Flavour text is a bit msleading, since you end up with less than what you've drawn, not a greater amount. White feels a bit forced. Also, why isn't this a tribal sorcery? 8/10 Developement:
This card is interesting. if you play it without any birds, you'd be discarding x+2 cards, which is not very good. Two birds will get you draw X, discard X which is pretty meh. Three birds and beyond is when this card starts to get some momentum, but I wouldn't play it with less than four birds in play, and even then it's not very good. aroud six birds we get into awesome land, but for all that effort you might as well. I can't think of it doing well for itself in limited or competitive constructed, and I think that casual players will rather go for the more costly, but more reliable, Distant Melody or Airborne Aid. 3/10 Polish:
Bonus, All good. Nice render, no spelling mistakes I can see. 5/5 Total:
This card does something new that excites me, but execution is problomatic. 16/25
Design:
Sticking to the artifact theme (sort of), you've managed to find a twist that's not only interesting, but looks fun to play. The card itself is a lesser Vulshok Battlemaster with first strike instead of haste, but the caring only about equipment on your side plus the discount makes it more suitable for the colorless card type, and it's all bundled so nicely, there isn't a whole lot not love, even if it's less than new. 7/10 Developement: Unless your opening hand is this guy, a land, four Bone Saws and a Bonesplitter, I seriously doubt that anything crazy can happen with this guy. Even the above scenario doesn't look too bad for me. That said, it looks like an interesting addition for a deck with high costing equip costs, and you can move Sigil of Distinction to it without removing a counter. In the end, I can't think of a deck that wants it, but it does look like a card that could spawn a fun casual deck, and it's at least playable in limited 7/10 Polish: Bonus, -1 not multicolor, Render doesn't look like an artifact creature to me at all (way too pink), spelling is good, 3/5 Total:
Really cute card, but lacks a that wow effect to make it great. 17/25
Design:
Oh my this card is complex. On one hand we have counters put on for its cost, which is reduced from damage dealt this turn by a ratio of 1/2. then we get counters when damage is dealt. Then two abilities to use counters for, one of which will recharge one counter, the other creates a creature that could, in time, make many more counters... This card doesn't even need the affinity part (see Developement for more) and it looks like its trying to cram up a lot of idea into one card. The name suggests it's being torn by the damages of war, but the flavour text (which won't be able to be used on a real card, as this is going for microtext even without it) makes you think it runs on the sorrow generated from war. At least this card is very original... 4/10 Developement:
Playing this turn 1 for 0 is the best play ever. Better than Bitterblossom or Cursed Scroll or anything else that can deal damage or make tokens. This card does both, and it does it for free, all you have to do is make sure damage is dealt, which is pretty much just letting the game run as usual. Even if you faild to play this turn one, you can play it later with counters on equal to half the amount of damage dealt in the given turn. That thing will end games really really fast. 3/10 Polish: Not multicolored, one point taken for going into microtext. 3/5 Total: This card tries to a lot of new things, but it lacks balance, and needs to get it's priorities straight. Could have been way better with only half of the abilities. 10/25
Design:
A very fitting BR card. You can get it cheap, but you will pay in blood. Definitely gives the feeling of a Horror. This makes a lot of sense as the next generation of hasty beater for suicide decks, and is put together very very nicely, but nothing here we haven't seen before in one way or another 8/10 Developement:
In limited, playing a 6/6 with haste is a power move, so this card will be played regardless of how much life you'll be forced to pay for it most of the times. For constructed, though, the question you wanna ask is "how fast can I cast it"? Red and black are not well known for acceleration, at least not one that will have me worried, but this could still be played turn four pretty easly, losing no more than four life, which could be very painful. This could spell a new era of BR suicide decks, featuring Tattermunge Maniac turn one, Hellspark Elemental turn two, Shambling Remains turn three, this guy turn four (losing three life) and Demigod of Revenge turn five to seal the deal. And that's just of the top of my head. I think it would have been much more balanced with a lower toughness or a higher cost or a bigger life payment. 6/10
Polish: Everything is fine by me. 5/5 Total: I really like how straightforward this card is, and the overall design really worked for me, but I'm concerned with power level 19/25
Jensara, Burnwood Mistress - 3RG
Legendary Creature - Elf Warrior
Affinity for elves
Affinity for Warriors
When ~ comes into play, draw a card for each Elf you control.
When ~ comes into play, deal 1 damage to target creature or player for each Warrior you control
2/2
I've been rather busy this week, and I couldn't think of much on top of that, but here goes:
Soulfetcher4BG
Artifact Creature - Construct (U)
Affinity — Soulfetcher costs 1 less to play for each creature card in your graveyard.
When Soulfetcher comes into play, return target creature card from your graveyard to your hand. When the Zarezi artificers found the gates to the afterlife, they quickly worked out how to make being that could cross them — and bring the fallen back.
3/3
Avian MusingsXUW
Sorcery U
Affinity for birds (This spell costs 1 less to play for each bird you control.)
Draw X cards, then discard a card for each mana spent to play Avian Musings. Release your thoughts to fly among the clouds, for they will always return greater then when they left. Art
Valley Warrior :2mana::sym2w::sym2g:
Creature - Human Warrior (U)
Affinity for multicolored permanents
If R was spent to play Valley Warrior, it has haste.
If G was spent to play Valley Warrior, it has trample.
If W was spent to play Valley Warrior, it has lifelink.
3/3
ATTACHMENTS
Valley Warrior
Private Mod Note
():
Rollback Post to RevisionRollBack
Trophyless guy.
Thought of the Month: I gave up from trying to require the 'i' on my name: SolesticIo
Affinity for Equipment (This spell costs less to play for each Equipment you control.)
First strike
When Magnetic Knight comes into play, attach all equipment you control to it.
People often confuse their definitions of magnetic the first time they gaze upon her.
Instant
Affinity for multicolored creatures (This spell costs less to play for each multicolored creature you control.)
Monocolored creatures get -2/-2 until end of turn. Then, each player removes a card in their hand from the game for each creature put into the graveyard by this spell.
Lost and forgotten.
Art: songsforever ( http://songsforever.deviantart.com/ )
Eh. I'm not sure i'm too happy with this one. But, I'll stick with it for now.
(Been too long since I've made a card for one of these contests. :D)
Good luck to all.
Murder of Imps 4BR
Creature - Imp Minion (R)
Murder of Imps costs 1 less to play for each card in your hand.
Flying, trample
Murder of Imps gets -1/-1 for each card in your hand.
“If you think the crows are bad...”
6/6
Artist: Cos Koniotis
Artifact R
Affinity for card types among cards in all graveyards (This spell costs 1 less to play for each card type among cards in all graveyards.)
At the beginning of each player’s upkeep, that player may pay 1 for each card type among cards in all graveyards. If he or she doesn’t, that player skips his or her next combat step.
Illus: Jonathan Rigby (epilogue.net)
Instant R
Affinity for instants (This spell costs 1 less to play for each instant in your graveyard.)
Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)
Counterblast deals 2 damage to target creature or player.
I am wise and outwitting you, while you are unwise and on fire.
Sorcery R
Affinity for Zombies.
Forecast — BB, Lose 1 life, Reveal Torch of Grixis from your hand: Put a 2/2 black Zombie token into play.
Sacrifice all Zombies you control. For each Zombie sacrificed this way, put a 4/1 red Elemental token with haste into play under your control.
Render attached!
Tribal Enchantment- Goblin (R)
Affinity for Goblins.
At the begining of each upkeep put a 1/1 red and black Goblin token named Blazer Run Bandit with haste and "At the end of turn, sacrifice Blazer Run Bandit." into play.
All Goblins you control get +1/+0
In some goblin societies immolation is the most sincere form of flattery.
Sorcery (r)
Affinity for instant and sorcery cards in your graveyard (This spell costs less to play for each instant and sorcery card in your graveyard.)
Mindfire deals X damage to target creature. That creature’s controller puts the top X cards of his or her library into his or her graveyard.
“Body and mind will burn alike.”
—Nicol Bolas
http://forums.mtgsalvation.com/showthread.php?t=504072
Hell's Gatekeeper 3:symwb::symwb:
Creature - Zombie Wizard R
Affinity for creatures in your graveyard.
(This spell costs 1 less to play for each creature card in your graveyard.)
If Hell’s Gatekeeper would be dealt lethal damage, sacrifice it. Each player sacrifices each creature he or she controls.
He guards the gate to eternal damnation.
3/1
JWarren | http://wallpapers.sciphone.net
Twitter
--
Commander:
GBWKarador Infinite Combo
UBWZur the Random Enchanter
RWGisela (Book of Revelations Theme)
Creature - Horror {R}
Affinity for creatures.
1BR, Sacrifice a creature: Corpse-Tiller gets +3/+0, trample and fear until end of turn. Play this ability only up to twice a turn.
It sowed fields with seeds and now battlefields with blood.
4/3
http://ertacaltinoz.deviantart.com/
4WU
Enchantment
Affinity for Enchantments
All other noncreature enchantments you control have shroud
All enchantments you control have WU: This Enchantment becomes a 2/2 Spirit creature with flying until end of turn
Flavor Text for Foil Versions
"The enormity of the spells cast forced Mana itself to take up arms"
Millennium Games with the Cyberstorm Lounge
3047 West Henrietta Road
Rochester NY 14623
585-427-2190
www.Cyberstormgaming.com
Mephidross Abomination
3BB
Creature - Horror [U]
Affinity for creature cards in your graveyard
When Mephidross Abomination comes into play, you may remove any number of creature cards in your graveyard from the game. For each artifact creature card removed this way, put a +1/+1 counter on Mephidross Abomination.
3/2
Winner November 2008 CCL
:4mana::symgu: (C)
Creature, Spider
Affinity for tapped basic lands.
Shroud.
"Not all spiders reach the sky, some reach up the land from underground"
3/4
Instant (Uncommon)
Affinity for blocking creatures (This spell costs 1 less to play for each blocking creature you control.)
Return up to two target attacking creatures to their owner’s hand. You gain life equal to the total power of creatures returned this way.
The first rays of daybreak possess a power that neither priest nor cleric can ever hope to emulate.
Artist: KaiserFlames at Deviantart.com
Nayan Gargantuan
3RGW
Creature-Beast
Rare
Affinity for creatures with power 5 or greater (This spell costs 1 less to play for each creature with power 5 or greater you control.)
Other creatures you control with power 5 or greater have haste, trample, and lifelink.
The sheer power radiating off of its body emanates through the Nayan jungle attracting others seeking its position.
5/5
Brian Hamner
http://www.epilogue.net/cgi/database/art/view.pl?id=107684
Creature - Beast 5/3
Affinity for green creatures
Cascade
Some of Naya's gargantuans chose to
leave her forests, pushing prey ahead,
trailing jackals behind.
Sorcery (R)
Affinity for nonbasic lands
Look at the top X cards of your library. You may reveal a creature card from among them and put it into play tapped. Remove the rest from the game.
Rein the Æther (R)
:sym2r::sym2w::sym2u:
Sorcery
Affinity for Clerics, Shamans and Wizards
Return up to three target instant or sorcery cards from your graveyard to your hand. Remove Rein the Æther from the game.
"We are different animals drinking from the same stream."
- Safka, high arcanist
art source
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
Design: This is where I get to tell you what goes in my head as I'm reading your card. For all intents and purposes, cards are given score here as is they are in a vacuum. If your card can wow me, it will show up here. Elegance, creativity and potential are tested ways to get that wow effect, so know what they mean and make it show.
Development: This is where the card leaves the vacuum and joins the real world, where rules and balance matters. I take a more holistic approach about balance, which to me translate into "how much fun will it be to be playing it/against it?". A balanced card is the kind that will make someone happy without hurting someone else. I'm a limited fanatic, so that's where I'll look first, but be sure other formats will not be neglected. If your cards designed for a certain format, I'll definitely take that into consideration. Make it interesting, make the wording work and dont brake any format, and you'll have your 10 easily enough.
Polish: I most likely will put some wording mistakes here as oppose to developement, but those will be the type that doesn't alter the way the card works, just are done differently on real Magic cards (i.e forgetting to put a line brake between flash and the rest of the card). As in real world law, double jeoperdy applies, and you will not be deducted points twice for the same thing.
Renders are things I love, but I will not deduct a render point for not having one. I will deduct it for having one that does not fit the card, or not having a render when it's needed to explain what the card is (i.e if the card has a creature type 'Quezzlax' I'd like a render showing me what a quezzlax is). This is done so to not hurt those who fine it hard to find art, but I would really wish you'd at least try and get a render. They're easy to make and make the card that much cooler.
A quick word on Mythic Rares: I fill that that this rarity exist for a very narrow type of card. Planeswalker are the obvious choice, but I will accept others. However you will need to make me feel this card is important enough to merit the orange symbol. The fact that a card is powerful is not enough for that. Interpret as you will. Should you get rarity wrong in my eyes, it will be deducted in Developement, which is where I feel rarity should be checked.
d@rkelf
Design:
I have to say affinity looks much more natural in tribal theme than in the artifact theme that showed it for the first time. This is a great example for a good tribal sorcery, since it gives the feeling that it's being cast through the goblins, and is thus their magic. Creatively there is nothing new, though the damage to gain life thing has never been done in RB, but the whole card is quite apealling. the one issue I have is the name, because I don't see why arsoning should gain you life. 8/10
Developement:
I really dislike the fact that this card is completely dead if you don't have any goblins, yet that's when you'll need to pay the most for it. The way it's written, it's unplayable with 0-1 goblins, decent with 2 goblins, great with 3 goblins, and absolutly insane with 4 or more goblins. This sort of scale makes me feel uneasy. I'd much rather the card dealing a fixed amount of damage, making it something you could play even without any goblins, and still be a decent removal spell. This would also make deckbuilding easier, beacause even a dedicated goblin deck might have trouble keeping 4+ goblins in play in limited. 4/10
Polish:
Bonuses all good. The correct wording should be "Goblin Arson deals damage to target creature equal..." i've debated with myself whether I should deduct anything for not having an artist credit, since that goes againt the forum rules themselves, but decided against playing moderator. In the future, make sure there is an artist credit on your card. 4/5
Total: Affinity and tribal look like a natural couple, but I'd rather the card do more even if you had zero goblins. 16/25
Design:
Combining Chroma and Affinity is a very interesting spin. I'm not sure why would it be based only on red mana symbols, as the card has equal parts of red and white in it's cost. Pumping up creatures and giving them first strike is nothing new, but at least it fits the colors. The name should be "March Battle Cry" since the other way around doesn't really make sense (is it a march made for a battle cry? at the length of a battle cry?). 6/10
Developement:
+4 power is a lot when given to all creatures. In limited, this card would end games on his own. Most cards that can give that kind of bonus at instant speed come with some kind of drawback or a bigger cost, and a lot of them are at sorcery speed. The affinity means that by the time it's relevent, you can almost certainly cast it for three mana. In constructed, I think some players might find a great use for what is essentialy a red white Overrun for three mana. After all, Goblin Pyromancer saw play, and it costed more, gave a lesser bonus that was only for goblins, was sorcery speed and forced you to kill all your army. This card has me worried. 5/10
Polish:
Bonuses, Render and wording are all good with me. 5/5
Total: I'm still a bit uncomfortable with that much power given for only three mana at instant speed... 16/25
Design:
While counting instants in your graveyard is a rare thing in magic, all the rest of the card is painfully familiar. Basically a Shock married to a discounted Voidslime. The name is very generic, as is the flavour text, and the card misses a flavour hit by being able to target a creature. Would have been way cooler if it was a spell blowing up in it's controller's face. 3/10
Developement:
Hard counters with a single blue mana cost are a big no-no. Even if I was willing to let that slide, this card makes both Voidslime an Suffocating Blast cry. In a dedicated permittion deck, this card will cost 1RU really fast, making it a perfect counter that can also get rid of the opponent's first drop creature on the same time, and pretty much ending the game right there. Sorry, but this just screams 'broken' to me. 3/10
Polish:
Bonus ok, Should be "affinity for instant cards in your graveyard". We've been very flexible with the definition of affinity here, but there is a limit. Ironicaly, if you would have made it affinity for instant for real (the number of instants you control on the stack) would have been much less broken. That reminder text really messed things up for you. 4/5
Total: You should be more careful with counterspells. There is a reason way most of them seem overcosted. 10/25
Design:
Ah, enchanment love, too much of it, and you get Replenish. Too, little, well, you still get cards that players like building decks around. This card does something slightly new because it has shroud itself, and it pretty much safegaurds enchantments even from global removal. The second ability will make Johnny very happy. It's like an Enduring Renewal for enchantments, and it begs to be made into a combo. All the pieces work together nicely, and the second ability is something quite new. The name is slightly generic, though 8/10
Developement:
This card worries me. I don't like the fact that it's hermaticaly seals enchantments from harm, while being shrouded himself. All the other shroud giving enchantment lords (the most recent one was Greater Auramancy) left shroud out of the equasion for themselves. By itself, this wouldn't be such a big deal, but coupled with the second ability, which just begs to become a combo piece, I'd feel much more comfortable without it having shroud. Still, I think you've got the cost right and I can't really find the cards that will combo with this in a broken way (at least not in standard or extended. Opalescence would love this card in play, but I'm not really worried about braking vintage with this card). 7/10
Polish:
Bonus, spelling and all is good. Really wish there was a render. Edit: noticed some wording issues, the second ability should read "henever an enchantment you control leaves play, you may return target enchantment card from your graveyard to your hand" score ajusted. 4/5
Total: Next time, lose the Shroud. 19/25
Design:
Like I said before, Affinity feels like a natural in tribal. This card takes one of the oldest tribe in the game, and tries to give it a mighty warrior to build around. I have issues with the fact that you take spore counters off your hard working fungi. Thallids are all about slow buildup, and even though this guy can grow into incredible sizes, I'd much rather see it get a spore counter for every spore counter on every fungi. This way, you're not unbuilding all your hard work, and it will play nicely with an extra copy, and Timmy will be much happier with it. The "you may" clause was a good call, though. Though each single part of the card is not very new, the overall take fungi into a whole new area, and works really nice together 7/10
Developement:
I wonder how big this guy can get, and how soon? After doing the math, this guy can get to about 6/7 on turn four if you're lucky, and really really big on turn five if you played a Sporesower Thallid the turn before. you could also play it as a 3/4 on turn three. All in all, a very good beater, but this is really just a one time trick. Is you played one right after the other one, it won't be nearly as big. Since a dedicated deck is required, and it's no way near the numbers of Tarmogoyf, I say you could have pushed it slightly more. This still has the problem of being completely useless in the deck that would pay the most to play it, and I feel the card will play a bit weird even in a dedicated Thallid deck, but it does show a lot of potential. 8/10
Polish:
Bonus, -1, not multicolor. Spelling, check. Render, check. 4/5
Total: An interesting twist on the Thallid mechanic. 19/25
Design:
Oh my I've seen this before. Many times. this is definately not as creative as you think, and the lack of elegance is appalling. I didn't get the flavour at all, since there was no flavour text, or any text at all for that matter. 0/10
Developement:
This is so under the curve it's hard to understand what went in you head. Since this isn't even a card, it's completely unplayable. I don't think the rules even allow that to be made. 0/10
Polish:
Without even onebonus point fulfilled or a render, and spelling that's just not there, how did you expect to get any more? 0/5
Total: 0/25
Design:
Again, tribal affinity, which in my eyes was one of the best ways to take on this round's challenge. The cards shiniest moment is of course the "discard a card for each mana spent to play Avian Musings" part, which is one of the more interesting abilities I have seen this round. This is a great spin on affinity, and goes well with general cost reduction too. Flavour text is a bit msleading, since you end up with less than what you've drawn, not a greater amount. White feels a bit forced. Also, why isn't this a tribal sorcery? 8/10
Developement:
This card is interesting. if you play it without any birds, you'd be discarding x+2 cards, which is not very good. Two birds will get you draw X, discard X which is pretty meh. Three birds and beyond is when this card starts to get some momentum, but I wouldn't play it with less than four birds in play, and even then it's not very good. aroud six birds we get into awesome land, but for all that effort you might as well. I can't think of it doing well for itself in limited or competitive constructed, and I think that casual players will rather go for the more costly, but more reliable, Distant Melody or Airborne Aid. 3/10
Polish:
Bonus, All good. Nice render, no spelling mistakes I can see. 5/5
Total:
This card does something new that excites me, but execution is problomatic. 16/25
Design:
Sticking to the artifact theme (sort of), you've managed to find a twist that's not only interesting, but looks fun to play. The card itself is a lesser Vulshok Battlemaster with first strike instead of haste, but the caring only about equipment on your side plus the discount makes it more suitable for the colorless card type, and it's all bundled so nicely, there isn't a whole lot not love, even if it's less than new. 7/10
Developement:
Unless your opening hand is this guy, a land, four Bone Saws and a Bonesplitter, I seriously doubt that anything crazy can happen with this guy. Even the above scenario doesn't look too bad for me. That said, it looks like an interesting addition for a deck with high costing equip costs, and you can move Sigil of Distinction to it without removing a counter. In the end, I can't think of a deck that wants it, but it does look like a card that could spawn a fun casual deck, and it's at least playable in limited 7/10
Polish:
Bonus, -1 not multicolor, Render doesn't look like an artifact creature to me at all (way too pink), spelling is good, 3/5
Total:
Really cute card, but lacks a that wow effect to make it great. 17/25
Design:
Oh my this card is complex. On one hand we have counters put on for its cost, which is reduced from damage dealt this turn by a ratio of 1/2. then we get counters when damage is dealt. Then two abilities to use counters for, one of which will recharge one counter, the other creates a creature that could, in time, make many more counters... This card doesn't even need the affinity part (see Developement for more) and it looks like its trying to cram up a lot of idea into one card. The name suggests it's being torn by the damages of war, but the flavour text (which won't be able to be used on a real card, as this is going for microtext even without it) makes you think it runs on the sorrow generated from war. At least this card is very original... 4/10
Developement:
Playing this turn 1 for 0 is the best play ever. Better than Bitterblossom or Cursed Scroll or anything else that can deal damage or make tokens. This card does both, and it does it for free, all you have to do is make sure damage is dealt, which is pretty much just letting the game run as usual. Even if you faild to play this turn one, you can play it later with counters on equal to half the amount of damage dealt in the given turn. That thing will end games really really fast. 3/10
Polish:
Not multicolored, one point taken for going into microtext. 3/5
Total: This card tries to a lot of new things, but it lacks balance, and needs to get it's priorities straight. Could have been way better with only half of the abilities. 10/25
Design:
A very fitting BR card. You can get it cheap, but you will pay in blood. Definitely gives the feeling of a Horror. This makes a lot of sense as the next generation of hasty beater for suicide decks, and is put together very very nicely, but nothing here we haven't seen before in one way or another 8/10
Developement:
In limited, playing a 6/6 with haste is a power move, so this card will be played regardless of how much life you'll be forced to pay for it most of the times. For constructed, though, the question you wanna ask is "how fast can I cast it"? Red and black are not well known for acceleration, at least not one that will have me worried, but this could still be played turn four pretty easly, losing no more than four life, which could be very painful. This could spell a new era of BR suicide decks, featuring Tattermunge Maniac turn one, Hellspark Elemental turn two, Shambling Remains turn three, this guy turn four (losing three life) and Demigod of Revenge turn five to seal the deal. And that's just of the top of my head. I think it would have been much more balanced with a lower toughness or a higher cost or a bigger life payment. 6/10
Polish:
Everything is fine by me. 5/5
Total: I really like how straightforward this card is, and the overall design really worked for me, but I'm concerned with power level 19/25
keeperofzion24: 19/25
Venser_FR: 19/25
krynthe: 19/25
Pseudofate: 17/25
d@rkelf: 16/25
Phuzzy: 16/25
Dody: 16/25
Stairc: 10/25
gaura: 10/25
NeoMagicwarrior: 0/25
Host, December 2015: A Winter Wonderland? - R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL April 2014: A Game of Fate - Signup|R1|R2|R3|Top 8|Semifinal|Finals|Poll
Host, CCL December 2012: Spy Games - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL November 2010: The Perfect Crime - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL August 2009: A Commander's Journey: Signups|R1|R2|R3|Top 8|Semifinals|Finals|Poll
I've got tons of art from the web. Want art for a render? PM me! Want to create your own collection? Start here!
Legendary Creature - Elf Warrior
Affinity for elves
Affinity for Warriors
When ~ comes into play, draw a card for each Elf you control.
When ~ comes into play, deal 1 damage to target creature or player for each Warrior you control
2/2
Image render:
GatheringMagic.com Commander Writer
Twitter: @mtgcolorpie
One of the GDS2 Final 101
Recently Written Posts:
1-31 MTGCP The Complete Commander - Designing Commander
12-18 MTGCP The Day Kibler Shut Down the World
Artifact Creature - Construct (U)
Affinity — Soulfetcher costs 1 less to play for each creature card in your graveyard.
When Soulfetcher comes into play, return target creature card from your graveyard to your hand.
When the Zarezi artificers found the gates to the afterlife, they quickly worked out how to make being that could cross them — and bring the fallen back.
3/3
Sorcery U
Affinity for birds (This spell costs 1 less to play for each bird you control.)
Draw X cards, then discard a card for each mana spent to play Avian Musings.
Release your thoughts to fly among the clouds, for they will always return greater then when they left.
Art
Creature - Human Warrior (U)
Affinity for multicolored permanents
If R was spent to play Valley Warrior, it has haste.
If G was spent to play Valley Warrior, it has trample.
If W was spent to play Valley Warrior, it has lifelink.
3/3
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Artifact Creature - Human Knight
Affinity for Equipment (This spell costs less to play for each Equipment you control.)
First strike
When Magnetic Knight comes into play, attach all equipment you control to it.
People often confuse their definitions of magnetic the first time they gaze upon her.
render
How you should approach every game of Magic.
Mod Helpdesk (defunct)
My Flawless Score MCC Card | My Other One | # Three!
Hanna, Ship's Navigator - WU Enchantments Control
Wort, the Raidmother - RG Copy ALL the Spells!
Rakdos, Lord of Riots - BR Group Murder-Hug
Reaper King - WUBRG Token Copies
Shirei, Shizo's Caretaker - B Sacrifice Engine
Grenzo, Dungeon Warden - BR Randomized Toolbox
Karametra, God of Harvests - GW Ramp