Team Mastermind: Your job is planning, gathering information and making sure everything runs smoothly. Your card should assist you in at least one of those missions.
Avatar Synergy: How well does the tool work with your Rogue's abilities? x/10 Profile Synergy: How well does the tool fit within your team? Could another Team member use it effectively? x/10 Creativity: Originality, style, flavor, and templating. x/10 Power Balance: Could it see print, and would it be weak, balanced, or bah-roken? x/5
***Evaluations Complete***
AS: Solid synergy here. The first ability of the Artifact works whether Malakrias is tapped or untapped, allowing you to Scry, which sets up the second ability to use Fateseal. The concern I have is with Malakrias' third ability: does it allow you to effectively "steal" land from the top of an opponent's library? Other than that, good interactions. 9/10
PS: For Masterminds, information is power, and being able to gather information about your own deck and an opponent's is a perfect example. 10/10
C: Seeing a "Twiddle" stick is something I didn't expect, and the use of the Untap ability is a nice touch. While I like the name, the flavor text doesn't really seem to match. There should be a space between the comma and Tap/Untap symbols, and the Artifact has no rarity given. 5/10
PB: The CMC is a little undercosted in my opinion; might have been a better fit. The fact that the Scry and Fateseal are both only 1 is good, which prevents Infinite Mana combos from completely rearranging decks. 4/5
Final: This is a card, with some minor tweaking, I wouldn't mind seeing in print. And I think it definitely meets the challenge. 28/35
AS: Your Rogue is meant to get in, inflict damage and "steal" cards from an opponent's hand. Making Mellithris unblockable and allowing an opponent to draw facilitates both. 10/10
PS: While card drawing might be considered "gathering information" to many players, it just doesn't have the same feel to me. Allowing an opponent to draw also loses the sense of "making sure everything runs smoothly." 6/10
C: Unblockable has been done to death. Allowing free draws for the equipped creature's controller any time an opponent draws a card outside of their draw step is heavily overpowered. The name doesn't impart any of the effects, and the flavor text is clumsy in the final phrase. 4/10
PB: Having a freeMind's Eye effect for anytime outside of a draw step is very overpowered. The closest comparison to this would be Psychic Possession, but that at least had the drawback of skipping your draw step and was limited to one opponent. 1/5
Final: Combining this equipment with "Little" Jace turns the first ability into "+2: Draw a card, then draw a card for each opponent." I just feel it's too unbalanced to be used. 21/35
AS: Clashing to get cards? While not my preferred method, you make it work between Quistan and his Deck of Fate. Quistan's mana ability for Clash spells works well with the Deck's trigger. The randomness of the card is a nice touch. 10/10
PS: Clash is information, and is a great way to reveal the top card of a library. The "drawback" of it possibly moving to the bottom might be a hindrance. Getting tools you need when you Clash, though, more than makes up for it. 9/10
C: Still smiling over the inventive use of Clash. The name and flavor text are great. The only 'gripe' is in the wording. It should read "Whenever you clash, you may put a random card exiled with Deck of Fate into your hand." 9/10
PB: Normally, Tutors that let you search out more than one card have either a high CMC or a heavy drawback. This fits the latter more, given that A) the card you get is random and B) the trigger is Clashing, not something that happens very often. The vulnerability of the Artifact (plenty of ways for it to be neutered) balances out the Quad Tutor effect. 5/5
Final: Keep it coming. 33/35
AS: From what I could discern, your Rogue Lord wants to have Rogues inflict combat damage. Making creatures you control unblockable and giving them shroud definitely helps in that regard. However, I don't see how playing with revealed hands, Scry, or Fateseal match up with your Rogue. 4/10
PS: Revealing hands, Scrying and Fatesealing gathers plenty of information. The third ability is more Infiltrator than Mastermind, though. 9/10
C: Reveal hands: :symu:. Scry: :symu:. Fateseal: :symu:. Shroud: :symu:. Unblockable is about the only area where Black shares the ability with Blue, and that's a stretch. This could have easily been a mono-Blue Enchantment. I like the name, but the flavor text is a little rough. 6/10
PB: Bah-roken. Nothing gets Fateseal 3. Even "Big" Jace, Mythic monstrosity that he is, can only Scry/Fateseal 1. And having all of those abilities for 6 CMC is a bargain, even at Rare. 1/5
Final: I think I can see where you were going, but I can't quite a solid synergy between your Avatar and your Tool. 20/35
AS: I hate to burst most people's bubbles, but your Enchantment doesn't do anything for your Rogue. In cases where there is an in an activation or casting cost, X=0 when getting a "freebie." 0/10
PS: I'm not sure where the Pinnacle fits into the 'Mastermind' plan, except maybe in the "everything running smoothly" area, and, even then, that seems a stretch. 2/10
C: The idea of the card is spectacular, though the flavor text tends to mock the name of the card. Being able to enchant any permanent - even one you don't control - and then use a free activation is too easily abused, especially at 4 CMC. 5/10
PB: Hey, look! Something to make JtMS even more disgusting by firing off a free ultimate. Or, you know, Spawnsire of Ulamog. Or Door to Nothingness. Far too broken. 0/5
Final: I know where you were going, but your Rogue's cost activation prevented it from interacting with the enchantment. 7/35
AS: Your Rogue likes to steal creatures. Your Artifact makes opponents want to dig out Leyline of Singularity. And the "draw a card" triggers your Rogue's Gold counters. Solid synergy betwixt the two. 9/10
PS: An Artifact which changes the allegiance of everything simply by adding another one to the mix. I'd say that works along the lines of planning and keeping things running smooth. Clone is the best friend this card ever had. 9/10
C: The name is a bit... I don't know. It just doesn't seem to quite fit. The "draw a card" seems tacked on just to fit better with Teod. And being able to steal any permanent with the same that isn't a basic land isn't fun for anyone else at the table. The quote is funny, though. 5/10
PB: Welcome to Broken Town. Any permanent you play triggers the check for this Artifact per Rule 110.2a: If an effect instructs a player to put an object onto the battlefield, that object enters the battlefield under that player’s control unless the effect states otherwise. This means that if you cast, say, Birds of Paradise, you steal all other BoPs on the board. Willspreader will even let you steal an army of tokens if you snatch one (which your Rogue would let you do simply by tapping it). I'm not even going to get into the CMC. 0/5
Final: The way the card is worded, it's just too damn powerful. But, for flavor and synergy, it was dead on with Teod. 23/35
AS: 0/10
PS: 0/10
C: 0/10
PB: 0/5
Final: No submission, unfortunately. 0/35
If I have offended, I am open and welcome to rebuttal.
@void_nothing: Thanks. It took me a while to settle on a lens, but any sort of weapon would tend to imply damage needing to be dealt.
@Ryder052: The idea is it removes obstacles/creatures whenever a spell is cast, along the lines of the Ultimate for Venser, the Sojourner, except A) it can't hit land, B) it goes to the bottom of the library instead of exiling and C) it is a 'may' trigger.
@Oculus: Better the bottom of library than exiled (which is more :symw::symu: than :symu::symb:). I know that with an Artifact the color pie matters less, but it was an attempt to keep closer in flavor with the Rogue's colors.
DeusofCalamity - Quite similar to my own card, so you know this is an effect I like. Interesting way of getting around your avatar's typical unequippability, if slightly inelegant.
pstmdrn - Very, very simple solution. This is both good and bad. Unquestioned Authority minus its cantrip suggests this is costed correctly, but I'm not sure this is common and I'm not convinced it's a green effect. It always seemed as though it should be either white or blue.
brasil_dude101 - A take on the Transmogrant ability makes sense with your avatar, but I can't help but think the meld ability is a mite overcosted.
Eventide - That is quite the removal. Might be too powerful, though the effect is very cool. Interesting to see it flavored as a lens.
PsiJet - Extremely parasitic and narrow, considering the only way to add tax counters is with your avatar.
CARD Galleria Veil3U
Enchantment (U) 1, Return a permanent you control to its owner's hand: Target permanent gains shroud until end of turn. "That who does not wish to be seen will not be seen." --Shakshak, Verminous Sneak
SCORES Balance 3/5 (If left in a blue deck all by its lonesome, it is a decent way of protecting your stuff, as blue often doesn't get tons of mana. But partnering this card with red or green will make it to where you can protect your stuff from anything while putting it all back down the next turn. Would take some good deckbuilding and some quick playing, but this is very breakable.) Flavor 2/5 (The card fits with your duties as a member of team Infiltrator, but I have to be honest, this seems like a better defense AGAINST your thief than a tool to help him sneak in.) Formatting 5/5 (Mana, then T, then other things. Terminology is solid.)
RANDOM THOUGHTS
- Small Flavor text nitpick: Those who do not wish to be seen will not be seen.
- Activating your thief's unblockable status is hard.
CARD Guarding Thread2
Artifact - Equipment
As long as the equipped creature is an enchantment, it has shroud.
If the equipped creature stops being a creature, it loses shroud and becomes an Aura. Attach that Aura to ~. 1: Target Aura attached to ~ becomes a creature with power and toughness equal to its CMC until end of turn. Attach ~ to that creature.
Equip 2
SCORES Balance 2/5 (The Equipment's second ability doesn't work. Why? Because it's attached to the thing that just became an Aura, and you can't attach Equipments to Auras. Not only that, it reads "Attach that Aura to [Equipped Creature]." Which in this case makes it say "Attach that Aura to itself." I can see what you were trying to do, but the wording you used doesn't work.) Flavor 3/5 (Your Equipment works with your Thief, albeit just barely. I can see the effort you put into crafting a weapon suitable for your thief, but the wording keeps it from really shining in this area either.) Formatting 2/5 (I once was docked several points for using the ~ and at the time, I didn't understand why. Now I do. ~ = your Card's name. But you've used it as that and to mean 'Equipped creature.' It took me several reads to figure out what your card was supposed to do because of this confusion)
RANDOM THOUGHTS
- Advice for the future: Instead of writing in a way that takes up less space, write out your cards to where if Wizards were to put it in a set, it wouldn't look out of place for its wording.
- Better Wording for your Thief's Activated Ability -> 2: Wisp the Hidden sneak becomes a Legendary Tribal Enchantment until end of turn.
CARD Blink Twitch CapeWU
Enchantment - Aura (R)
Enchant Creature
Enchanted creature has protection from creatures with defender. 2UU: Exile enchanted creature and all cards attached to it. Return that creature to the battlefield under its owner's control at the beginning of the next end step, then return all other cards exiled this way to the battlefield attached to that creature. "Walk through walls? I can do that in my sleep. Watch this trick..."
- Ku, Raid Leader
SCORES Balance 4/5 (Serious Flickerform de ja vu. Yours is more powerful (with the protection against creatures with defender), and should probably have cost 1 more to compensate.) Flavor 4/5 (The enchantment picks up your thief's slack, giving him a way around walls. The only thing that bothers me is why white isn't more prevalent in the card (Namely in the enchantment's activated ability's cost)) Formatting 4/5 (...then return all other cards exiled this way to the battlefield and attach them to that creature.)
RANDOM THOUGHTS
- It's weird that your lord makes all your rogues unblockable, and then turns things into creature that can block your rogues. Nice Rogue Lord by the way.
CARD Ring of the Guild(2/U)(2/U)
Artifact - Equipment (R) XU, Return Ring of the Guild to its owner's hand: Put onto the battlefield X 1/1 colorless creature token named Rogue with "0: Target spell targeting the equipped creature, targets a rogue instead."
Equip (2/U) "With this ring you have someone watching your back at all times." - Reks the Untouchable
SCORES Balance 2/5 (I can see how the ring is supposed to work, make a bunch of dudes to deflect spells onto. But the way you've worded this makes it not work. When you activate this ability in reaction to a kill spell, the creature it's trying to protect is now defenseless because it's no longer equipped.) Flavor 4/5 (Fits with the flavor of your thief. Works as a last ditch measure of an infiltrator, a means to get away.) Formatting 3/5 (The wording of the Token's activated ability is confusing. Is it supposed to redirect the ability to itself (i.e. "..equipped creature, targets Rogue instead") or is it supposed to be able to redirect it to any Rogue (i.e. "..equipped creature, targets a Rogue instead"). Either way, Rogue needs to be capitalized.)
RANDOM THOUGHTS
- ANYTHING I CAN THINK OF THAT'S RELATED TO ANY OF YOUR CARDS
CARD Demolition Fists2RW
Enchantment - Aura (U)
Enchant creature
Enchanted creature has double strike.
Whenever enchanted creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
Barsha wasn't stupid. Going in to something like this unprepared would be suicide. She knew tunnels better than anyone on the plane; they were a thing of beauty, letting you approach unheard and unseen, and providing a quick getaway. She had perfected the art of tunneling, in no small part due to the runes she had burned into her fists, which ensured that she could provide her own holes and tunnels when necessary.
SCORES Balance 4/5 (Well, Battle Mastery. Add R and you get a Naturalize on impact. Probably should be rare.) Flavor 4/5 (Barsha is really good at smashing things and digging tunnels. OK. And the way you've explained it makes it an infiltrator-ish thing to have.) Formatting 4/5 (I'm letting the flavor text thing slide for now, because due to the sheer size of it, I think it's actually supposed to be your backstory. Otherwise, this is good.)
RANDOM THOUGHTS
- ANYTHING I CAN THINK OF THAT'S RELATED TO ANY OF YOUR CARDS
DEUS OF CALAMITY - I think I suffered a little bit from the tunnel vision problem I've seen in this round where "There are no other cards besides my thief." I only thought about things like Forest and Llanowar Elves and Tim's Red Cousin and thought "well, it's either going to be enchant creature or enchant permanent, so might as well take the road less traveled." Now I see that I should have taken planeswalkers into account.
PSTMDRN - THANK YOU
BRASIL DUDE 101 - Yes, I didn't spellcheck or sanity check the stuff in italics. Oops.
EVENTIDE - Anything I could say here has already been covered in my response to Deus.
PSIJET - AWAITING CRITIQUE
DEEADLY BUDAH - AWAITING CRITIQUE
Doom Lich: Zeliki, Blade of Xiarius
Ah, a nice, unique equipment that our friends playing Stoneforge Mystic will love. Sure, there's no way to attach it by itself, but then, that's what the ability is for. Some nice combos include using stuff like Lightning Greaves to get it on for free, then turning it into an Argentum Armor. This card, though, is less synergistic mechanically with your av than it is flavorfully. Not a bad thing, mind, but one thing that stands out.
Oculus: Lurker Umbra
I think this card is trying to do too much, frankly. Especially since the first ability is at odds with your avatar, since if you use Wajur's abilities on your enchanted creature, it goes poof. Sure, lifelink is fun, but it really doesn't have a place on a card such as this. And I'm not sure if it needs Totem Armor to be effective. It just pulls in too many directions for me.
swishh: Coup de Grace
Nice little turn, making your av a blocker primarily. That second ability is a bit of a nightmare, rules-wise. I'd just make the trigger whenever a creature dealt combat damage by a creature you control is put into a graveyard this turn. Yes, functionally different, but much less messy in the rules department.
Ryder052: Clothing of the Void
I'm not sure how this equipment is supposed to aid your avatar, since it takes away most of what makes him effective, and gives him an ability that's pretty much useless (most cards that target creatures in play go for power or toughness; this would probably only be useful against Ratchet Bomb and its ilk).
void_nothing: Pauper's Bagh Nakhs
Seems like this is a way of doing what my av does all by itself, but then my av's a bit on the overpowered side. I think the second ability would be better as a triggered ability: "Whenever equipped creature attacks, if defending player controls more nonland permanents than you do, it gets +1/+0 and is unblockable until end of turn." Overall, though, it's a nice and punishing design that helps you get the most out of your Beggar God.
Monkey Playing MTG: Soulcaller Flute
Very nice turn of events, here. First, you make a Rogue who's got a nice warning rattle on him, then make an equipment that masks the rattle, plus give it the tools for its other ability (though that part I'm not incredibly fond of...it makes it feel a little too made for your av.) This one could drop to uncommon and jettison the token aspect, and still be a very well-made card.
1. Monkey Playing MTG
2. Doom Lich
3. void_nothing
I’m not sure if we should judge the avatar, or not. If we should, how and when? If we shouldn’t, why it must be made as a card? It is confusing (I’ve checked the long version rules and there’s nothing about the avatar.) I decided to make the avatars just to be a pasive element in the judging of each round, only if it requires connection between the avatar and the entry.
[spoiler=mzc87]No Show.[/spoiler][spoiler=IlGreven]Shakshak, Verminous Sneak -- B Legendary Creature -- Rat Rogue Whenever Shakshak, Verminous Sneak attacks and isn't blocked, defending player sacrifices a permanent. Shakshak is unblockable as long as you control no other permanents. 1/1
Galleria Veil -- 3U Enchantment (U) <fontStylE=">"ColoR:BlaCk">"><SPanStylE=">"font-family:VERdana">"></Pan></ont>, Return a permanent you control to its owner's hand: Target permanent gains shroud until end of turn. "That who does not wish to be seen will not be seen." --Shakshak, Verminous Sneak
About the avatar: It’s absurdly broken, specially when casted with Lotus Petal, Archaeological Dig, or Glimmervoid; or when it’s followed by cards like Edge of Autumn, Greater Gargadon, Raze, Rain of Filth, Tremble, Shard Volley, etc. Even if this isn’t “Annihilator 1”, you can easily make it work that way (also, as a turn 1 drop, this would probably work the same way.) I’m sure R&D will never put Annihilator in a early drop. Also, it is hard to relate the name to the abilities in the card. Why A sneak character would make the enemy sacrifice permanents? I see it more like making them discard ideas (aka: cards), because the tinny bastard ruined the surprise factor.
Since I suppose we should take the avatar just as a character (a la RPG):
Thumbs Down:
*It isn’t clear what Galleria means. In almost the cases, it would be a place’s name. The problem here is that it also could be an imaginary material, or a propper name. It would have been clever to bring a reference in the flavor text. *The effect translation reads to me:
NAME<fontStylE=">"ColoR:BlaCk">"><SPanStylE=">"font-family:VERdana">">3U</Pan></ont> Enchantment All lands you control have “T, Return this to its owner’s hand: Counter target spell or ability that targets a permanent.”
This can thwart your opponents’ plans, like pumping spells, auras, equipping, etc, beside the fact that your table becomes practically untouchable. It’s also stronger than that, since you can decide to return a nonland permanent instead of the land, making its posibilities also comboish.
It sounds, in the overall, too much for me (Specially in a less vulnerable permanent type as an enchantment is. May be in a more expensive creature?)
All the aforementioned makes this card, even if not Mythic, necessarily rare.
About the interaction with your avatar, I think that the following detail ruins the link: Shakshak is an early drop, wich gleams the sooner as it hits the table, when the veil is clearly a mid/late drop. This means that, when your enchantment enters the game, there are enough permanents on the table to: a) Make your dude extremely weak against your opponent’s treats, and b) extremely weak on its own treat.
Thumbs up: *This is the kind of card that makes Johnny feel safe when playing LEGO(R) inside the Lion’s cage. If Johnny feels safe, he’s happy. If Johnny feels happy, %50 of my psychography feels the same way. Anyway, I’m sure our beloved Johnny would love to see this adjusted to an earlier spot in the curve, even if a drawback harder than returning permanents to your hand should be added.
About the avatar: Once they’re togheter, regardless of how they will help or not your strategy, they conforms a very solid and amusing treat that casual players would love to run.
[/spoiler][spoiler=Marr965]Wisp the Hidden Sneak2UU Legendary Enchantment Creature - Rogue <fontStylE=">"ColoR:BlaCk">"><SPanStylE=">"font-family:VERdana">"></Pan></ont>: ~ loses the type creature until end of turn. 2/2 "I swear that tapestry looked different last time I came through here... Oh well..."
Guarding Thread Artifact - Equipment 2 As long as the equipped creature is an enchantment, it has shroud. If the equipped creature stops being a creature, it loses shroud and becomes an Aura. Attach that Aura to ~. <fontStylE=">"ColoR:BlaCk">"><SPanStylE=">"font-family:VERdana">"></Pan></ont>: Target Aura attached to ~ becomes a creature with power and toughness equal to its CMC until end of turn. Attach ~ to that creature. Equip <SPanStylE=">"font-family:VERdana">"><fontStylE=">"ColoR:BlaCk">"></ont></Pan>
About the avatar:
Hmm, weird. Like a Picasso, but with data instead of paint. To be honest, since this card seems to be a preview card for some hypotetical enchantment block (because we are supposed to catch what’s happening around with just this), it feels extremely uninformative, and even more weak.
This card is so weak that it must be common. Even at common, and even in a limited format, this card will be a dead pick, trust me. Even in a hard enchantment-themed block, this at least should have flying (without pushing it out from common rarity.) Also, I feel the Legendary type completely unnecessary here.
The right wording for the ability is: “2: NAME becomes a legendary enchantment until end of turn.” Since you’re not adding “It still a creature.” It will be no longer a creature (you can also add a reminder, if you’re introducing this in the game for the very first time.) To confirm this, check the Saga’s “enchantment-creatures”, and also the Licids from Tempest block.
The name demmands a comma after “Wisp”, to make it coherent. About the flavor, (as happened with IlGreven’s avatar) I cant see why it is sneak.
The entry:
Thumbs Down:
This is soo unprintable that makes me cry. You’ve unnecesarily pushed its complexity level to a point that makes the card boring and frustrating (specially for beginners.) So, once I’ve spent 2UU on my Wisp, and payed 2 to cast this, and 2 to attach them togheter, I finally get a 2/2 with shroud that costed me 6UU. Nice. Wait a minute... This does not ends here! May be if I still spending mana... So I pay 2 more, and the magic begins... The Wisp becomes an aura and takes the top place (Those guys seem to enojy this both ways :p) At this point, I’ve spent 8UU and what I have is an equipment that does nothing being enchanted by an aura that either does nothing. Yummy. Wait a min... I still having the chance to spend 1 more mana. It definitly must be something big and flashy... It’s just one more mana... Ok. Let’s pay it. Oh, MY! They’ve changed into a 4/4 with shr... Oh, no. Since there isn’t the phrase “it still being an enchantment.” It hasn’t shroud. Well, it still being a 4/4, uh? For 9UU, uh? Oh, and just until the end of the turn... I feel tricked. Let’s spend my mom’s money on video games next time.
Thumbs Up:
You’ve given me a chance to become humoristic for a wile. Laughing about ourselves or about our faults a little is healty. I’m sure you’re going to make it a lot better next round![/spoiler][spoiler=Rocket_Powered_Turbo_Slug]Ku, Raid Leader 3U Legendary Creature- Human Rogue Wizard (R) Rogues you control can't be blocked except by creatures with defender. 3, T: Put a lock counter on target creature. It is a Wall in addition to its other types and gains defender for as long as it has a lock counter on it. "The vault is just on the other side of this wall..." 3/3
Blink Twitch CapeWU Enchantment- Aura (R) Enchant Creature Enchanted creature has protection from creatures with defender. <fontStylE=">"ColoR:BlaCk">"><SPanStylE=">"font-family:VERdana">">2UU</Pan></ont>: Exile enchanted creature and all cards attached to it. Return that creature to the battlefield under its owner's control at the beginning of the next end step, then return all other cards exiled this way to the battlefield attached to that creature. "Walk through walls? I can do that in my sleep. Watch this trick..." - Ku, Raid Leader
The avatar:
I feel the name a little clumsy, and out of color (I know my english sucks, but what about a tie between both words: Blinktwitch Cape?) Why have you made the second ability to hate the first one? I don’t like it. Since one ability neutralizes the other, I feel forced to see the card from two different perspectives, each one without one of those abilities: The first version (with just the first ability) feels balanced enough and clean. Yes, it may be not so wowing for some just because its simplicity, but it still being solid and printable. In this case, the Wizard subtype feels unnecessary. In the second version, the card turns into a whole fail from a flavor perspective (it also does as it currently is, because I can’t relate the second ability to the name at all.) In this second form, I think the card would need to be hard costed in blue (possibly 2UU) and make cheaper the activation cost (2, or even better, U.) This last would turn it into a more playable Gwafa Hazid. Anyway, what we have here is a card with both sides, what makes me thing it is a little overpowered. It could be really strong in both, defense and ofense. Definitly a first pick build-around-me pick in limited.
Not sure about this, but may be, in the hypotetical case that this card would have been printed in the Lorwyn block, rogue decks would had a chance to aspire to be tier one. This definitly inspires gametest. That’s one factor that I usually want to find in a custom card.
The entry:
Thumbs Down:
The ability that grants the cape basically reads: “Enchanted creature can’t be blocked by walls.” (Protecting enchanted creature from activated/triggered abilities that could target or deal noncombat damage is irrelevant. I’ve checked the precedents.) The only color related to that specific ability is black. Also, you can find colorless artifacts with the same ability, but Wurmcoil Engine has proben that, at a colorless right cost, almost the abilities can be done/mimicized. Blue has unblockability. This strictly worst ability feels like overgrading what blue has already gotten as own. You also have made it multicolored, adding white (may be for justifying the protection? Any color can get specific protections by its own without white’s support.) If unblockability could be given to monoblue, why a worst version of it would cost blue AND another color? Then, I find that, having the right color for the activated ability in the card, you’ve denied white that role, conceeding it to the color that R&D decided is not the proper one (check Phase Out, wich expired one and a half decad ago.) The connection between both cards feels clearly forced. You haven’t leaved any subtlety on this. Looks like you made the avatar, then you made a card that just turns it better. Your entry does not feel like it has value by its own, beside the avatar. Finally, searching the gatherer for references for the second ability, I’ve found (and remembered its existence) Mistmeadow Witch" target="blank">Mistmeadow Witch, wich makes your card feel like very narrow.
Thumbs Up:
Let’s say the card reads:
NAME 2 Enchantment – Aura Enchanted creature can’t be blocked except by walls. 4: Choose one or both— Save enchanted creature from the evil; or make Johnny happy as much as a child in a candy store can be.
It sounds cool and fun, I swear, for casual play at least (the same as Mistmeadow Witch does.)[/spoiler]
[spoiler=Krey]
Reks the Untouchable2UU Legendary Creature - Human Wizard Rogue Reks is unblockable. Whenever Reks deals damage to an opponent, you may return target non-land permanent that opponent controls to its owner's hand. Whenever Reks becomes the target of a spell or ability you may pay U. If you do return Reks to its owner hand. 2/2 The legend of Reks grew even when most regard his as an urban legend.
Ring of the Guild(2/U)(2/U) Artifact - Equipment (R) <fontStylE=">"ColoR:BlaCk">"><SPanStylE=">"font-family:VERdana">">XU</Pan></ont>, Return Ring of the Guild to its owner's hand: Put onto the battlefield X 1/1 colorless creature token named Rogue with "0: Target spell targeting the equipped creature, targets a rogue instead." Equip: (2/U) "With this ring you have someone watching your back at all times." - Reks the Untouchable
The avatar:
Some templating corrections: There should read “combat damage”, because there’s no activated or triggered abilities that grant noncombat damage. It’s just a matter of neatness. Also, non-combat isn’t right, but noncombat. There are also a couple of missing commas (after “ability”, and after “do”.) Also, “owner” in the last sentence should b e “owner’s”. I feel this guy is overpowered in function of limited formats. For just one more colorless mana, you have a Phantom Warrior that can Boomerang for free and can dodge opponent’s treats to come back to the action later (take in consideration that Phantom Warrior is a printing stapple!) of course, you can throw the Serra Angel/Baneslayer Angel argument over my head, but I’m sure you know that’s not going to be a valid counterpoint. Reks tends to be fun for those who wants to see panda faces on their opponents. Non interactive cards should cleverly thought before expecting them to be part of any block, I’m sure. Anyway, again I should recognize that this is the kind of card that amuses me. I have a big Spike side, and some times (almost the time) I don’t really care about my opponent’s amusement (I tend to be excesively competitive.) Yes it is extremely unbalanced, but it’s also a card that has an extreme appeal to me.
The entry:
Thumbs Down:
Some templating observations: you don’t need to clarify that the tokens are named with the subtype. If those tokens are SUBTYPE and have no name, their names will be SUBTYPE by default (check any generic token type, as saproling.) So, the right templating would be: “[...] Put onto the battlefield X 1/1 colorless Rogue creature tokens with [...]” Also, wich particular rogue is going to betargetted by the spell when that ability resolves? What if the equipped creature is a rogue? (Actually, your avatar.) There’s an extra comma after “creature” that would be useful in the avatar. I would have templated the ability like:
"0: Change the target of target spell with a single creature target to another Rogue creature if the target of that spell is a creature equipped with an equipment named NAME."
Yes, that would be the correct templating, but it is too complicated... Isn’t it? I think that amazing cards shouldn’t be so complicated in order to make great (and complex enough) effects. Usually, cards that remembers procedence, makes it in the reverse way: The one that remembers the tokens is the source that created them (it would be really confusing to keep a track of wich source made wich tokens to check if those tokens suffers a particular change or not. The way you proposed it is counterintuitive.) The card basically reads the following to me:
NAME<fontStylE=">"ColoR:BlaCk">"><SPanStylE=">"font-family:VERdana">">XUUUU</Pan></ont> Sorcery Put X 1/1 colorless NAME creature tokens onto the battlefield. Those creature tokens have “0: Change the target of target spells that targets your most important creature to this expendable crappy one.” Return NAME to its owner’s hand.
I find this over the curve, if you ask me. Casting this once at, let’s say 7/8 mana, will grant your star dude to be virtually allmighty, excepting for *** effects, of course (wich are the less in the game.) Also, you’re getting an horde of Flagbearers that could hurt your opponents and also dodge colorhosing, but the most terrible side of this is that you just spend mana on this, but a spell! 0 buyback for this card feels simply a no-no! to me.
Finally, I think that, even if the intention in the connection with your avatar is clearly to turn it into more “untouchable”, there’s nothing that makes me think this shouldn’t be an enchantment, or a regular artifact, except maybe the restriction of the tokens’ ability to just the equipped creature (wich could be fixed with a minor tweak.) Also, as happened with IlGreven’s entry, I feel here is a disconnection between the timming of both cards. The dude is an early drop, where the ring really shines in a late game.
Thumbs Up:
Timmy would love to make a monument in your honor here. Also, I like the fact that you’ve made a mass token engine in monoblue with a clever way to justify it from a flavor perspective.
In a hard token themed block, this card will be simply extra-amusing to play with in limited, and the best thing about it is that would incite players to do something that’s usually counterintuitive in that format: To make a monoblue deck. [/spoiler] [/spoiler][spoiler=Gerrard's Mom] Barsha, Tunnel Doyenne 2RW Legendary Creature - Dwarf Rogue (R) <fontStylE=">"ColoR:BlaCk">"><SPanStylE=">"font-family:VERdana">">1R</Pan></ont>: Target creature with power 2 or less is unblockable this turn. <fontStylE=">"ColoR:BlaCk">"><SPanStylE=">"font-family:VERdana">">1W</Pan></ont>: Target creature with power 3 or greater can't attack this turn.
2/2
Demolition Fists2RW Enchantment - Aura (U) Enchant creature Enchanted creature has double strike. Whenever enchanted creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
The avatar:
Just the name is simply amazing. The single concept of a dwarf being a doyenne is very, very delicious. I would really love to see a flavor text there, because the aforementioned brings you a nice chance to make the flavor in the card to reach the perfection. I mean, we all want to know why she is “The lady of Tunnels.”
From a development perspective, I like the way you meshed up both, red and white strategies in order to make it a laGoblin Legionnairesque. Very elegant.
<fontStylE=">"ColoR:BlaCk">"><SPanStylE=">"font-family:VERdana">">W</Pan></ont>/R strategies tend to pursue effectiveness/solidness and celerity equally. Where I think Barsha acomplishes the first, she clearly fails in the second one. I feel she is overcosted. See Goblin Tunneler. It hits the table two turns earlier and doesn’t demmands mana in order to bring unblockability. Yes, it grants it to just one dude at time, but in the early game (and in an winnie deck, where this ability becomes relevant), you’re going to need the mana for casting creatures or unbalancing spells, like Willt-leaf Liege, Sleep, Traitorous Instinct, Ajani Goldmane, etc. She basically ocupates a spot in the curve (4th turn) that’s the most important for contundent and immediate effects in an aggro deck. This last works against your strategy. Since she does nothing the very turn she hits the table, and you’re going to spend all your mana on her to make her appearance worth enough during the next turn, at least she must enter the battlefield in a less decisive turn (3rd) to don’t ruin your day. So, 1st and 2nd turn fast creature drops; 3rd turn Barsha; 4th turn, a critical spell or, in the case that you haven’t drawn one of these, a decent and unstopable swing with 2/3 creatures seems fine for me. She would be at that point, an ensured plan B. 1RW seems to be the right cost for her. Also, remember she is multicolored and legendary, so the balance will be ok. Also, to help the design, haste would have been ok without pushing her soo much far.
The entry:
Thumbs Down:
To be honest, I haven't any objection here.
Thumbs Up:
What can I say? This is a clear and simple design that’s pretty well balanced. Even so, I must recognize that balancing this couldn’t be difficult, since you just needed to mesh up Battle Mastery and Latulla’s Orders. The additon of enchantment hosing was clever (while obvious) if you think about the current power level of the game. In the overall, the fists are a very clear design from a flavor standpoint, it is very enjoyable from a game perspective, and its very useful from a strategy perspective. Actually, it feels like the unbalancing spell I was talking about before. It even makes more necessary and convenient to have Barsha at cmc 3 instead of 4 (talking about connection between both designs, of course.) A flawless design. A great aura that dissipates that feeling we tend to have, that auras are a waste of time because its possible 2x1 our opponents can get from them. [/spoiler]
[spoiler=Top 3] 1st place: Gerrard’s Mom 2nd place: Rocket_Powered_Turbo_Slug 3rd place: Krey
[/spoiler]
EDIT: every time I write in the word, then paste it here, everything becomes a mess with the tags... I'm going to fix this tomorrow. U_U
I'll finish my critics and top3 tomorrow at this very time. Sorry, but my job does not let me do it earlier.
10 points for balance: Is this card likely to see print? Is it broken by itself or does it rely on synergy? Overall quality.
5 points for flavor: Does your card thematically tie in with your thief? Is it a tool that your thief would likely be carting around? Flavor text earns points here.
5 points for templating: Grammar, spelling, proper cost symbols etc.
Total: X/20
Balance: This card can lead to all sorts of fun with evoke. The cost seems reasonably for an uncommon and it feels very blue to me. It's not overly complex while still remaining elegant. A really nice defensive card. Overall a solid enchantment. 9/10
Flavor: While your card ties in very well mechanically with your thief, I really don't see much in the way of a flavor connection other than the flavor text. It seems like maybe your thief found this and figured out it's rudimentary functions while remaining ignorant of it's actual purpose but not something he designed or created, which is fine. There is some comic appeal to the idea of a little sneak-thief who got his hands on some tech he ma not entirely understand and use it for petty purposes. Overall, I think the link to your thief should have been a little more transparent. 3/5
Templating: Other than some issues with the flavor text having some typos, I don't see anything wrong with the way this card is written. 4/5
TOTAL: 16/20
Balance: Wow, I can sort of see what your trying to do here and it's really really narrow. It seems to want to only work with your thief and to be honest Robe of Mirrors just seems simpler. 4/10
Flavor: I can sort of see what you seem to be going for here. But I don't really see any meaningful connection between the flavor of the card and the mechanic. Also, I know your rogue is all about being an enchantment dude but really I don't get much from this. 2/5
Templating: This card cannot work as it's written and even if you were to completely redo it to make it work I have a feeling that it would just be too wordy and long. 1/5
Total:7/20
Balance: As far as balance goes, there really is nothing wrong with this card that I can see. It's costed very similar to Flickerform with a slightly more restrictive mana cost and a slightly less restrictive ability (your card hits equipment as well as auras). The first bit about protection with creatures with defender is just a little bonus on top but since the cost has 2 colored mana I don't see anything wrong. 8/10
Flavor: Apart from the little "Protection from creatures with Defender" bit, there really is no thing about this card that relates to your thief. The first bit really feels like it was thrown on as an afterthought just so there would be a link to your thief. The flavor text did redeem this score a little bit. 3/5
Templating: As far as I can tell, there is nothing wrong with the exiling part. According to the aforementioned Flickerform there is an "If you do" clause when returning the creature to play that you left out. This may have been intentional so I won't mark off points just pointing it out. 5/5
TOTAL: 16/20
Balance: This is a cool card for sure. The cost seems alright to me and the ability is just cool. Being able to use this defensively or in a control deck, late game to just overrun your opponent Meloku style. The activation feels a little cheap to me but overall, a solid card both defensively and offensively. 9/10
Flavor: I can see the flavor ties with your rogue, but not really the mechanical ones. I mean throwing a little thief in front of a bus to take the lightning bolt that was meant for you is cool. But your rogue already has a way to evade most tricks like that, did he really need another? Although as a stand alone card this oozes with flavor. 3/5
Templating: Something tells me that the re-direct ability should be part of the equipment not the rogues it creates like "Equipped creature gets '0: Change the target of target spell that targets equipped creature to target Rogue.'" Or something like that. As it's written there is almost no reason to equip this before you activate the ability at least once. 3/5
TOTAL: 15/20
Balance: This is another cool card. For it's cost, I don't see anything too wrong with it. Double Strike is a very powerful ability and putting it with something that triggers off combat damage can be risky. Although 4 mana is enough of an investment that getting 2-for-1ed would suck. Just seems a little on the good side, but I've always been nervous about double strike. This would work well on any creature but it's nice that your rogue is conveniently powered appropriately to be able to go unblockable with her own ability so there's some nice synergy there. 8/10
Flavor: I want to preface with the statement that I love dwarf rogues! I play one in WoW and I play them in D&D whenever I can get away with it. They're just cooler than anything else! This goes very well with your rogue. The little story at the bottom of your post ties it in nicely( I'd assume it's a little story since it's waaay too long to be flavor text). It fits with both your rogue's team affiliation and has synergy with her abilities. 5/5
Templating: I see nothing wrong here. 5/5
TOTAL: 18/20
GilGaladTheChef: This is fairly powerful. However, the tap/untap interactions are not very elegant. Though it is a solid card.
Umi_no_Samui: So basically this reads "Equipped creature is unblockable. Whenever this deals damage to an opponent, that player may draw a card. Whenever an opponent draws a card, draw a card." Seems lackluster, more of a "group hug card" and a little overpriced, but overall nice.
Jimmy Groove: Interesting. I like it.
netn9: How does "stealing" work? Your enchantment has nothing to do with your thief.... :\ Other than that, the enchantment is powerful.
Darkfire_Games: You cannot cast a copy of a creature spell, just so you know. Therefore your thief doesn't work the way you want it to. On the subject of your card, you do understand that this is OP on a planeswalker, right? Put it on Jace 2.0 and you just win...., because you don't have to pay -12.
drewdagreek: No show
BlackBull: This definitely has an interesting effect, and works well with your thief. However, the wording on the thief is weird.
IlGreven- Some obvious interaction between your rogue and the enchantment, so it definitely fits the bill. I don’t know how much I see U/B returning things to your own hand from play, but each piece on it’s own is more than fine. I like that you made an uncommon enchantment instead of going straight for a rare or mythic.
Marr965- I don’t think you can equip a non-creature permanent. I think it falls off once your Rogue stops being a creature. All that aside, I’m not entirely sure where you’re going with this either.
Rocket_Powered_Turbo_Slug- I like it. The connection to the rogue is there, and the flickerform ability is always fun. Probably could have cost less to activate, especially since it’s already a multicolored card, but to each their own.
Krey- Different, a little but of a ‘huh?’ but overall flavorful. I take it the ring is meant to be activated immediately after it’s played, and then played again? The bit about the ‘equipped creature’ was what was confusing me, since the activation cost returns the ring to your hand.
Gerrard's Mom- Simple, efficient, and wonderfully synergistic with your rogue. Again, I like that it’s an uncommon, rather than attempting to be more than is really needed. Colors fit perfectly.
Doom Lich - That's a great idea for a shapeshifter. The card is very innovative. My toughts on this is that with a Darksteel Axe and Argentum Armor this would be awesome. The favor text is great and brings the overall flavor to the max.
Oculus - For the effect it brings (Deathtouch,Lifelink,Totem Armor) I guess the cost is too low. With a pump creature like your avatar it seems it is a bit trickier to determine the right effect. Nice flavor text.
Swishh - Effects that get you mana always seem to pop up in red or green. I know black could get that mana too, and more when things are dying. The first ability seems mostly white since black and blue does not care about defending. The parts of the card does not feel like they belong together and lack of flavor text means that the chance to tie all of it together is lost.
Ryder052 - The card seems very limited in what it does. I guess that even when the flavor is nice and fits well, I don't see how this benefits your avatar.
Void_Nothing - Nice simple effects that work well together. The overall flavor of the card is very nice and fits well with the effect. It's equip cost seems a mana too high, since the effect of the card is not broken.
Monkey Playing MTG - This card works well with the avatar. I don't see the flavor behind the spirit token. Overall this just seems like an artifact version of lure. Flavor text is ok.
1. Doom Lich
2. Void Nothing
3. Oculus
Private Mod Note
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Rollback Post to RevisionRollBack
"Those who endure in the face of suffering, those whose faith shines long in evil days, they shall see salvation." -Song of All, canto 904
DeusofCalamity - Formatting of the first ability is a tad wierd on anyone but your legend. It also doesn't technically have an equip ability, which I really can't argue against since I did the same thing. However, with you're avatar, this autowins on the spot.
Pstmdrn - Simple enough, effective, and fairly costed. My only qualm is that I don't quite get the connection to your avatar.
Brasil_dude101 - I don't like the permanentness, because in a block with meld, memory issues would probably run rampant. Otherwise, it seems balanced, and I get the flavor
Eventide - Seems fine. I had to double read it, but it's a rare so it's aloud to be a tad tricky. I get the flavor and whatnot.
PsiJet - I just honestly really don't like it. It relies on counters it doesn't have, and I can't see tax counters being a block theme. It's also worded off as "activates" rather than activates an ability.
Deadly Budah - No entry.
Top 3:
1. Pstmdrn
2. Eventide
3. Brasil Dude
Private Mod Note
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Rollback Post to RevisionRollBack
Check out the thread for my cube if you have the time, and tell me how terrible it is.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Brasil_dude101 - I don't like the permanentness, because in a block with meld, memory issues would probably run rampant. Otherwise, it seems balanced, and I get the flavor
I had considered making it exile itself in a Haunt-like mechanic, but I felt that it would have been too wordy. Maybe it would have been a better idea.
interesting idea. you can't equip it without it already taking another equipment's form. You can only use the activated ability once a turn, because when it takes the new form, it loses the ability to change, which keeps it balanced. Once its equipped to a creature though, you can change what it is on every turn. On your turn in can be a loxodon warhammer, and on your opponents turn be something like a slagwurm armor. It can be very versatile in an equipment deck, lucky for you I love equipment.
This card has the strongest "team muscle" feel. It makes a creature able to kill anything bigger than it, and feed on anything smaller. The totem armor is interesting, it was only printed in white blue and green. Black getting this kind of protection is kinda wonky. That being said, I feel the CMC and/or the rarity is a little low.
Not a bad card. feels a little defensive for "team muscle." Blocking bonuses generally go to white(righteousness, hold the line, gallantry), not black or blue. The mana creation has a black feel to it, because you get mana by killing creatures. good synergy with your avatar. you kill a creature in combat, then use the mana generated and your avatar to take control of something else or make an opponent lose some life.
A nice card. losing creature types and colors is a nice way to "blend with crowd", so this doesn't really have a team muscle feel to it. Besides that, changing CMC is something we haven't really seen before, and doesn't have a lot of being on the game. it can powere up some cards, but a lot of them are from scourge. rarity might be a bit too high for its limited power.
the second ability should read "if defending player" not "as long as it's attacking a player who." Besides that, i can see the flavor in it, though it seems a little counter intuitive to your avatar, who destroys permanents.The equip costs seems a little high.
Lure is equipment form. not bad. i think the rarity makes sense. I'm not entirely sure why it create a token for you. Synergy with your avatar? attach the flute, attack, get a token, put 2 creatures to "sleep", die in the process, sac the token to return your avatar to the battlefield? i guess that works nicely.
There isn't a great deal of synergy between the enchantment and the creature, because by the time you have four mana out the last thing you want to do is disk yourself just to take out one permanent a turn. But by itself, the veil is a useful peice that can combo well with a lot of ETB effects, while also keeping key permanents safe, and the price seems about right.
Marr965
Your initial creature reverses the common theme of activating non-creature abilities to make them creatures, and I like that. But the equipment has some big rules issues, and is designed with a very, very narrow subset of creatures it can work with. It is usually better to make designs that have a high degree of synergy, but also work well with a variety of other cards.
Rocket_Powered_Turbo_Slug
There's good synergy between the creature, but the two abilities of the cape don't really mesh well at all, safe to force that synergy. And the cost of the blinking, after the initial cost of the enchantment, is probably prohibitively high.
Krey
The redirection effect is pretty superfluous, since the ring by itself is a ridiculously powerful card. I can't think of any token generator that can produce as many tokens as efficiently, except perhaps Bitterblossom.
Gerrard's Mom
A very high degree of synergy with your intial creature, but good in other situations too. Appropriately costed and colored. Good design all around.
Top 3:
1.Gerrard's Mom
2.IlGreven
3.Rocket_Powered_Turbo_Slug
IlGreven - Cool card! May be too abusable with CIP permanents and I don't get the flavor but looks like a fun card.
Marr965 - Wierd and complicate card. Not my kind of card. Also looks very narrow.
Rocket_Powered_Turbo_Slug - The protection from defenders is funny and flavorful, but your card is way too much like Flickerform.
Krey - You could make so much tokens with this card in the color/s that doesn't really get that. Broken as hell but flavorful :).
Gerrard's Mom - I really, really like your thief and its aura - they band so well togher in a very nice way. My only problem is the rarity (feel rare to me) but otherwise - great job!
Pretty crazy, and it's cool that you have to use the Equip cost of whatever you reveal. I'm sure there are interesting Johnny combinations there, like Shuko to equip into something massive.
Kind of too much going on with your aura. The Totem Armor put it over the edge. Other than that, though, the modal keyword is really interesting.
I think maybe your Muscle designation came because if felt like you were going to beat people up if they didn't let you have their stuff. A bit of a stretch for a hybrid ability, I think. Anyhow, I don't think your card's title makes sense as an enchantment, and the colors are way off. Boosting blockers is white and maybe green, not so much blue/black. Maybe you should have gone with a more general effect that leaches mana off their dead stuff.
Correct me if I'm wrong, but I seem to recall from trying to mess with it before that converted mana cost is not a value you can change. Still, the rule could be broken...I just don't get what it does for you at this point. Unfortunately in the CCL, setting up a theme that comes later is a lot more difficult to do than showing how your cards work with what came before.
I think the "unblockable if they have more permanents" part should have been the center of the card. It would have been improved by scrapping the first part with the vigilance and focusing on that ability.
Maybe the equipment is a little too well tailored to your avatar, but I guess I can see the internal synergy in it creating a new guy to Lure every turn. Seems like it ought to cost more, since past Lure effects almost always relied on the fact that they were hard to sustain over time.
So it's an infinite combo? I like the equipment, but the interaction with the rogue is just too blatant.
pstmdrn:
Ow wow. The interaction between these two cards is pretty average, but insane in a dedicated deck. Although you're bleeding a bit into white's space (haven't we seen this before?), I like it for its simplicity.
brasil_dude101:
An interesting idea to sort have a weak, shifting and a strong, permanent form of an Equipment. That being said, it can be hard to keep track of,especially as a keyword. Flavorwise it fits I guess, but mechanically it's totally unrelated to your Rogue.
Eventide:
An interesting approach to removing stuff. I guess it's not too broken, and certainly has synergy with your rogue. Bottom of library seems really harsh though.
psijet:
While I find this idea interesting, my main qualm is that with the current wording they can tap tapped permanents, thus making it a bit of a noncard. It's also a bit asynergistic with your Rogue, locking you down with any stolen artifacts.
Oculus - I agree about bleeding into White a bit. Not only overlapping with Unquestioned Authority, but my Avatar was also sort of designed by tinkering with Knight of the Reliquary. I thought the Scent of the Wild could be Green flavor-wise, because it represents a sort of kinship with animals. And turning the land based ability of the Knight into something that relied on damaging pushed it more into Green.
brasil_dude101: An interesting idea to sort have a weak, shifting and a strong, permanent form of an Equipment. That being said, it can be hard to keep track of,especially as a keyword. Flavorwise it fits I guess, but mechanically it's totally unrelated to your Rogue.
While I won't deny that my card has no direct synergy with my rogue, I'm afraid I have to disagree. For one, the equip cost is cheap. This means that for a measly 3 mana, you can have a 3/1 hasted rogue attacking every turn. In both black and blue, those stats are pretty damn good. Furthermore, because of the nature of my rogue's ability, the major limiting factor in the number of tokens you can make will more often than not be his toughness (since mana production can be increased more easily). Consequently, any toughness boost allows him to produce more tokens. And the toughness boost this provides (upon melding) is permanent, allowing an extra two tokens every turn (mana permitting). Just because the synergy isn't as explicit as Kiln Fiend + Distortion Strike doesn't mean it isn't there.
I was going to put the next round up later today, but I see there are quite a few people with no top three. I myself am in no rush, but I also know I will not have time to do it tomorrow, so you are all granted a full day to finish up your critiques and top 3s. Try and make good use of it.
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Profile Synergy: How well does the tool fit within your team? Could another Team member use it effectively? x/10
Creativity: Originality, style, flavor, and templating. x/10
Power Balance: Could it see print, and would it be weak, balanced, or bah-roken? x/5
***Evaluations Complete***
AS: Solid synergy here. The first ability of the Artifact works whether Malakrias is tapped or untapped, allowing you to Scry, which sets up the second ability to use Fateseal. The concern I have is with Malakrias' third ability: does it allow you to effectively "steal" land from the top of an opponent's library? Other than that, good interactions. 9/10
PS: For Masterminds, information is power, and being able to gather information about your own deck and an opponent's is a perfect example. 10/10
C: Seeing a "Twiddle" stick is something I didn't expect, and the use of the Untap ability is a nice touch. While I like the name, the flavor text doesn't really seem to match. There should be a space between the comma and Tap/Untap symbols, and the Artifact has no rarity given. 5/10
PB: The CMC is a little undercosted in my opinion; might have been a better fit. The fact that the Scry and Fateseal are both only 1 is good, which prevents Infinite Mana combos from completely rearranging decks. 4/5
Final: This is a card, with some minor tweaking, I wouldn't mind seeing in print. And I think it definitely meets the challenge. 28/35
AS: Your Rogue is meant to get in, inflict damage and "steal" cards from an opponent's hand. Making Mellithris unblockable and allowing an opponent to draw facilitates both. 10/10
PS: While card drawing might be considered "gathering information" to many players, it just doesn't have the same feel to me. Allowing an opponent to draw also loses the sense of "making sure everything runs smoothly." 6/10
C: Unblockable has been done to death. Allowing free draws for the equipped creature's controller any time an opponent draws a card outside of their draw step is heavily overpowered. The name doesn't impart any of the effects, and the flavor text is clumsy in the final phrase. 4/10
PB: Having a free Mind's Eye effect for anytime outside of a draw step is very overpowered. The closest comparison to this would be Psychic Possession, but that at least had the drawback of skipping your draw step and was limited to one opponent. 1/5
Final: Combining this equipment with "Little" Jace turns the first ability into "+2: Draw a card, then draw a card for each opponent." I just feel it's too unbalanced to be used. 21/35
AS: Clashing to get cards? While not my preferred method, you make it work between Quistan and his Deck of Fate. Quistan's mana ability for Clash spells works well with the Deck's trigger. The randomness of the card is a nice touch. 10/10
PS: Clash is information, and is a great way to reveal the top card of a library. The "drawback" of it possibly moving to the bottom might be a hindrance. Getting tools you need when you Clash, though, more than makes up for it. 9/10
C: Still smiling over the inventive use of Clash. The name and flavor text are great. The only 'gripe' is in the wording. It should read "Whenever you clash, you may put a random card exiled with Deck of Fate into your hand." 9/10
PB: Normally, Tutors that let you search out more than one card have either a high CMC or a heavy drawback. This fits the latter more, given that A) the card you get is random and B) the trigger is Clashing, not something that happens very often. The vulnerability of the Artifact (plenty of ways for it to be neutered) balances out the Quad Tutor effect. 5/5
Final: Keep it coming. 33/35
AS: From what I could discern, your Rogue Lord wants to have Rogues inflict combat damage. Making creatures you control unblockable and giving them shroud definitely helps in that regard. However, I don't see how playing with revealed hands, Scry, or Fateseal match up with your Rogue. 4/10
PS: Revealing hands, Scrying and Fatesealing gathers plenty of information. The third ability is more Infiltrator than Mastermind, though. 9/10
C: Reveal hands: :symu:. Scry: :symu:. Fateseal: :symu:. Shroud: :symu:. Unblockable is about the only area where Black shares the ability with Blue, and that's a stretch. This could have easily been a mono-Blue Enchantment. I like the name, but the flavor text is a little rough. 6/10
PB: Bah-roken. Nothing gets Fateseal 3. Even "Big" Jace, Mythic monstrosity that he is, can only Scry/Fateseal 1. And having all of those abilities for 6 CMC is a bargain, even at Rare. 1/5
Final: I think I can see where you were going, but I can't quite a solid synergy between your Avatar and your Tool. 20/35
AS: I hate to burst most people's bubbles, but your Enchantment doesn't do anything for your Rogue. In cases where there is an in an activation or casting cost, X=0 when getting a "freebie." 0/10
PS: I'm not sure where the Pinnacle fits into the 'Mastermind' plan, except maybe in the "everything running smoothly" area, and, even then, that seems a stretch. 2/10
C: The idea of the card is spectacular, though the flavor text tends to mock the name of the card. Being able to enchant any permanent - even one you don't control - and then use a free activation is too easily abused, especially at 4 CMC. 5/10
PB: Hey, look! Something to make JtMS even more disgusting by firing off a free ultimate. Or, you know, Spawnsire of Ulamog. Or Door to Nothingness. Far too broken. 0/5
Final: I know where you were going, but your Rogue's cost activation prevented it from interacting with the enchantment. 7/35
AS: Your Rogue likes to steal creatures. Your Artifact makes opponents want to dig out Leyline of Singularity. And the "draw a card" triggers your Rogue's Gold counters. Solid synergy betwixt the two. 9/10
PS: An Artifact which changes the allegiance of everything simply by adding another one to the mix. I'd say that works along the lines of planning and keeping things running smooth. Clone is the best friend this card ever had. 9/10
C: The name is a bit... I don't know. It just doesn't seem to quite fit. The "draw a card" seems tacked on just to fit better with Teod. And being able to steal any permanent with the same that isn't a basic land isn't fun for anyone else at the table. The quote is funny, though. 5/10
PB: Welcome to Broken Town. Any permanent you play triggers the check for this Artifact per Rule 110.2a: If an effect instructs a player to put an object onto the battlefield, that object enters the battlefield under that player’s control unless the effect states otherwise. This means that if you cast, say, Birds of Paradise, you steal all other BoPs on the board. Willspreader will even let you steal an army of tokens if you snatch one (which your Rogue would let you do simply by tapping it). I'm not even going to get into the CMC. 0/5
Final: The way the card is worded, it's just too damn powerful. But, for flavor and synergy, it was dead on with Teod. 23/35
AS: 0/10
PS: 0/10
C: 0/10
PB: 0/5
Final: No submission, unfortunately. 0/35
If I have offended, I am open and welcome to rebuttal.
7. drewdageek - 0/35
6. Darkfire_games - 7/35
5. netn9 -20/35
4. Umi_no_Samui - 21/35
3. BlackBull - 23/35
2. GilGiladTheChef - 28/35
1. Jimmy Groove - 33/35
@void_nothing: Thanks. It took me a while to settle on a lens, but any sort of weapon would tend to imply damage needing to be dealt.
@Ryder052: The idea is it removes obstacles/creatures whenever a spell is cast, along the lines of the Ultimate for Venser, the Sojourner, except A) it can't hit land, B) it goes to the bottom of the library instead of exiling and C) it is a 'may' trigger.
@Oculus: Better the bottom of library than exiled (which is more :symw::symu: than :symu::symb:). I know that with an Artifact the color pie matters less, but it was an attempt to keep closer in flavor with the Rogue's colors.
DeusofCalamity - Quite similar to my own card, so you know this is an effect I like. Interesting way of getting around your avatar's typical unequippability, if slightly inelegant.
pstmdrn - Very, very simple solution. This is both good and bad. Unquestioned Authority minus its cantrip suggests this is costed correctly, but I'm not sure this is common and I'm not convinced it's a green effect. It always seemed as though it should be either white or blue.
brasil_dude101 - A take on the Transmogrant ability makes sense with your avatar, but I can't help but think the meld ability is a mite overcosted.
Eventide - That is quite the removal. Might be too powerful, though the effect is very cool. Interesting to see it flavored as a lens.
PsiJet - Extremely parasitic and narrow, considering the only way to add tax counters is with your avatar.
Deadly Budah - No entry.
3. DeusofCalamity
2. brasil_dude101
1. Eventide
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
1. GERRARD'S MOM (Demolition Fists)
2. ROCKET POWERED TURBO SLUG (Blink Twitch Cape)
3. IL GREVEN (Galleria Veil)
NO SUBMISSION
RANDOM THOUGHTS
- 2 Things about your Thief: 1 Where's his PT? (Is he a 1/1? a 4/5? what?) and 2: Ninjutsu cost is ... odd.
Galleria Veil 3U
Enchantment (U)
1, Return a permanent you control to its owner's hand: Target permanent gains shroud until end of turn.
"That who does not wish to be seen will not be seen." --Shakshak, Verminous Sneak
SCORES
Balance 3/5 (If left in a blue deck all by its lonesome, it is a decent way of protecting your stuff, as blue often doesn't get tons of mana. But partnering this card with red or green will make it to where you can protect your stuff from anything while putting it all back down the next turn. Would take some good deckbuilding and some quick playing, but this is very breakable.)
Flavor 2/5 (The card fits with your duties as a member of team Infiltrator, but I have to be honest, this seems like a better defense AGAINST your thief than a tool to help him sneak in.)
Formatting 5/5 (Mana, then T, then other things. Terminology is solid.)
RANDOM THOUGHTS
- Small Flavor text nitpick: Those who do not wish to be seen will not be seen.
- Activating your thief's unblockable status is hard.
Guarding Thread 2
Artifact - Equipment
As long as the equipped creature is an enchantment, it has shroud.
If the equipped creature stops being a creature, it loses shroud and becomes an Aura. Attach that Aura to ~.
1: Target Aura attached to ~ becomes a creature with power and toughness equal to its CMC until end of turn. Attach ~ to that creature.
Equip 2
SCORES
Balance 2/5 (The Equipment's second ability doesn't work. Why? Because it's attached to the thing that just became an Aura, and you can't attach Equipments to Auras. Not only that, it reads "Attach that Aura to [Equipped Creature]." Which in this case makes it say "Attach that Aura to itself." I can see what you were trying to do, but the wording you used doesn't work.)
Flavor 3/5 (Your Equipment works with your Thief, albeit just barely. I can see the effort you put into crafting a weapon suitable for your thief, but the wording keeps it from really shining in this area either.)
Formatting 2/5 (I once was docked several points for using the ~ and at the time, I didn't understand why. Now I do. ~ = your Card's name. But you've used it as that and to mean 'Equipped creature.' It took me several reads to figure out what your card was supposed to do because of this confusion)
RANDOM THOUGHTS
- Advice for the future: Instead of writing in a way that takes up less space, write out your cards to where if Wizards were to put it in a set, it wouldn't look out of place for its wording.
- Better Wording for your Thief's Activated Ability -> 2: Wisp the Hidden sneak becomes a Legendary Tribal Enchantment until end of turn.
Blink Twitch Cape WU
Enchantment - Aura (R)
Enchant Creature
Enchanted creature has protection from creatures with defender.
2UU: Exile enchanted creature and all cards attached to it. Return that creature to the battlefield under its owner's control at the beginning of the next end step, then return all other cards exiled this way to the battlefield attached to that creature.
"Walk through walls? I can do that in my sleep. Watch this trick..."
- Ku, Raid Leader
SCORES
Balance 4/5 (Serious Flickerform de ja vu. Yours is more powerful (with the protection against creatures with defender), and should probably have cost 1 more to compensate.)
Flavor 4/5 (The enchantment picks up your thief's slack, giving him a way around walls. The only thing that bothers me is why white isn't more prevalent in the card (Namely in the enchantment's activated ability's cost))
Formatting 4/5 (...then return all other cards exiled this way to the battlefield and attach them to that creature.)
RANDOM THOUGHTS
- It's weird that your lord makes all your rogues unblockable, and then turns things into creature that can block your rogues. Nice Rogue Lord by the way.
Ring of the Guild (2/U)(2/U)
Artifact - Equipment (R)
XU, Return Ring of the Guild to its owner's hand: Put onto the battlefield X 1/1 colorless creature token named Rogue with "0: Target spell targeting the equipped creature, targets a rogue instead."
Equip (2/U)
"With this ring you have someone watching your back at all times." - Reks the Untouchable
SCORES
Balance 2/5 (I can see how the ring is supposed to work, make a bunch of dudes to deflect spells onto. But the way you've worded this makes it not work. When you activate this ability in reaction to a kill spell, the creature it's trying to protect is now defenseless because it's no longer equipped.)
Flavor 4/5 (Fits with the flavor of your thief. Works as a last ditch measure of an infiltrator, a means to get away.)
Formatting 3/5 (The wording of the Token's activated ability is confusing. Is it supposed to redirect the ability to itself (i.e. "..equipped creature, targets Rogue instead") or is it supposed to be able to redirect it to any Rogue (i.e. "..equipped creature, targets a Rogue instead"). Either way, Rogue needs to be capitalized.)
RANDOM THOUGHTS
- ANYTHING I CAN THINK OF THAT'S RELATED TO ANY OF YOUR CARDS
Demolition Fists 2RW
Enchantment - Aura (U)
Enchant creature
Enchanted creature has double strike.
Whenever enchanted creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
Barsha wasn't stupid. Going in to something like this unprepared would be suicide. She knew tunnels better than anyone on the plane; they were a thing of beauty, letting you approach unheard and unseen, and providing a quick getaway. She had perfected the art of tunneling, in no small part due to the runes she had burned into her fists, which ensured that she could provide her own holes and tunnels when necessary.
SCORES
Balance 4/5 (Well, Battle Mastery. Add R and you get a Naturalize on impact. Probably should be rare.)
Flavor 4/5 (Barsha is really good at smashing things and digging tunnels. OK. And the way you've explained it makes it an infiltrator-ish thing to have.)
Formatting 4/5 (I'm letting the flavor text thing slide for now, because due to the sheer size of it, I think it's actually supposed to be your backstory. Otherwise, this is good.)
RANDOM THOUGHTS
- ANYTHING I CAN THINK OF THAT'S RELATED TO ANY OF YOUR CARDS
DEUS OF CALAMITY - I think I suffered a little bit from the tunnel vision problem I've seen in this round where "There are no other cards besides my thief." I only thought about things like Forest and Llanowar Elves and Tim's Red Cousin and thought "well, it's either going to be enchant creature or enchant permanent, so might as well take the road less traveled." Now I see that I should have taken planeswalkers into account.
PSTMDRN - THANK YOU
BRASIL DUDE 101 - Yes, I didn't spellcheck or sanity check the stuff in italics. Oops.
EVENTIDE - Anything I could say here has already been covered in my response to Deus.
PSIJET - AWAITING CRITIQUE
DEEADLY BUDAH - AWAITING CRITIQUE
Ah, a nice, unique equipment that our friends playing Stoneforge Mystic will love. Sure, there's no way to attach it by itself, but then, that's what the ability is for. Some nice combos include using stuff like Lightning Greaves to get it on for free, then turning it into an Argentum Armor. This card, though, is less synergistic mechanically with your av than it is flavorfully. Not a bad thing, mind, but one thing that stands out.
Oculus: Lurker Umbra
I think this card is trying to do too much, frankly. Especially since the first ability is at odds with your avatar, since if you use Wajur's abilities on your enchanted creature, it goes poof. Sure, lifelink is fun, but it really doesn't have a place on a card such as this. And I'm not sure if it needs Totem Armor to be effective. It just pulls in too many directions for me.
swishh: Coup de Grace
Nice little turn, making your av a blocker primarily. That second ability is a bit of a nightmare, rules-wise. I'd just make the trigger whenever a creature dealt combat damage by a creature you control is put into a graveyard this turn. Yes, functionally different, but much less messy in the rules department.
Ryder052: Clothing of the Void
I'm not sure how this equipment is supposed to aid your avatar, since it takes away most of what makes him effective, and gives him an ability that's pretty much useless (most cards that target creatures in play go for power or toughness; this would probably only be useful against Ratchet Bomb and its ilk).
void_nothing: Pauper's Bagh Nakhs
Seems like this is a way of doing what my av does all by itself, but then my av's a bit on the overpowered side. I think the second ability would be better as a triggered ability: "Whenever equipped creature attacks, if defending player controls more nonland permanents than you do, it gets +1/+0 and is unblockable until end of turn." Overall, though, it's a nice and punishing design that helps you get the most out of your Beggar God.
Monkey Playing MTG: Soulcaller Flute
Very nice turn of events, here. First, you make a Rogue who's got a nice warning rattle on him, then make an equipment that masks the rattle, plus give it the tools for its other ability (though that part I'm not incredibly fond of...it makes it feel a little too made for your av.) This one could drop to uncommon and jettison the token aspect, and still be a very well-made card.
1. Monkey Playing MTG
2. Doom Lich
3. void_nothing
I decided to make the avatars just to be a pasive element in the judging of each round, only if it requires connection between the avatar and the entry.
[spoiler=mzc87]No Show.[/spoiler][spoiler=IlGreven]Shakshak, Verminous Sneak -- B
Legendary Creature -- Rat Rogue
Whenever Shakshak, Verminous Sneak attacks and isn't blocked, defending player sacrifices a permanent.
Shakshak is unblockable as long as you control no other permanents.
1/1
Galleria Veil -- 3U
Enchantment (U)
<fontStylE=">"ColoR:BlaCk">"><SPanStylE=">"font-family:VERdana">"></Pan></ont>, Return a permanent you control to its owner's hand: Target permanent gains shroud until end of turn.
"That who does not wish to be seen will not be seen." --Shakshak, Verminous Sneak
About the avatar: It’s absurdly broken, specially when casted with Lotus Petal, Archaeological Dig, or Glimmervoid; or when it’s followed by cards like Edge of Autumn, Greater Gargadon, Raze, Rain of Filth, Tremble, Shard Volley, etc.
Even if this isn’t “Annihilator 1”, you can easily make it work that way (also, as a turn 1 drop, this would probably work the same way.) I’m sure R&D will never put Annihilator in a early drop.
Also, it is hard to relate the name to the abilities in the card. Why A sneak character would make the enemy sacrifice permanents? I see it more like making them discard ideas (aka: cards), because the tinny bastard ruined the surprise factor.
Since I suppose we should take the avatar just as a character (a la RPG):
Thumbs Down:
*It isn’t clear what Galleria means. In almost the cases, it would be a place’s name. The problem here is that it also could be an imaginary material, or a propper name. It would have been clever to bring a reference in the flavor text.
*The effect translation reads to me:
NAME <fontStylE=">"ColoR:BlaCk">"><SPanStylE=">"font-family:VERdana">">3U</Pan></ont>
Enchantment
All lands you control have “T, Return this to its owner’s hand: Counter target spell or ability that targets a permanent.”
This can thwart your opponents’ plans, like pumping spells, auras, equipping, etc, beside the fact that your table becomes practically untouchable.
It’s also stronger than that, since you can decide to return a nonland permanent instead of the land, making its posibilities also comboish.
It sounds, in the overall, too much for me (Specially in a less vulnerable permanent type as an enchantment is. May be in a more expensive creature?)
All the aforementioned makes this card, even if not Mythic, necessarily rare.
About the interaction with your avatar, I think that the following detail ruins the link: Shakshak is an early drop, wich gleams the sooner as it hits the table, when the veil is clearly a mid/late drop. This means that, when your enchantment enters the game, there are enough permanents on the table to: a) Make your dude extremely weak against your opponent’s treats, and b) extremely weak on its own treat.
Thumbs up:
*This is the kind of card that makes Johnny feel safe when playing LEGO(R) inside the Lion’s cage. If Johnny feels safe, he’s happy. If Johnny feels happy, %50 of my psychography feels the same way. Anyway, I’m sure our beloved Johnny would love to see this adjusted to an earlier spot in the curve, even if a drawback harder than returning permanents to your hand should be added.
About the avatar: Once they’re togheter, regardless of how they will help or not your strategy, they conforms a very solid and amusing treat that casual players would love to run.
[/spoiler][spoiler=Marr965]Wisp the Hidden Sneak 2UU
Legendary Enchantment Creature - Rogue
<fontStylE=">"ColoR:BlaCk">"><SPanStylE=">"font-family:VERdana">"></Pan></ont>: ~ loses the type creature until end of turn.
2/2
"I swear that tapestry looked different last time I came through here... Oh well..."
Guarding Thread
Artifact - Equipment 2
As long as the equipped creature is an enchantment, it has shroud.
If the equipped creature stops being a creature, it loses shroud and becomes an Aura. Attach that Aura to ~.
<fontStylE=">"ColoR:BlaCk">"><SPanStylE=">"font-family:VERdana">"></Pan></ont>: Target Aura attached to ~ becomes a creature with power and toughness equal to its CMC until end of turn. Attach ~ to that creature.
Equip <SPanStylE=">"font-family:VERdana">"><fontStylE=">"ColoR:BlaCk">"></ont></Pan>
About the avatar:
Hmm, weird. Like a Picasso, but with data instead of paint.
To be honest, since this card seems to be a preview card for some hypotetical enchantment block (because we are supposed to catch what’s happening around with just this), it feels extremely uninformative, and even more weak.
This card is so weak that it must be common. Even at common, and even in a limited format, this card will be a dead pick, trust me. Even in a hard enchantment-themed block, this at least should have flying (without pushing it out from common rarity.)
Also, I feel the Legendary type completely unnecessary here.
The right wording for the ability is: “2: NAME becomes a legendary enchantment until end of turn.” Since you’re not adding “It still a creature.” It will be no longer a creature (you can also add a reminder, if you’re introducing this in the game for the very first time.) To confirm this, check the Saga’s “enchantment-creatures”, and also the Licids from Tempest block.
The name demmands a comma after “Wisp”, to make it coherent.
About the flavor, (as happened with IlGreven’s avatar) I cant see why it is sneak.
The entry:
Thumbs Down:
This is soo unprintable that makes me cry. You’ve unnecesarily pushed its complexity level to a point that makes the card boring and frustrating (specially for beginners.)
So, once I’ve spent 2UU on my Wisp, and payed 2 to cast this, and 2 to attach them togheter, I finally get a 2/2 with shroud that costed me 6UU. Nice. Wait a minute... This does not ends here! May be if I still spending mana...
So I pay 2 more, and the magic begins... The Wisp becomes an aura and takes the top place (Those guys seem to enojy this both ways :p) At this point, I’ve spent 8UU and what I have is an equipment that does nothing being enchanted by an aura that either does nothing. Yummy. Wait a min... I still having the chance to spend 1 more mana. It definitly must be something big and flashy... It’s just one more mana... Ok. Let’s pay it. Oh, MY! They’ve changed into a 4/4 with shr... Oh, no. Since there isn’t the phrase “it still being an enchantment.” It hasn’t shroud. Well, it still being a 4/4, uh? For 9UU, uh? Oh, and just until the end of the turn... I feel tricked. Let’s spend my mom’s money on video games next time.
Thumbs Up:
You’ve given me a chance to become humoristic for a wile. Laughing about ourselves or about our faults a little is healty.
I’m sure you’re going to make it a lot better next round![/spoiler][spoiler=Rocket_Powered_Turbo_Slug]Ku, Raid Leader 3U
Legendary Creature- Human Rogue Wizard (R)
Rogues you control can't be blocked except by creatures with defender.
3, T: Put a lock counter on target creature. It is a Wall in addition to its other types and gains defender for as long as it has a lock counter on it.
"The vault is just on the other side of this wall..."
3/3
Blink Twitch Cape WU
Enchantment- Aura (R)
Enchant Creature
Enchanted creature has protection from creatures with defender.
<fontStylE=">"ColoR:BlaCk">"><SPanStylE=">"font-family:VERdana">">2UU</Pan></ont>: Exile enchanted creature and all cards attached to it. Return that creature to the battlefield under its owner's control at the beginning of the next end step, then return all other cards exiled this way to the battlefield attached to that creature.
"Walk through walls? I can do that in my sleep. Watch this trick..."
- Ku, Raid Leader
The avatar:
I feel the name a little clumsy, and out of color (I know my english sucks, but what about a tie between both words: Blinktwitch Cape?)
Why have you made the second ability to hate the first one? I don’t like it.
Since one ability neutralizes the other, I feel forced to see the card from two different perspectives, each one without one of those abilities:
The first version (with just the first ability) feels balanced enough and clean. Yes, it may be not so wowing for some just because its simplicity, but it still being solid and printable. In this case, the Wizard subtype feels unnecessary.
In the second version, the card turns into a whole fail from a flavor perspective (it also does as it currently is, because I can’t relate the second ability to the name at all.)
In this second form, I think the card would need to be hard costed in blue (possibly 2UU) and make cheaper the activation cost (2, or even better, U.) This last would turn it into a more playable Gwafa Hazid.
Anyway, what we have here is a card with both sides, what makes me thing it is a little overpowered. It could be really strong in both, defense and ofense. Definitly a first pick build-around-me pick in limited.
Not sure about this, but may be, in the hypotetical case that this card would have been printed in the Lorwyn block, rogue decks would had a chance to aspire to be tier one.
This definitly inspires gametest. That’s one factor that I usually want to find in a custom card.
The entry:
Thumbs Down:
The ability that grants the cape basically reads: “Enchanted creature can’t be blocked by walls.” (Protecting enchanted creature from activated/triggered abilities that could target or deal noncombat damage is irrelevant. I’ve checked the precedents.)
The only color related to that specific ability is black. Also, you can find colorless artifacts with the same ability, but Wurmcoil Engine has proben that, at a colorless right cost, almost the abilities can be done/mimicized. Blue has unblockability. This strictly worst ability feels like overgrading what blue has already gotten as own. You also have made it multicolored, adding white (may be for justifying the protection? Any color can get specific protections by its own without white’s support.) If unblockability could be given to monoblue, why a worst version of it would cost blue AND another color?
Then, I find that, having the right color for the activated ability in the card, you’ve denied white that role, conceeding it to the color that R&D decided is not the proper one (check Phase Out, wich expired one and a half decad ago.)
The connection between both cards feels clearly forced. You haven’t leaved any subtlety on this. Looks like you made the avatar, then you made a card that just turns it better. Your entry does not feel like it has value by its own, beside the avatar.
Finally, searching the gatherer for references for the second ability, I’ve found (and remembered its existence) Mistmeadow Witch" target="blank">Mistmeadow Witch, wich makes your card feel like very narrow.
Thumbs Up:
Let’s say the card reads:
NAME 2
Enchantment – Aura
Enchanted creature can’t be blocked except by walls.
4: Choose one or both— Save enchanted creature from the evil; or make Johnny happy as much as a child in a candy store can be.
It sounds cool and fun, I swear, for casual play at least (the same as Mistmeadow Witch does.)[/spoiler]
[spoiler=Krey]
Reks the Untouchable 2UU
Legendary Creature - Human Wizard Rogue
Reks is unblockable.
Whenever Reks deals damage to an opponent, you may return target non-land permanent that opponent controls to its owner's hand.
Whenever Reks becomes the target of a spell or ability you may pay U. If you do return Reks to its owner hand.
2/2
The legend of Reks grew even when most regard his as an urban legend.
Ring of the Guild (2/U)(2/U)
Artifact - Equipment (R)
<fontStylE=">"ColoR:BlaCk">"><SPanStylE=">"font-family:VERdana">">XU</Pan></ont>, Return Ring of the Guild to its owner's hand: Put onto the battlefield X 1/1 colorless creature token named Rogue with "0: Target spell targeting the equipped creature, targets a rogue instead."
Equip: (2/U)
"With this ring you have someone watching your back at all times." - Reks the Untouchable
The avatar:
Some templating corrections: There should read “combat damage”, because there’s no activated or triggered abilities that grant noncombat damage. It’s just a matter of neatness. Also, non-combat isn’t right, but noncombat. There are also a couple of missing commas (after “ability”, and after “do”.) Also, “owner” in the last sentence should b e “owner’s”.
I feel this guy is overpowered in function of limited formats. For just one more colorless mana, you have a Phantom Warrior that can Boomerang for free and can dodge opponent’s treats to come back to the action later (take in consideration that Phantom Warrior is a printing stapple!) of course, you can throw the Serra Angel/Baneslayer Angel argument over my head, but I’m sure you know that’s not going to be a valid counterpoint.
Reks tends to be fun for those who wants to see panda faces on their opponents. Non interactive cards should cleverly thought before expecting them to be part of any block, I’m sure.
Anyway, again I should recognize that this is the kind of card that amuses me. I have a big Spike side, and some times (almost the time) I don’t really care about my opponent’s amusement (I tend to be excesively competitive.)
Yes it is extremely unbalanced, but it’s also a card that has an extreme appeal to me.
The entry:
Thumbs Down:
Some templating observations: you don’t need to clarify that the tokens are named with the subtype. If those tokens are SUBTYPE and have no name, their names will be SUBTYPE by default (check any generic token type, as saproling.) So, the right templating would be: “[...] Put onto the battlefield X 1/1 colorless Rogue creature tokens with [...]”
Also, wich particular rogue is going to betargetted by the spell when that ability resolves? What if the equipped creature is a rogue? (Actually, your avatar.)
There’s an extra comma after “creature” that would be useful in the avatar.
I would have templated the ability like:
"0: Change the target of target spell with a single creature target to another Rogue creature if the target of that spell is a creature equipped with an equipment named NAME."
Yes, that would be the correct templating, but it is too complicated... Isn’t it? I think that amazing cards shouldn’t be so complicated in order to make great (and complex enough) effects.
Usually, cards that remembers procedence, makes it in the reverse way: The one that remembers the tokens is the source that created them (it would be really confusing to keep a track of wich source made wich tokens to check if those tokens suffers a particular change or not. The way you proposed it is counterintuitive.)
The card basically reads the following to me:
NAME <fontStylE=">"ColoR:BlaCk">"><SPanStylE=">"font-family:VERdana">">XUUUU</Pan></ont>
Sorcery
Put X 1/1 colorless NAME creature tokens onto the battlefield. Those creature tokens have “0: Change the target of target spells that targets your most important creature to this expendable crappy one.” Return NAME to its owner’s hand.
I find this over the curve, if you ask me. Casting this once at, let’s say 7/8 mana, will grant your star dude to be virtually allmighty, excepting for *** effects, of course (wich are the less in the game.) Also, you’re getting an horde of Flagbearers that could hurt your opponents and also dodge colorhosing, but the most terrible side of this is that you just spend mana on this, but a spell! 0 buyback for this card feels simply a no-no! to me.
Finally, I think that, even if the intention in the connection with your avatar is clearly to turn it into more “untouchable”, there’s nothing that makes me think this shouldn’t be an enchantment, or a regular artifact, except maybe the restriction of the tokens’ ability to just the equipped creature (wich could be fixed with a minor tweak.) Also, as happened with IlGreven’s entry, I feel here is a disconnection between the timming of both cards. The dude is an early drop, where the ring really shines in a late game.
Thumbs Up:
Timmy would love to make a monument in your honor here.
Also, I like the fact that you’ve made a mass token engine in monoblue with a clever way to justify it from a flavor perspective.
In a hard token themed block, this card will be simply extra-amusing to play with in limited, and the best thing about it is that would incite players to do something that’s usually counterintuitive in that format: To make a monoblue deck. [/spoiler]
[/spoiler][spoiler=Gerrard's Mom]
Barsha, Tunnel Doyenne 2RW
Legendary Creature - Dwarf Rogue (R)
<fontStylE=">"ColoR:BlaCk">"><SPanStylE=">"font-family:VERdana">">1R</Pan></ont>: Target creature with power 2 or less is unblockable this turn.
<fontStylE=">"ColoR:BlaCk">"><SPanStylE=">"font-family:VERdana">">1W</Pan></ont>: Target creature with power 3 or greater can't attack this turn.
2/2
Demolition Fists 2RW
Enchantment - Aura (U)
Enchant creature
Enchanted creature has double strike.
Whenever enchanted creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
The avatar:
Just the name is simply amazing. The single concept of a dwarf being a doyenne is very, very delicious. I would really love to see a flavor text there, because the aforementioned brings you a nice chance to make the flavor in the card to reach the perfection. I mean, we all want to know why she is “The lady of Tunnels.”
From a development perspective, I like the way you meshed up both, red and white strategies in order to make it a la Goblin Legionnairesque. Very elegant.
<fontStylE=">"ColoR:BlaCk">"><SPanStylE=">"font-family:VERdana">">W</Pan></ont>/R strategies tend to pursue effectiveness/solidness and celerity equally. Where I think Barsha acomplishes the first, she clearly fails in the second one. I feel she is overcosted. See Goblin Tunneler. It hits the table two turns earlier and doesn’t demmands mana in order to bring unblockability. Yes, it grants it to just one dude at time, but in the early game (and in an winnie deck, where this ability becomes relevant), you’re going to need the mana for casting creatures or unbalancing spells, like Willt-leaf Liege, Sleep, Traitorous Instinct, Ajani Goldmane, etc. She basically ocupates a spot in the curve (4th turn) that’s the most important for contundent and immediate effects in an aggro deck. This last works against your strategy. Since she does nothing the very turn she hits the table, and you’re going to spend all your mana on her to make her appearance worth enough during the next turn, at least she must enter the battlefield in a less decisive turn (3rd) to don’t ruin your day. So, 1st and 2nd turn fast creature drops; 3rd turn Barsha; 4th turn, a critical spell or, in the case that you haven’t drawn one of these, a decent and unstopable swing with 2/3 creatures seems fine for me. She would be at that point, an ensured plan B. 1RW seems to be the right cost for her. Also, remember she is multicolored and legendary, so the balance will be ok. Also, to help the design, haste would have been ok without pushing her soo much far.
The entry:
Thumbs Down:
To be honest, I haven't any objection here.
Thumbs Up:
What can I say? This is a clear and simple design that’s pretty well balanced. Even so, I must recognize that balancing this couldn’t be difficult, since you just needed to mesh up Battle Mastery and Latulla’s Orders. The additon of enchantment hosing was clever (while obvious) if you think about the current power level of the game.
In the overall, the fists are a very clear design from a flavor standpoint, it is very enjoyable from a game perspective, and its very useful from a strategy perspective. Actually, it feels like the unbalancing spell I was talking about before. It even makes more necessary and convenient to have Barsha at cmc 3 instead of 4 (talking about connection between both designs, of course.)
A flawless design. A great aura that dissipates that feeling we tend to have, that auras are a waste of time because its possible 2x1 our opponents can get from them.
[/spoiler]
[spoiler=Top 3]
1st place: Gerrard’s Mom
2nd place: Rocket_Powered_Turbo_Slug
3rd place: Krey
[/spoiler]
EDIT: every time I write in the word, then paste it here, everything becomes a mess with the tags... I'm going to fix this tomorrow. U_U
I'll finish my critics and top3 tomorrow at this very time. Sorry, but my job does not let me do it earlier.
Grading Rubric
10 points for balance: Is this card likely to see print? Is it broken by itself or does it rely on synergy? Overall quality.
5 points for flavor: Does your card thematically tie in with your thief? Is it a tool that your thief would likely be carting around? Flavor text earns points here.
5 points for templating: Grammar, spelling, proper cost symbols etc.
Total: X/20
Critiques for team Infiltrator
mzc87
IlGreven
Thief and Tools
Balance: This card can lead to all sorts of fun with evoke. The cost seems reasonably for an uncommon and it feels very blue to me. It's not overly complex while still remaining elegant. A really nice defensive card. Overall a solid enchantment. 9/10
Flavor: While your card ties in very well mechanically with your thief, I really don't see much in the way of a flavor connection other than the flavor text. It seems like maybe your thief found this and figured out it's rudimentary functions while remaining ignorant of it's actual purpose but not something he designed or created, which is fine. There is some comic appeal to the idea of a little sneak-thief who got his hands on some tech he ma not entirely understand and use it for petty purposes. Overall, I think the link to your thief should have been a little more transparent. 3/5
Templating: Other than some issues with the flavor text having some typos, I don't see anything wrong with the way this card is written. 4/5
TOTAL: 16/20
Flavor: I can sort of see what you seem to be going for here. But I don't really see any meaningful connection between the flavor of the card and the mechanic. Also, I know your rogue is all about being an enchantment dude but really I don't get much from this. 2/5
Templating: This card cannot work as it's written and even if you were to completely redo it to make it work I have a feeling that it would just be too wordy and long. 1/5
Total:7/20
Balance: As far as balance goes, there really is nothing wrong with this card that I can see. It's costed very similar to Flickerform with a slightly more restrictive mana cost and a slightly less restrictive ability (your card hits equipment as well as auras). The first bit about protection with creatures with defender is just a little bonus on top but since the cost has 2 colored mana I don't see anything wrong. 8/10
Flavor: Apart from the little "Protection from creatures with Defender" bit, there really is no thing about this card that relates to your thief. The first bit really feels like it was thrown on as an afterthought just so there would be a link to your thief. The flavor text did redeem this score a little bit. 3/5
Templating: As far as I can tell, there is nothing wrong with the exiling part. According to the aforementioned Flickerform there is an "If you do" clause when returning the creature to play that you left out. This may have been intentional so I won't mark off points just pointing it out. 5/5
TOTAL: 16/20
Krey
Balance: This is a cool card for sure. The cost seems alright to me and the ability is just cool. Being able to use this defensively or in a control deck, late game to just overrun your opponent Meloku style. The activation feels a little cheap to me but overall, a solid card both defensively and offensively. 9/10
Flavor: I can see the flavor ties with your rogue, but not really the mechanical ones. I mean throwing a little thief in front of a bus to take the lightning bolt that was meant for you is cool. But your rogue already has a way to evade most tricks like that, did he really need another? Although as a stand alone card this oozes with flavor. 3/5
Templating: Something tells me that the re-direct ability should be part of the equipment not the rogues it creates like "Equipped creature gets '0: Change the target of target spell that targets equipped creature to target Rogue.'" Or something like that. As it's written there is almost no reason to equip this before you activate the ability at least once. 3/5
TOTAL: 15/20
Gerrard's Mom
Balance: This is another cool card. For it's cost, I don't see anything too wrong with it. Double Strike is a very powerful ability and putting it with something that triggers off combat damage can be risky. Although 4 mana is enough of an investment that getting 2-for-1ed would suck. Just seems a little on the good side, but I've always been nervous about double strike. This would work well on any creature but it's nice that your rogue is conveniently powered appropriately to be able to go unblockable with her own ability so there's some nice synergy there. 8/10
Flavor: I want to preface with the statement that I love dwarf rogues! I play one in WoW and I play them in D&D whenever I can get away with it. They're just cooler than anything else! This goes very well with your rogue. The little story at the bottom of your post ties it in nicely( I'd assume it's a little story since it's waaay too long to be flavor text). It fits with both your rogue's team affiliation and has synergy with her abilities. 5/5
Templating: I see nothing wrong here. 5/5
TOTAL: 18/20
3. IlGreven
2. Rocket_Powered_Turbo_Slug
1. Gerrard's Mom
GilGaladTheChef: This is fairly powerful. However, the tap/untap interactions are not very elegant. Though it is a solid card.
Umi_no_Samui: So basically this reads "Equipped creature is unblockable. Whenever this deals damage to an opponent, that player may draw a card. Whenever an opponent draws a card, draw a card." Seems lackluster, more of a "group hug card" and a little overpriced, but overall nice.
Jimmy Groove: Interesting. I like it.
netn9: How does "stealing" work? Your enchantment has nothing to do with your thief.... :\ Other than that, the enchantment is powerful.
Darkfire_Games: You cannot cast a copy of a creature spell, just so you know. Therefore your thief doesn't work the way you want it to. On the subject of your card, you do understand that this is OP on a planeswalker, right? Put it on Jace 2.0 and you just win...., because you don't have to pay -12.
drewdagreek: No show
BlackBull: This definitely has an interesting effect, and works well with your thief. However, the wording on the thief is weird.
1) Jimmy Groove
2) BlackBull
3) Umi
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
GilGiladTheChef - Your enchantment is better balanced power-wise than your rogue. A nice card that would benefit other decks too.
Umi No Samui - Very Flavorful and Rogue-like. The name is a little clumsy, but doesn't spoil it.
Jimmy Groove - I love the flavor! Fits a gambler well! Great job!
Netn9 - Almost too perfect of a plan... I like the flexibility of effects.
Darkfire - Unique design, definitely Mythic in power level.
Black Bull - Great effect, very original.
Top 3
3. Darkfire Games
2. Umi No Samui
1. Jimmy Groove
[Clan Flamingo]
IlGreven- Some obvious interaction between your rogue and the enchantment, so it definitely fits the bill. I don’t know how much I see U/B returning things to your own hand from play, but each piece on it’s own is more than fine. I like that you made an uncommon enchantment instead of going straight for a rare or mythic.
Marr965- I don’t think you can equip a non-creature permanent. I think it falls off once your Rogue stops being a creature. All that aside, I’m not entirely sure where you’re going with this either.
Rocket_Powered_Turbo_Slug- I like it. The connection to the rogue is there, and the flickerform ability is always fun. Probably could have cost less to activate, especially since it’s already a multicolored card, but to each their own.
Krey- Different, a little but of a ‘huh?’ but overall flavorful. I take it the ring is meant to be activated immediately after it’s played, and then played again? The bit about the ‘equipped creature’ was what was confusing me, since the activation cost returns the ring to your hand.
Gerrard's Mom- Simple, efficient, and wonderfully synergistic with your rogue. Again, I like that it’s an uncommon, rather than attempting to be more than is really needed. Colors fit perfectly.
Top 3
Second- Rocket_Powered_Turbo_Slug
Third- IlGreven
Doom Lich - That's a great idea for a shapeshifter. The card is very innovative. My toughts on this is that with a Darksteel Axe and Argentum Armor this would be awesome. The favor text is great and brings the overall flavor to the max.
Oculus - For the effect it brings (Deathtouch,Lifelink,Totem Armor) I guess the cost is too low. With a pump creature like your avatar it seems it is a bit trickier to determine the right effect. Nice flavor text.
Swishh - Effects that get you mana always seem to pop up in red or green. I know black could get that mana too, and more when things are dying. The first ability seems mostly white since black and blue does not care about defending. The parts of the card does not feel like they belong together and lack of flavor text means that the chance to tie all of it together is lost.
Ryder052 - The card seems very limited in what it does. I guess that even when the flavor is nice and fits well, I don't see how this benefits your avatar.
Void_Nothing - Nice simple effects that work well together. The overall flavor of the card is very nice and fits well with the effect. It's equip cost seems a mana too high, since the effect of the card is not broken.
Monkey Playing MTG - This card works well with the avatar. I don't see the flavor behind the spirit token. Overall this just seems like an artifact version of lure. Flavor text is ok.
1. Doom Lich
2. Void Nothing
3. Oculus
[Clan Flamingo]
Pstmdrn - Simple enough, effective, and fairly costed. My only qualm is that I don't quite get the connection to your avatar.
Brasil_dude101 - I don't like the permanentness, because in a block with meld, memory issues would probably run rampant. Otherwise, it seems balanced, and I get the flavor
Eventide - Seems fine. I had to double read it, but it's a rare so it's aloud to be a tad tricky. I get the flavor and whatnot.
PsiJet - I just honestly really don't like it. It relies on counters it doesn't have, and I can't see tax counters being a block theme. It's also worded off as "activates" rather than activates an ability.
Deadly Budah - No entry.
Top 3:
1. Pstmdrn
2. Eventide
3. Brasil Dude
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Fixed. However my top3 stayed the same.
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
I had considered making it exile itself in a Haunt-like mechanic, but I felt that it would have been too wordy. Maybe it would have been a better idea.
Doom Lich
Top 3
2. Oclus
3. swishh
mzc87
No show.
IlGreven
There isn't a great deal of synergy between the enchantment and the creature, because by the time you have four mana out the last thing you want to do is disk yourself just to take out one permanent a turn. But by itself, the veil is a useful peice that can combo well with a lot of ETB effects, while also keeping key permanents safe, and the price seems about right.
Marr965
Your initial creature reverses the common theme of activating non-creature abilities to make them creatures, and I like that. But the equipment has some big rules issues, and is designed with a very, very narrow subset of creatures it can work with. It is usually better to make designs that have a high degree of synergy, but also work well with a variety of other cards.
Rocket_Powered_Turbo_Slug
There's good synergy between the creature, but the two abilities of the cape don't really mesh well at all, safe to force that synergy. And the cost of the blinking, after the initial cost of the enchantment, is probably prohibitively high.
Krey
The redirection effect is pretty superfluous, since the ring by itself is a ridiculously powerful card. I can't think of any token generator that can produce as many tokens as efficiently, except perhaps Bitterblossom.
Gerrard's Mom
A very high degree of synergy with your intial creature, but good in other situations too. Appropriately costed and colored. Good design all around.
Top 3:
1.Gerrard's Mom
2.IlGreven
3.Rocket_Powered_Turbo_Slug
IlGreven - Cool card! May be too abusable with CIP permanents and I don't get the flavor but looks like a fun card.
Marr965 - Wierd and complicate card. Not my kind of card. Also looks very narrow.
Rocket_Powered_Turbo_Slug - The protection from defenders is funny and flavorful, but your card is way too much like Flickerform.
Krey - You could make so much tokens with this card in the color/s that doesn't really get that. Broken as hell but flavorful :).
Gerrard's Mom - I really, really like your thief and its aura - they band so well togher in a very nice way. My only problem is the rarity (feel rare to me) but otherwise - great job!
Top 3:
2) IlGreven
3) Rocket_Powered_Turbo_Slug
2. Monkey Playing MTG
3. Oculus
HM - void nothing
DeusOfCalamity:
pstmdrn:
brasil_dude101:
Eventide:
psijet:
Deadly Budah: Can't really judge a non-entry.
TOP 3:
1 - pstmdrn
2 - Eventide
3 - DeusOfCalamity
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Regardless, thanks for the vote!
[Clan Flamingo]
While I won't deny that my card has no direct synergy with my rogue, I'm afraid I have to disagree. For one, the equip cost is cheap. This means that for a measly 3 mana, you can have a 3/1 hasted rogue attacking every turn. In both black and blue, those stats are pretty damn good. Furthermore, because of the nature of my rogue's ability, the major limiting factor in the number of tokens you can make will more often than not be his toughness (since mana production can be increased more easily). Consequently, any toughness boost allows him to produce more tokens. And the toughness boost this provides (upon melding) is permanent, allowing an extra two tokens every turn (mana permitting). Just because the synergy isn't as explicit as Kiln Fiend + Distortion Strike doesn't mean it isn't there.
Also, my critiques should be up tomorrow.
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