Katali, Portal Master2URW
Legendary Creature – Human Monk (M)
Hexproof, haste
Whenever Katali, Portal Master attacks, create a token that's a copy of another creature card in your command zone that’s tapped and attacking. Exile the token at end of combat.
Partner (You can have two commanders if both have partner.)
4/3
So it looks like the [mana] tags are broken, but my card's mana cost is 2URW.
Technique Master 2W
Creature - Human Soldier (R)
Soulbond
As long as Technique Master has first strike, any creature paired with Technique Master has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance. You will learn all that I know.
2/2
Shaper of Life1GG
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Shaper of Life is paired with another creature, both creatues are 4/4 green Elemental creatures. "Join me, and I will show you what lies beyond this meek existence."
1/1
Private Mod Note
():
Rollback Post to RevisionRollBack
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Master of Inner Strength
Creature - Human Monk (R)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Master of Inner Strength is paired with another creature, that creature gets +3/+2 and has trample.
As long as Master of Inner Strength is not paired with another creature, it gets +3/+2 and has trample.
2/3
Celestial Watcher 1U
Creature - Shapeshifter (R)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
Flying
At the beginning of your upkeep, you may have a paired creature you control become a copy of a creature it's paired with. If you do, unpair them.
1/3
Design .:. (1,5/3) Appeal: This is too small for a Timmy card. Johnny likes the shenanigans this card offers. For Spike this might me too slow. (2/3) Elegance: Flying and being a celestial being makes sense. On the surface the whole card makes sense. But thinking about it I came to the point that Shapeshifters typically only are able to shift their own shape. One exception being Shapesharer, which only affects other Shapeshifters. While the idea is cool maybe the Watcher is not supposed to be a Shapeshifter? Permeating Mass is able to make other creatures into a copy of itself, it's a Spirit. Essence of the Wild is an Avatar. Both are green. I almost thought blue doesn't get this effect at all but then I found Infinite Reflection, a blue card that makes other creatures into a copy of something.
Development .:. (3/3) Viability: Copying is pretty blue and this effect seems pretty rare. As mentioned we have two green creatures that are best to compare to the Watcher, still I think even this type of copying is blue. (3/3) Balance: Coming to effect only at your upkeep really keeps this card in check. I think it can be very funny to play with and play around with, without being too oppressive. The creatures you want to copy must be on the battlefield on your side already.
Creativity .:. (3/3) Uniqueness: The Watcher shows design space for Soulbond that so far was not used. I don't know how deep unpairing for a benefit is, but surely it's interesting. (1/3) Flavor: Continuing with my thoughts from the elegance part, I can't give all the points here. I have to add that I don't grasp how something that watches leads to creatures copying one another. Maybe flavor text would have helped?
Polish .:. (2,5/3) Quality: I think it should say "... become a copy of the creature it's paired with." as there only ever is one creature paired to another. (2/2) *Main Challenge: The card satisfies the main challenge. (2/2) Subchallenges: Both subchallenges satisfied.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Twinspear Renegades1RR
Creature - Human Berserker (R)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Twinspear Renegades is paired with another creature, each of those creatures gets +1/+0, first strike, and haste. "They carved treacherous words into the spears impaling their former masters."
2/1
Design .:. (2/3) Appeal: This is a powerful creature, not big but maybe Timmy wants to deal some damages with it anyways. Johnny doesn't really know what to do with this. Spikes sees potential to win some games with this. (3/3) Elegance: All parts come together to form a solid card.
Development .:. (3/3) Viability: A Berserker that grants red keywords seems pretty red. Compared to existing soulbond cards rare feels appropriate. (3/3) Balance: I wasn't around for the first time soulbond showed up but got to play it a little bit in the masters set it was used in. The cards felt good but not too good. Soulbond has a built in vulnerability. If one paired creature goes down, the other gets weaker, becomes a vanilla usually. The same applies here. The card is good but I don't think it's too strong for a rare.
Creativity .:. (0/3) Uniqueness: Unique this card is not, just soulbond again. Hanweir Lancer and Lightning Mauler had a child that also gives some kind of power buff. (3/3) Flavor: The flavour on the other hand is strong here. Really like the flavour text.
Polish .:. (2/3) Quality:"... gets +1/+0 ..." is fine but keywords creatures have. " ... each of those creatures gets +1/+0 and both have first strike and haste." should be the way to go. (2/2) *Main Challenge: The card satisfies the main challenge. (2/2) Subchallenges: Both subchallenges satisfied.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Vigorous Harmonist1G
Creature - Elf Shaman (U)
Soulbound (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Vigorous Harmonist is pair with another creature, each of those creatures has "T: Target creature gets +1/+1 and gains trample until end of turn."
1/3
Design .:. (1/3) Appeal: Timmy finds this one to be too small. I'm not sure Johnny wants to tap this, but pair it with [card]Spectral Gateguards[/cards] and it's suddenly interesting. For Spike this is probably too weak. (2/3) Elegance: Green Elf Shamans that buff creatures sound green. So far tapping to give +1/+1 UEOT is mostly done through white creatures, though. Here we have added trample but I don't feel it.
Development .:. (2/3) Viability:(I have problems keeping Elegance, Viability and Flavor strictly apart from each other. I hope it's not too chaotic, and in the end the points add up the same way.) As said, I don't think this effect the pairing grants right now really is green. It feels so weenie and just messes a little it with combat, even with trample. For green I'd like to see a greater buff, for a greater mana investment of course. For the effect as it is the rarity seems fine. (3/3) Balance: I don't think that one +1/+1 giver breaks anything and two will not get it done either. If you don't give the paired creatures vigilance you need at least a third creature to really make use of the ability two times. At this cost I think the power level is fine.
Creativity .:. (1/3) Uniqueness: Not all that unique. It's a typical souldbond effect but grants an ability we did not see together with soulbond. (1/3) Flavor: I can see a Jeskai Monk finding harmony in combat related things. Not that elves in general don't know how to battle, but a mono green Elf is more likely to find harmony in a peaceful sylvan environment. Being vigorous helps a little.
Polish .:. (2,5/3) Quality: It should read "As long as Vigorous Harmonist is paired ...". (2/2) *Main Challenge: The card satisfies the main challenge. (2/2) Subchallenges: Both subchallenges satisfied.
Total: 16,5/25
*An entry with 0 points here is subject to disqualification.
Spectral Squire1W
Creature - Spirit Soldier [R]
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Spectral Squire is paired with another creature, equip abilities that target either of those creatures cost 1 less to activate.
2/2
Design .:. (1/3) Appeal: Timmy doesn't see a use for this card. Johnny not really. Maybe Spike does, depending on the equipment that's around. (3/3) Elegance: The card is easy to understand and makes sense as a whole.
Development .:. (2,5/3) Viability: Ability and chosen color fit perfectly together. Because Auriok Steelshaper and Kazuul's Toll Collector already are cards, I think this could either be Uncommon or get a more powerful effect without causing any harm. (3/3) Balance: The strenght of this card is dependant on the equipment that's around. In an environment with Bonesplitter or might be quite strong. Though equipment on that power level was not really done since. As is, the card makes equipment based decks more viable, from what I experienced, this support is genereally needed for such a deck nowadays.
Creativity .:. (2/3) Uniqueness: It's an interesting combination of existing effects. (3/3) Flavor: This card comes with good and grokable flavour.
Polish .:. (3/3) Quality: I was unsure but Ghostfire Blade indicates that the wording is fine. (2/2) *Main Challenge: The card satisfies the main challenge. (1/2) Subchallenges: First subchallenge satisfied.
Total: 20,5/25
*An entry with 0 points here is subject to disqualification.
Aleanna, Pack Seer 3GG 3GG
Legendary Creature - Werewolf Shaman (M)
Menace, trample
Soulbond
RGRG: Transform target Werewolf paired with Alenna, Pack Seer and then unpair them.
The first time a Werewolf transforms each turn it gets +2/+2 and gains trample and menace until end of turn.
5/4
I ignored the additional information provided by PsyOp as I think it's going against the spirit of the game. The card should stand for itself and it does so very well.
Design .:. (3/3) Appeal: Timmy likes this card a lot, 5 power, trample and menace, a real beater. Johnny wants to transform Werewolfs with this, cheating on costs is always welcome. The card is already strong without other creatures, Spike approves. (2/3) Elegance: The card makes sense and is easy to understand. Having menace and trample is a bit much though. There's a reason so far no creature in existance has both evasion abilities.
Development .:. (2/3) Viability: Werewolfs are red and green, but menace is not green. This card should either lose menace or be red and green. As is it feels like it's mono green only to satisfy the first subchallenge. Mythic seems to be the appropriate rarity. (3/3) Balance: This might be the Werewolf card edh players want to use as their tribal commander. It is powerful but not broken. I don't think it absolutely needs the buff but I take it anyways. Now I wish she would be able to transform as well, I'm never satisfied ...
Creativity .:. (3/3) Uniqueness: This is a pretty unique expansion of the soulbond spectrum. Very fresh. (3/3) Flavor: Neat flavour that's easy to grasp.
Polish .:. (2,5/3) Quality: There needs to be a comma after "The first time a Werewolf transforms each turn ..." (2/2) *Main Challenge: The card satisfies the main challenge. (1/2) Subchallenges: Second subchallenges satisfied, menace is not green.
Total: 21,5/25
*An entry with 0 points here is subject to disqualification.
Heart Hexer3BB
Creature - Demon {R}
Flying, trample
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
At the beginning of your end step, you lose 8 life unless Heart Hexer is paired with a creature. 8/8
Design .:. (2/3) Appeal: Timmy loves this card. Johnny can't use it. But for Spike it should be pushed enough. (3/3) Elegance: A well designed card, all parts make sense.
Development .:. (3/3) Viability: Demons are black, the ability is black, no bending or breaking here. Rare seems appropriate. Maybe it could even be a mythic, very swingy. (2/3) Balance: I'm not sure if this card is too strong. Right now you have to cast one other creature until it leaves the battlefield. Then you have to play another one to not get damage. I like my contracts with demons a little bit unsafer, maybe force a sacrifice each upkeep? It's strong but at five mana you can't really say it's oppressive, or can you?
Creativity .:. (3/3) Uniqueness: Now that's fresh, soulbond in a never before seen form, both mechanically and flavourfully. A Demon that binds to something's soul, awesome. (2,5/3) Flavor: Flavour text would be cool but is not needed to understand the card, right now the name explains the flavour. I would have liked it even more the other way, a more demonic name and flavour text that explains the flavour.
Polish .:. (3/3) Quality: All's fine. (2/2) *Main Challenge: The card satisfies the main challenge. (2/2) Subchallenges: Both subchallenges satisfied.
Total: 22,5/25
*An entry with 0 points here is subject to disqualification.
Rami, Possibility's Attendant2
Legendary Creature - Bird Cat (R)
Flying, first strike
Whenever an ability of a commander creature you control triggers for the first time each turn, that ability triggers an additional time.
Partner (You can have two commanders if both have partner.)
2/2
Design .:. (2/3) Appeal: Not very interesting for Timmy. Johnny loves additional triggers. Might be powerful enough for Spike. (3/3) Elegance: Easy to understand and fitting abilites. Bird Cat could be a Griffin like creature or something, imaginable and not too random.
Development .:. (3/3) Viability: The keywords are white, and while additional or copied triggers so far only ever appeared on artifacts (weirdly enough if you think about it), it's an ability that fits into blue's part of the pie. Rare is right. (3/3) Balance: There are several existing partners that get very interesting with Rami. It pushes them but not in an absurd way, by commander measures.
Creativity .:. (3/3) Uniqueness: It adds to the already existing partners in a new way. I'd like to see this in a real product. (1/3) Flavor: I find the name only scratches on flavour here, I would have liked more.
Polish .:. (3/3) Quality: Nothing to criticize. (2/2) *Main Challenge: The card satisfies the main challenge. (1/2) Subchallenges: Second subchallenge satisfied.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
Technique Master 2W
Creature - Human Soldier (R)
Soulbond
As long as Technique Master has first strike, any creature paired with Technique Master has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance. You will learn all that I know.
2/2
Design .:. (1/3) Appeal: Johnny sees a small creature. Johnny wants to combine this with other creatures. Spike can't even see this card because Odric, Lunarch Marshal stands in the way. (2/3) Elegance: The card makes sense ability wise but the flavour is too in-your-face.
Development .:. (2/3) Viability: The colors are fine and rare seems appropriate for this effect. I just think it's very weak. (2/3) Balance: A lot of work has to be done to get a kind of worse Odric, a card that is already not exactly pushed power level wise. In limited it might still be okey. It doesn't break anything.
Creativity .:. (3/3) Uniqueness: This take on souldbond is fresh. So fresh that I'm not sure if the wording is okey this way. (1/3) Flavor: Why is it that the Technique Master doesn't know any techs? What can I learn from someone who doesn't know something? Right now this feels like a zen Buddhist. Either the flavour is not fully there or the ability needs to be reworked. Soulbond to communicate a master pupil relationship is nice though.
Polish .:. (3/3) Quality: I couldn't find a precedent for this kind of effect and while it read strange for me at first I think it is fine this way. I still think a reworked ability would be have been better, "As long as Technique Master is paired with another creature, if either creature has first strike, both creatures have first strike. ...". (2/2) *Main Challenge: The card satisfies the main challenge. (2/2) Subchallenges: Both subchallenges satisfied.
Total: 18/25
*An entry with 0 points here is subject to disqualification.
Is it fine this way? Was I too mild or too harsh? I did not write a lot but still it took me a few hours to write. Being a little self conscious about it.
Design -
(2/3) Appeal: Well, it gets timmy going towards a goal of transforming it. Even without that it still is a formiiddble creature. Johnny may have some interest in cheating through it’s transform conditions and the lose damage clause on the Trascended side. Spike appreciates that partner opens up so synergy options, but is a little underwhelmed otherwise.
(2.5/3) Elegance: I think it’s easy enough to understand, though tracking how many times it been cast is a nuisance.
Development -
(2/3) Viability: It’s backside is really, really black for a card that only costs white. Thiis borders on mythic.
(2/3) Balance: For EDH this is probably OK, but it is still pushed for a 3CC creature in white. The transformed side is some sense may be less useful than the fate defier side.
Creativity -
(2/3) Uniqueness: The idea of caring about multiple casting of a commander this way is distinct, but the rest is pretty generic abilities.
(1.5/3) Flavor: I would of really liked some flavor text to make Zerperia a richer character. As is, it’s pretty generic feeling. Also, a lord that doesn’t cordinate with his troops/tribe is strange.
Polish -
(0/3) Quality: keyword abilities that come after the first in a single line are all lower case, Flying comes before deathtouch on a creature. Vigilance comes before lifelink. The trasnform ability should be worded around casting, not played. The back side should read “it’s controller loses life equal to that creature’s toughness”
(2/2) *Main Challenge: Done
(2/2) Subchallenges: Sure
Total:16/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: Timmy likes the big demon but that draw back! Johnny sees an interesting alt win. Spike sees some flexible options, but is likewise concerned that the drawback cuts too much.
(1.0/3) Elegance: Protection has a lot of baggage, and soulbond has some too. I think the fact that this checks for you to lose the game every turn it is paired, even on an opponents turn, is something that would be overlooked at first glance and really detracts from it. Protection here is a drawback is interesting, but weird.
Development -
(2.5/3) Viability: It’s black, and as strange and big as it is warrants mythic. Protection in this context does have a black note to it, but still feels a tad off/old fashioned.
(1.5/3) Balance: This card is kinda subpar. The fact you can lose any turn something doesn’t die is harder than it looks. The effect is powerful but the drawback is large. The pairing idea also works weirdly with protection since in this case the protection is a drawback.
Creativity -
(3/3) Uniqueness: It’s definitely weird and new despite illustrating a classic concept.
(2/3) Flavor: The flavor and mechanics flow well to tell a story, even if it’s one that is very archetypal and present here with little frills.
Total: 18.5/25
*An entry with 0 points here is subject to disqualification.
Design -
(1.5/3) Appeal: Timmy likes to see it grow, but its very small and incrimental. Johnny will like to play with the counters, but doesnt have much abuse of it. It gives some options for spike, but not very powerful ones.
(2/3) Elegance: This is a long read, and the “stay paired” ability is confusing, forcing soulbond into territory it wasn’t meant to cover. It feels forced.
Development -
(2/3) Viability: Not sure on that “stay paired” ability. Also, mixing +1/+1 and -1/-1 counters in the same environment is a no-no.
(2.5/3) Balance:This is probably a fair card. Limited star, not likely standard playable but maybe if their is some tribal/other support.
Creativity -
(2/3) Uniqueness: This is a strange twist on soulbond, but that’s because it really isn’t soulbond anymore since the effects it applies to itself and it’s partner are different.
(2.5/3) Flavor: The flavor of this is certainly creepy, which is good. I wish something about it tied in more to the fact it drains the life out of you. I guess that would be left to the art.
Polish -
(3/3) Quality: Looks fine.
(2/2) *Main Challenge: Sure
(2/2) Subchallenges: Got em both
Total: 19.5/25
*An entry with 0 points here is subject to disqualification.
Design -
(1.5/3) Appeal: Timmy passes. Johnny looks to abuse the manaless activation cost, spike sees some potential thanks to the protection as a sideboard card.
(1.5/3) Elegance: Protection has a lot of baggage, and this is another case of “not really a soulbond card.”
Development -
(3/3) Viability: Everything is on point here.
(2/3) Balance: Seems about right. It has some sideboard potential thanks to the protection, otherwise it’s most likely a casual draw engine in an environment where johnny finds a deck for it. The soulbond really hurts the ability to draw though, so outside of abuse I think this would just sit in binders.
Creativity -
(2/3) Uniqueness: It’s unique for using soulbond in a way soulbond isn't really intended, and confused the keyword ability for something else. Otherwise a very dated feeling card.
(1.5/3) Flavor: The reference to altars and sacrificing creatures is not lost on my, nor the mana cards that references. However, there is little else to go on here. Also, I really doubt an altars attendant would soulbond with the creature they are killing.
Total: 18/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: Timmy passes. Johnny is trying to figure it if this is abusable and how. Spike can apprecaite the mindgames, but feels it applications are narrow.
(2/3) Elegance: The wording is confusing that it suggests the ability can be used in the command zone but isn't written out well.
Development -
(2/3) Viability: I don’t think this card works as worded, The colors and rarity make sense.
(1.5/3) Balance: This card feels weak as a partner. Sure, it provides mind games if you are swinging with both 2/2s, but even abusing its ability to play it cheaply, it's a one trick pony without the stats to back it up. I wish this card had some merit to actually being cast for its mana cost, but it doesn't.
Creativity -
(2.5/3) Uniqueness: The idea of a card the manifests itself and your other commander is certainly new.
(2/3) Flavor: Master of life is hard to interpret, and here the connection to the abilities is loose.
Polish -
(2.5/3) Quality: This needs a different wording to function in the command zone like I think the ability wants to do.
(2/2) *Main Challenge: Done
(0/2) Subchallenges: This card did neither subchallenge.
Total: 16.5/25
*An entry with 0 points here is subject to disqualification.
Design -
(3/3) Appeal: Timmy likes copying the biggest thing out there, or his other commander. Double commander excites timmy. Johnny likes the option of copying other creatures too. Gives him a ton to play with. Spike enjoys options more that johnny in this case, as they give him the chance to show his strategic wit.
(3/3) Elegance: Super clean copy effect.
Development -
(3/3) Viability: This is all blue, and viable
(3/3) Balance: This seems spot on fair with other clone cards, and the application as a partner commander balances out its legendaryness niceless.
Creativity -
(1.0/3) Uniqueness: Outside of it having partner, this card has basically been done before (Sakashima the Impostor)
(2.5/3) Flavor: I like the name, but the flavor text is a little nebulous for me.
Polish -
(2.5/3) Quality: “except its name is still Amorpheus”
(2/2) *Main Challenge: Yup
(2/2) Subchallenges: Technically it can gain an original evergreen keyword.
Total: 22/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: This gets big and splashy for timmy, and gives him a new ally commander. Johnny may seeks some synergies with it, but not quite their card. This is a little too easy for spike.
(1.5/3) Elegance: Protection is always baggage, as is having to count the power and toughness of everything separately, but the rest is alright.
Development -
(2.5/3) Viability: This feels about right. Might be a rare, but justifiable at mythic too. Could be mono white.
(2.0/3) Balance: This looks to be a very strong voltron commander. Perhaps a little too good with its low cost, solid protection, and partner back up. In a big multiplayer game I feel this stacks up stats a little too quickly on it’s own.
Creativity -
(2.5/3) Uniqueness: It feels very new, with it’s use of protection and characteristic defining ability.
(2.5/3) Flavor: The name doesn’t inspire me, in particular because when I think of an intrepid challenger, I don’t typically think of that challenger being strictly stronger and immune to all his foes.
Polish -
(3/3) Quality: Pretty sure the CDA is right, but one like this hasnt been done on the nose before.
(2/2) *Main Challenge: Yup!
(1/2) Subchallenges: Multicolor denies a point.
Total: 19/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: Its a good size trampler for timmy. Johnny passes. Spike sees it has having solid potential and applications. It’s quite strong with good options.
(2/3) Elegance: It easy to understand, but it points to one of the awkward things about soulbond, that in having those abilities it shares, it usually is denied those abilities on its own. Then it breaks what soulbond is by only applying it one way or the other. I missread the card because it was unexpected.
Development -
(3/3) Viability: spot on on all fronts.
(2.5/3) Balance: This is an interesting trade off than its Wolfir Silverheart friend. I think it’s close to fair, but likely pushed.
Creativity -
(1.5/3) Uniqueness: Wolfir except with trample and retaining its bonuses. This card doesn't feel all that fresh, and what makes it unique is not something I see actually being done. It highlights a problem with the mechanic instead of emphasizing the good.
(1.5/3) Flavor: Master of inner strength teaches it to you I guess? The name is a little hokie. Also, why would he teaching you inner strength cause him to lose his own?
Sorry for the delay. Was unexpectedly busy this weekend and haven't had more than 15 minutes of free time or so a day for MTGS. Judgments and round 2 will be up tomorrow.
Design - (1.5/3) Appeal: Timmy likes a beater and keyword soup. Everything's a bit obvious in terms of synergies for Johnny. Granting the keywords to such a tiny subset of other creatures is a bit too low-impact for Spike. (1/3) Elegance: Has banding, a deprecated keyword. Grants both of its other keywords, but not banding. The fact that other legends with partner you include in the 99 of a Commander deck with this card at the helm would also get the bonus, not just its own partner commander, would be confusing for newe players.
Development - (3/3) Viability: White and rare are fine. (3/3) Balance: This card is not powerful enough if anything.
Creativity - (1.5/3) Uniqueness: Banding on a creature made in the 2000s and partner-matters are new, but plenty of other cards grant both first strike and vigilance. (1/3) Flavor: No flavor text and a pretty generic name are pretty big slights against a Commander-aimed legend.
Design - (1.5/3) Appeal: Timmy likes a beater that can add abilities and is a Rocket Launcher, Johnny enjoys the build-your-ownness but finds it a bit blatant, and Spike isn't drawn in even by the versatility. (0/3) Elegance: An Aven without flying; the confusing keyword-grab thing (there's a reason this is written out on cards like Majestic Myriarch); and the activated ability unrelated to the rest of the card.
Development - (1/3) Viability: Rare is okay, but neither Aven nor the copy-keywords ability is red. The ability in question is seen in white, green, and even black when graveyards are involved, but never red. (3/3) Balance: This is a card that's trying to do a lot, but really winds up not being that powerful for its cost. The closest comparison is Jeska, Warrior Adept, which is outclassed nowadays.
Creativity - (1/3) Uniqueness: These elements have never been combined in this way but they feel thrown-together. (1/3) Flavor: I'm more confused by the flavor than anything. Why doesn't she fly? Why is she learning from her partners if she's headstrong and temperamental? Why does shooting her arrows(?) hurt her? At least there's flavor text.
Polish - (0/3) Quality: The type is "Bird", not "Aven". "First strike, haste" - no capitalization in a line of keywords except for the first letter. The problem with just saying "keyword abilities" was touched upon but there are some pointlessly confusing interactions that might happen there, AND this isn't the normal wording. No comma should be before "and 1 damage to itself." The first letter of every adjective in that first sentence of flavor text should not all be capitalized. "Temperamental." Flavor text goes above power and toughness. Quote attributions are set off with dashes and not tildes. (2/2) *Main Challenge: Done. (2/2) Subchallenges: Done.
Total: 11.5/25
Design - (2/3) Appeal: Timmy likes strong weenies and soulbond, Johnny does not appreciate being beaten over the head with how to use a card, Spike likes efficiency and value. (2.5/3) Elegance: A soulbond bonus that only works if it's paired with another copy of itself is a little inelegant.
Development - (3/3) Viability: White is fine, rare is 100% necessary for fair Limited play. (1.5/3) Balance: The original Isamaru, Hound of Konda was powerful enough as a vanilla 2/2 with a drawback. This card wouldn't exactly be format-breaking but it's also definitely not balanced.
Creativity - (1.5/3) Uniqueness: The soulbond that checks for names is unique but everything else has obvious sources, to say the least. (2.5/3) Flavor: I really dig the core idea but the flavor could use refinement - it's a little odd to think that two of Isamaru's puppies could both be his firstborn offspring.
Polish - (1/3) Quality: No period in the flavor text, tildes used instead of putting the name in the card text, "first strike" and "vigilance" should not have been capitalized. (2/2) *Main Challenge: Done. (2/2) Subchallenges: Done.
Total: 18/25
Design - (1.5/3) Appeal: Timmy likes soulbond but dislikes drawbacks, Johnny loves a build-around, and Spike isn't interested in a card that takes work to be more than a Squire. (2.5/3) Elegance: Very solidly elegant despite embedding text in quotes in a granted ability.
Development - (2.5/3) Viability: Rare and white both feel fine, but given the risk this introduces and the flavor of passionate, irrational love unto death, red in the cost would have been perfect. (3/3) Balance: A highly balanced lord - a bit underpowered, if anything.
Creativity - (2.5/3) Uniqueness: A soulbond-specific lord is a unique idea but granting pump and flying through soulbond are not. (2/3) Flavor: "Cupid" seems like the playtest name for this card.
Design - (3/3) Appeal: Timmy loves growing creatures, Johnny loves counter-granting creatures, Spike loves efficient creatures. (3/3) Elegance: Elegant through and through.
Development - (2.5/3) Viability: Green looks great but this feels more rare than mythic, although mythic isn't out of the question. (3/3) Balance: Just about balanced for Commander, is a 2/2 French vanilla in everything else.
Creativity - (2/3) Uniqueness: Not the most unique premise, but executed on in an interesting way with being a "lord for commanders". (2.5/3) Flavor: Could have used flavor text but I do get the kung fu master/training flavor.
Design - (2/3) Appeal: Timmy wants to double his biggest and best creatures. There's a lot of moving parts for Johnny to twist. Spike finds it too slow, clunky, and inefficient. (1/3) Elegance: An extremely wordy card with clunky clauses that nevertheless has one big "point" to it. I'm not sure why the Werewolf-transform trigger was used here in particular, but hey.
Development - (2/3) Viability: Rare seems fine, but green making token copies is a bend. Yes, there's Spitting Image, but this is still a very blue ability. Gets a major pass for flavor though. (3/3) Balance: Pretty hard to abuse, slow, and expensive despite the power of the effect. Seems alright.
Creativity - (3/3) Uniqueness: Solidly unique. (3/3) Flavor: Incredible flavor - creepy and cool and Innistrad-feeling. I get the sense of some kind of huldra/pod person mix. I love how well the mechanics reflect the flavor even if they aren't polished in execution - the prevent-incest clause is especially genius.
Polish - (2/3) Quality: Minor wording and spacing errors. (2/2) *Main Challenge: Done. (1/2) Subchallenges: Monocolor but no keywords.
Total: 19/25
Design - (2.5/3) Appeal: Timmy likes fat creatures that cheat other fat creatures out. Johnny sees lots of interactions to abuse. Spike sees a probably competitive commander and a partner that adds three colors to a deck even if the cost is a little bit prohibitive (and there are plenty of ways around that in Commander). (2.5/3) Elegance: Unfortunately becomes a French vanilla once its other partner is on the battlefield, deflating the card somewhat.
Development - (2/3) Viability: Mythic is fine but not necessary. Card doesn't seem white whatsoever - hexproof is blue, haste is red, and the triggered ability is a mix of both, seemingly leaning towards red. (2.5/3) Balance: Abuseable, but not out and out overpowered.
Creativity - (2/3) Uniqueness: Pretty unique but still ultimately a Sneak Attack variant. (2.5/3) Flavor: No flavor text (although there is hardly room) - the more pressing concern is that "Portal Master" is a bit of a generic title for a creature with what is otherwise an evocative and flavorful ability.
Polish - (3/3) Quality: Looks fine. (2/2) *Main Challenge: Done. (0/2) Subchallenges: Multicolor and no classic keywords.
Total: 19/25
Design - (2/3) Appeal: Timmy likes a card that pumps itself and others, Johnny would pair with a Char-Rumbler and go to town, and Spike would not play a three-mana 1/1 in almost any circumstances. (2.5/3) Elegance: P/T setting is always a bit inelegant as it involves the layer system, the boogeyman for many a newer player.
Development - (1/3) Viability: Green is fine - no rarity to comment on at all. (3/3) Balance: Not especially powerful - Trusted Forcemage is more reliable, Druid's Familiar will usually be better.
Creativity - (1/3) Uniqueness: Is somewhere in between the two previously-mentioned cards; there was a whole vertical cycle of pump-soulbond creatures in green. (2/3) Flavor: Flavor text is fine but generic. No creature type (Human Druid?).
Polish - (2/3) Quality: Entire typeline missing. (2/2) *Main Challenge: Done. (1/2) Subchallenges: Monocolor but no keyword.
Legendary Creature – Human Monk (M)
Hexproof, haste
Whenever Katali, Portal Master attacks, create a token that's a copy of another creature card in your command zone that’s tapped and attacking. Exile the token at end of combat.
Partner (You can have two commanders if both have partner.)
4/3
So it looks like the [mana] tags are broken, but my card's mana cost is 2URW.
Creature - Human Soldier (R)
Soulbond
As long as Technique Master has first strike, any creature paired with Technique Master has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.
You will learn all that I know.
2/2
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Shaper of Life is paired with another creature, both creatues are 4/4 green Elemental creatures.
"Join me, and I will show you what lies beyond this meek existence."
1/1
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Creature - Human Monk (R)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Master of Inner Strength is paired with another creature, that creature gets +3/+2 and has trample.
As long as Master of Inner Strength is not paired with another creature, it gets +3/+2 and has trample.
2/3
void_nothing:
Anachronity
KrovikanVampire
|Katamari|
Raptorchan
Gerrard's Mom
Forestsguy
Sub_Silentio
doomfish
IcariiFA:
mirrodin71
netn10
Freyleyes
TheDrB
Cardz5000
Flatline
Hemlock
FreshMeat
Antiantiserum:
Seeonee
BlackWaltz3
Jimmy Groove
The_Hittite
PsyOp
RaikouRider
kjsharp
Koopa
I will request for judges not to penalize for improper mana symbol formatting owing to forum technical issues.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Design .:.
(1,5/3) Appeal: This is too small for a Timmy card. Johnny likes the shenanigans this card offers. For Spike this might me too slow.
(2/3) Elegance: Flying and being a celestial being makes sense. On the surface the whole card makes sense. But thinking about it I came to the point that Shapeshifters typically only are able to shift their own shape. One exception being Shapesharer, which only affects other Shapeshifters. While the idea is cool maybe the Watcher is not supposed to be a Shapeshifter? Permeating Mass is able to make other creatures into a copy of itself, it's a Spirit. Essence of the Wild is an Avatar. Both are green. I almost thought blue doesn't get this effect at all but then I found Infinite Reflection, a blue card that makes other creatures into a copy of something.
Development .:.
(3/3) Viability: Copying is pretty blue and this effect seems pretty rare. As mentioned we have two green creatures that are best to compare to the Watcher, still I think even this type of copying is blue.
(3/3) Balance: Coming to effect only at your upkeep really keeps this card in check. I think it can be very funny to play with and play around with, without being too oppressive. The creatures you want to copy must be on the battlefield on your side already.
Creativity .:.
(3/3) Uniqueness: The Watcher shows design space for Soulbond that so far was not used. I don't know how deep unpairing for a benefit is, but surely it's interesting.
(1/3) Flavor: Continuing with my thoughts from the elegance part, I can't give all the points here. I have to add that I don't grasp how something that watches leads to creatures copying one another. Maybe flavor text would have helped?
Polish .:.
(2,5/3) Quality: I think it should say "... become a copy of the creature it's paired with." as there only ever is one creature paired to another.
(2/2) *Main Challenge: The card satisfies the main challenge.
(2/2) Subchallenges: Both subchallenges satisfied.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Design .:.
(2/3) Appeal: This is a powerful creature, not big but maybe Timmy wants to deal some damages with it anyways. Johnny doesn't really know what to do with this. Spikes sees potential to win some games with this.
(3/3) Elegance: All parts come together to form a solid card.
Development .:.
(3/3) Viability: A Berserker that grants red keywords seems pretty red. Compared to existing soulbond cards rare feels appropriate.
(3/3) Balance: I wasn't around for the first time soulbond showed up but got to play it a little bit in the masters set it was used in. The cards felt good but not too good. Soulbond has a built in vulnerability. If one paired creature goes down, the other gets weaker, becomes a vanilla usually. The same applies here. The card is good but I don't think it's too strong for a rare.
Creativity .:.
(0/3) Uniqueness: Unique this card is not, just soulbond again. Hanweir Lancer and Lightning Mauler had a child that also gives some kind of power buff.
(3/3) Flavor: The flavour on the other hand is strong here. Really like the flavour text.
Polish .:.
(2/3) Quality: "... gets +1/+0 ..." is fine but keywords creatures have. " ... each of those creatures gets +1/+0 and both have first strike and haste." should be the way to go.
(2/2) *Main Challenge: The card satisfies the main challenge.
(2/2) Subchallenges: Both subchallenges satisfied.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Design .:.
(1/3) Appeal: Timmy finds this one to be too small. I'm not sure Johnny wants to tap this, but pair it with [card]Spectral Gateguards[/cards] and it's suddenly interesting. For Spike this is probably too weak.
(2/3) Elegance: Green Elf Shamans that buff creatures sound green. So far tapping to give +1/+1 UEOT is mostly done through white creatures, though. Here we have added trample but I don't feel it.
Development .:.
(2/3) Viability: (I have problems keeping Elegance, Viability and Flavor strictly apart from each other. I hope it's not too chaotic, and in the end the points add up the same way.) As said, I don't think this effect the pairing grants right now really is green. It feels so weenie and just messes a little it with combat, even with trample. For green I'd like to see a greater buff, for a greater mana investment of course. For the effect as it is the rarity seems fine.
(3/3) Balance: I don't think that one +1/+1 giver breaks anything and two will not get it done either. If you don't give the paired creatures vigilance you need at least a third creature to really make use of the ability two times. At this cost I think the power level is fine.
Creativity .:.
(1/3) Uniqueness: Not all that unique. It's a typical souldbond effect but grants an ability we did not see together with soulbond.
(1/3) Flavor: I can see a Jeskai Monk finding harmony in combat related things. Not that elves in general don't know how to battle, but a mono green Elf is more likely to find harmony in a peaceful sylvan environment. Being vigorous helps a little.
Polish .:.
(2,5/3) Quality: It should read "As long as Vigorous Harmonist is paired ...".
(2/2) *Main Challenge: The card satisfies the main challenge.
(2/2) Subchallenges: Both subchallenges satisfied.
Total: 16,5/25
*An entry with 0 points here is subject to disqualification.
Design .:.
(1/3) Appeal: Timmy doesn't see a use for this card. Johnny not really. Maybe Spike does, depending on the equipment that's around.
(3/3) Elegance: The card is easy to understand and makes sense as a whole.
Development .:.
(2,5/3) Viability: Ability and chosen color fit perfectly together. Because Auriok Steelshaper and Kazuul's Toll Collector already are cards, I think this could either be Uncommon or get a more powerful effect without causing any harm.
(3/3) Balance: The strenght of this card is dependant on the equipment that's around. In an environment with Bonesplitter or might be quite strong. Though equipment on that power level was not really done since. As is, the card makes equipment based decks more viable, from what I experienced, this support is genereally needed for such a deck nowadays.
Creativity .:.
(2/3) Uniqueness: It's an interesting combination of existing effects.
(3/3) Flavor: This card comes with good and grokable flavour.
Polish .:.
(3/3) Quality: I was unsure but Ghostfire Blade indicates that the wording is fine.
(2/2) *Main Challenge: The card satisfies the main challenge.
(1/2) Subchallenges: First subchallenge satisfied.
Total: 20,5/25
*An entry with 0 points here is subject to disqualification.
I ignored the additional information provided by PsyOp as I think it's going against the spirit of the game. The card should stand for itself and it does so very well.
Design .:.
(3/3) Appeal: Timmy likes this card a lot, 5 power, trample and menace, a real beater. Johnny wants to transform Werewolfs with this, cheating on costs is always welcome. The card is already strong without other creatures, Spike approves.
(2/3) Elegance: The card makes sense and is easy to understand. Having menace and trample is a bit much though. There's a reason so far no creature in existance has both evasion abilities.
Development .:.
(2/3) Viability: Werewolfs are red and green, but menace is not green. This card should either lose menace or be red and green. As is it feels like it's mono green only to satisfy the first subchallenge. Mythic seems to be the appropriate rarity.
(3/3) Balance: This might be the Werewolf card edh players want to use as their tribal commander. It is powerful but not broken. I don't think it absolutely needs the buff but I take it anyways. Now I wish she would be able to transform as well, I'm never satisfied ...
Creativity .:.
(3/3) Uniqueness: This is a pretty unique expansion of the soulbond spectrum. Very fresh.
(3/3) Flavor: Neat flavour that's easy to grasp.
Polish .:.
(2,5/3) Quality: There needs to be a comma after "The first time a Werewolf transforms each turn ..."
(2/2) *Main Challenge: The card satisfies the main challenge.
(1/2) Subchallenges: Second subchallenges satisfied, menace is not green.
Total: 21,5/25
*An entry with 0 points here is subject to disqualification.
Design .:.
(2/3) Appeal: Timmy loves this card. Johnny can't use it. But for Spike it should be pushed enough.
(3/3) Elegance: A well designed card, all parts make sense.
Development .:.
(3/3) Viability: Demons are black, the ability is black, no bending or breaking here. Rare seems appropriate. Maybe it could even be a mythic, very swingy.
(2/3) Balance: I'm not sure if this card is too strong. Right now you have to cast one other creature until it leaves the battlefield. Then you have to play another one to not get damage. I like my contracts with demons a little bit unsafer, maybe force a sacrifice each upkeep? It's strong but at five mana you can't really say it's oppressive, or can you?
Creativity .:.
(3/3) Uniqueness: Now that's fresh, soulbond in a never before seen form, both mechanically and flavourfully. A Demon that binds to something's soul, awesome.
(2,5/3) Flavor: Flavour text would be cool but is not needed to understand the card, right now the name explains the flavour. I would have liked it even more the other way, a more demonic name and flavour text that explains the flavour.
Polish .:.
(3/3) Quality: All's fine.
(2/2) *Main Challenge: The card satisfies the main challenge.
(2/2) Subchallenges: Both subchallenges satisfied.
Total: 22,5/25
*An entry with 0 points here is subject to disqualification.
Design .:.
(2/3) Appeal: Not very interesting for Timmy. Johnny loves additional triggers. Might be powerful enough for Spike.
(3/3) Elegance: Easy to understand and fitting abilites. Bird Cat could be a Griffin like creature or something, imaginable and not too random.
Development .:.
(3/3) Viability: The keywords are white, and while additional or copied triggers so far only ever appeared on artifacts (weirdly enough if you think about it), it's an ability that fits into blue's part of the pie. Rare is right.
(3/3) Balance: There are several existing partners that get very interesting with Rami. It pushes them but not in an absurd way, by commander measures.
Creativity .:.
(3/3) Uniqueness: It adds to the already existing partners in a new way. I'd like to see this in a real product.
(1/3) Flavor: I find the name only scratches on flavour here, I would have liked more.
Polish .:.
(3/3) Quality: Nothing to criticize.
(2/2) *Main Challenge: The card satisfies the main challenge.
(1/2) Subchallenges: Second subchallenge satisfied.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
Design .:.
(1/3) Appeal: Johnny sees a small creature. Johnny wants to combine this with other creatures. Spike can't even see this card because Odric, Lunarch Marshal stands in the way.
(2/3) Elegance: The card makes sense ability wise but the flavour is too in-your-face.
Development .:.
(2/3) Viability: The colors are fine and rare seems appropriate for this effect. I just think it's very weak.
(2/3) Balance: A lot of work has to be done to get a kind of worse Odric, a card that is already not exactly pushed power level wise. In limited it might still be okey. It doesn't break anything.
Creativity .:.
(3/3) Uniqueness: This take on souldbond is fresh. So fresh that I'm not sure if the wording is okey this way.
(1/3) Flavor: Why is it that the Technique Master doesn't know any techs? What can I learn from someone who doesn't know something? Right now this feels like a zen Buddhist. Either the flavour is not fully there or the ability needs to be reworked. Soulbond to communicate a master pupil relationship is nice though.
Polish .:.
(3/3) Quality: I couldn't find a precedent for this kind of effect and while it read strange for me at first I think it is fine this way. I still think a reworked ability would be have been better, "As long as Technique Master is paired with another creature, if either creature has first strike, both creatures have first strike. ...".
(2/2) *Main Challenge: The card satisfies the main challenge.
(2/2) Subchallenges: Both subchallenges satisfied.
Total: 18/25
*An entry with 0 points here is subject to disqualification.
(2/3) Appeal: Well, it gets timmy going towards a goal of transforming it. Even without that it still is a formiiddble creature. Johnny may have some interest in cheating through it’s transform conditions and the lose damage clause on the Trascended side. Spike appreciates that partner opens up so synergy options, but is a little underwhelmed otherwise.
(2.5/3) Elegance: I think it’s easy enough to understand, though tracking how many times it been cast is a nuisance.
Development -
(2/3) Viability: It’s backside is really, really black for a card that only costs white. Thiis borders on mythic.
(2/3) Balance: For EDH this is probably OK, but it is still pushed for a 3CC creature in white. The transformed side is some sense may be less useful than the fate defier side.
Creativity -
(2/3) Uniqueness: The idea of caring about multiple casting of a commander this way is distinct, but the rest is pretty generic abilities.
(1.5/3) Flavor: I would of really liked some flavor text to make Zerperia a richer character. As is, it’s pretty generic feeling. Also, a lord that doesn’t cordinate with his troops/tribe is strange.
Polish -
(0/3) Quality: keyword abilities that come after the first in a single line are all lower case, Flying comes before deathtouch on a creature. Vigilance comes before lifelink. The trasnform ability should be worded around casting, not played. The back side should read “it’s controller loses life equal to that creature’s toughness”
(2/2) *Main Challenge: Done
(2/2) Subchallenges: Sure
Total:16/25
*An entry with 0 points here is subject to disqualification.
(2/3) Appeal: Timmy likes the big demon but that draw back! Johnny sees an interesting alt win. Spike sees some flexible options, but is likewise concerned that the drawback cuts too much.
(1.0/3) Elegance: Protection has a lot of baggage, and soulbond has some too. I think the fact that this checks for you to lose the game every turn it is paired, even on an opponents turn, is something that would be overlooked at first glance and really detracts from it. Protection here is a drawback is interesting, but weird.
Development -
(2.5/3) Viability: It’s black, and as strange and big as it is warrants mythic. Protection in this context does have a black note to it, but still feels a tad off/old fashioned.
(1.5/3) Balance: This card is kinda subpar. The fact you can lose any turn something doesn’t die is harder than it looks. The effect is powerful but the drawback is large. The pairing idea also works weirdly with protection since in this case the protection is a drawback.
Creativity -
(3/3) Uniqueness: It’s definitely weird and new despite illustrating a classic concept.
(2/3) Flavor: The flavor and mechanics flow well to tell a story, even if it’s one that is very archetypal and present here with little frills.
Polish -
(2.5/3) Quality: “Has haste”
(2/2) *Main Challenge: Done
(2/2) Subchallenges: Got it
Total: 18.5/25
*An entry with 0 points here is subject to disqualification.
(1.5/3) Appeal: Timmy likes to see it grow, but its very small and incrimental. Johnny will like to play with the counters, but doesnt have much abuse of it. It gives some options for spike, but not very powerful ones.
(2/3) Elegance: This is a long read, and the “stay paired” ability is confusing, forcing soulbond into territory it wasn’t meant to cover. It feels forced.
Development -
(2/3) Viability: Not sure on that “stay paired” ability. Also, mixing +1/+1 and -1/-1 counters in the same environment is a no-no.
(2.5/3) Balance:This is probably a fair card. Limited star, not likely standard playable but maybe if their is some tribal/other support.
Creativity -
(2/3) Uniqueness: This is a strange twist on soulbond, but that’s because it really isn’t soulbond anymore since the effects it applies to itself and it’s partner are different.
(2.5/3) Flavor: The flavor of this is certainly creepy, which is good. I wish something about it tied in more to the fact it drains the life out of you. I guess that would be left to the art.
Polish -
(3/3) Quality: Looks fine.
(2/2) *Main Challenge: Sure
(2/2) Subchallenges: Got em both
Total: 19.5/25
*An entry with 0 points here is subject to disqualification.
(1.5/3) Appeal: Timmy passes. Johnny looks to abuse the manaless activation cost, spike sees some potential thanks to the protection as a sideboard card.
(1.5/3) Elegance: Protection has a lot of baggage, and this is another case of “not really a soulbond card.”
Development -
(3/3) Viability: Everything is on point here.
(2/3) Balance: Seems about right. It has some sideboard potential thanks to the protection, otherwise it’s most likely a casual draw engine in an environment where johnny finds a deck for it. The soulbond really hurts the ability to draw though, so outside of abuse I think this would just sit in binders.
Creativity -
(2/3) Uniqueness: It’s unique for using soulbond in a way soulbond isn't really intended, and confused the keyword ability for something else. Otherwise a very dated feeling card.
(1.5/3) Flavor: The reference to altars and sacrificing creatures is not lost on my, nor the mana cards that references. However, there is little else to go on here. Also, I really doubt an altars attendant would soulbond with the creature they are killing.
Polish -
(2.5/3) Quality: “a creature paired”
(2/2) *Main Challenge: Yup
(2/2) Subchallenges: Double check.
Total: 18/25
*An entry with 0 points here is subject to disqualification.
(2/3) Appeal: Timmy passes. Johnny is trying to figure it if this is abusable and how. Spike can apprecaite the mindgames, but feels it applications are narrow.
(2/3) Elegance: The wording is confusing that it suggests the ability can be used in the command zone but isn't written out well.
Development -
(2/3) Viability: I don’t think this card works as worded, The colors and rarity make sense.
(1.5/3) Balance: This card feels weak as a partner. Sure, it provides mind games if you are swinging with both 2/2s, but even abusing its ability to play it cheaply, it's a one trick pony without the stats to back it up. I wish this card had some merit to actually being cast for its mana cost, but it doesn't.
Creativity -
(2.5/3) Uniqueness: The idea of a card the manifests itself and your other commander is certainly new.
(2/3) Flavor: Master of life is hard to interpret, and here the connection to the abilities is loose.
Polish -
(2.5/3) Quality: This needs a different wording to function in the command zone like I think the ability wants to do.
(2/2) *Main Challenge: Done
(0/2) Subchallenges: This card did neither subchallenge.
Total: 16.5/25
*An entry with 0 points here is subject to disqualification.
(3/3) Appeal: Timmy likes copying the biggest thing out there, or his other commander. Double commander excites timmy. Johnny likes the option of copying other creatures too. Gives him a ton to play with. Spike enjoys options more that johnny in this case, as they give him the chance to show his strategic wit.
(3/3) Elegance: Super clean copy effect.
Development -
(3/3) Viability: This is all blue, and viable
(3/3) Balance: This seems spot on fair with other clone cards, and the application as a partner commander balances out its legendaryness niceless.
Creativity -
(1.0/3) Uniqueness: Outside of it having partner, this card has basically been done before (Sakashima the Impostor)
(2.5/3) Flavor: I like the name, but the flavor text is a little nebulous for me.
Polish -
(2.5/3) Quality: “except its name is still Amorpheus”
(2/2) *Main Challenge: Yup
(2/2) Subchallenges: Technically it can gain an original evergreen keyword.
Total: 22/25
*An entry with 0 points here is subject to disqualification.
(2/3) Appeal: This gets big and splashy for timmy, and gives him a new ally commander. Johnny may seeks some synergies with it, but not quite their card. This is a little too easy for spike.
(1.5/3) Elegance: Protection is always baggage, as is having to count the power and toughness of everything separately, but the rest is alright.
Development -
(2.5/3) Viability: This feels about right. Might be a rare, but justifiable at mythic too. Could be mono white.
(2.0/3) Balance: This looks to be a very strong voltron commander. Perhaps a little too good with its low cost, solid protection, and partner back up. In a big multiplayer game I feel this stacks up stats a little too quickly on it’s own.
Creativity -
(2.5/3) Uniqueness: It feels very new, with it’s use of protection and characteristic defining ability.
(2.5/3) Flavor: The name doesn’t inspire me, in particular because when I think of an intrepid challenger, I don’t typically think of that challenger being strictly stronger and immune to all his foes.
Polish -
(3/3) Quality: Pretty sure the CDA is right, but one like this hasnt been done on the nose before.
(2/2) *Main Challenge: Yup!
(1/2) Subchallenges: Multicolor denies a point.
Total: 19/25
*An entry with 0 points here is subject to disqualification.
(2/3) Appeal: Its a good size trampler for timmy. Johnny passes. Spike sees it has having solid potential and applications. It’s quite strong with good options.
(2/3) Elegance: It easy to understand, but it points to one of the awkward things about soulbond, that in having those abilities it shares, it usually is denied those abilities on its own. Then it breaks what soulbond is by only applying it one way or the other. I missread the card because it was unexpected.
Development -
(3/3) Viability: spot on on all fronts.
(2.5/3) Balance: This is an interesting trade off than its Wolfir Silverheart friend. I think it’s close to fair, but likely pushed.
Creativity -
(1.5/3) Uniqueness: Wolfir except with trample and retaining its bonuses. This card doesn't feel all that fresh, and what makes it unique is not something I see actually being done. It highlights a problem with the mechanic instead of emphasizing the good.
(1.5/3) Flavor: Master of inner strength teaches it to you I guess? The name is a little hokie. Also, why would he teaching you inner strength cause him to lose his own?
Polish -
(3/3) Quality: Looks good.
(2/2) *Main Challenge: Yes
(2/2) Subchallenges: Okay
Total: 19.5/25
*An entry with 0 points here is subject to disqualification.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
(1.5/3) Appeal: Timmy likes a beater and keyword soup. Everything's a bit obvious in terms of synergies for Johnny. Granting the keywords to such a tiny subset of other creatures is a bit too low-impact for Spike.
(1/3) Elegance: Has banding, a deprecated keyword. Grants both of its other keywords, but not banding. The fact that other legends with partner you include in the 99 of a Commander deck with this card at the helm would also get the bonus, not just its own partner commander, would be confusing for newe players.
Development -
(3/3) Viability: White and rare are fine.
(3/3) Balance: This card is not powerful enough if anything.
Creativity -
(1.5/3) Uniqueness: Banding on a creature made in the 2000s and partner-matters are new, but plenty of other cards grant both first strike and vigilance.
(1/3) Flavor: No flavor text and a pretty generic name are pretty big slights against a Commander-aimed legend.
Polish -
(3/3) Quality: Fine.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: Done.
Total: 18/25
(1.5/3) Appeal: Timmy likes a beater that can add abilities and is a Rocket Launcher, Johnny enjoys the build-your-ownness but finds it a bit blatant, and Spike isn't drawn in even by the versatility.
(0/3) Elegance: An Aven without flying; the confusing keyword-grab thing (there's a reason this is written out on cards like Majestic Myriarch); and the activated ability unrelated to the rest of the card.
Development -
(1/3) Viability: Rare is okay, but neither Aven nor the copy-keywords ability is red. The ability in question is seen in white, green, and even black when graveyards are involved, but never red.
(3/3) Balance: This is a card that's trying to do a lot, but really winds up not being that powerful for its cost. The closest comparison is Jeska, Warrior Adept, which is outclassed nowadays.
Creativity -
(1/3) Uniqueness: These elements have never been combined in this way but they feel thrown-together.
(1/3) Flavor: I'm more confused by the flavor than anything. Why doesn't she fly? Why is she learning from her partners if she's headstrong and temperamental? Why does shooting her arrows(?) hurt her? At least there's flavor text.
Polish -
(0/3) Quality: The type is "Bird", not "Aven". "First strike, haste" - no capitalization in a line of keywords except for the first letter. The problem with just saying "keyword abilities" was touched upon but there are some pointlessly confusing interactions that might happen there, AND this isn't the normal wording. No comma should be before "and 1 damage to itself." The first letter of every adjective in that first sentence of flavor text should not all be capitalized. "Temperamental." Flavor text goes above power and toughness. Quote attributions are set off with dashes and not tildes.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: Done.
Total: 11.5/25
(2/3) Appeal: Timmy likes strong weenies and soulbond, Johnny does not appreciate being beaten over the head with how to use a card, Spike likes efficiency and value.
(2.5/3) Elegance: A soulbond bonus that only works if it's paired with another copy of itself is a little inelegant.
Development -
(3/3) Viability: White is fine, rare is 100% necessary for fair Limited play.
(1.5/3) Balance: The original Isamaru, Hound of Konda was powerful enough as a vanilla 2/2 with a drawback. This card wouldn't exactly be format-breaking but it's also definitely not balanced.
Creativity -
(1.5/3) Uniqueness: The soulbond that checks for names is unique but everything else has obvious sources, to say the least.
(2.5/3) Flavor: I really dig the core idea but the flavor could use refinement - it's a little odd to think that two of Isamaru's puppies could both be his firstborn offspring.
Polish -
(1/3) Quality: No period in the flavor text, tildes used instead of putting the name in the card text, "first strike" and "vigilance" should not have been capitalized.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: Done.
Total: 18/25
(1.5/3) Appeal: Timmy likes soulbond but dislikes drawbacks, Johnny loves a build-around, and Spike isn't interested in a card that takes work to be more than a Squire.
(2.5/3) Elegance: Very solidly elegant despite embedding text in quotes in a granted ability.
Development -
(2.5/3) Viability: Rare and white both feel fine, but given the risk this introduces and the flavor of passionate, irrational love unto death, red in the cost would have been perfect.
(3/3) Balance: A highly balanced lord - a bit underpowered, if anything.
Creativity -
(2.5/3) Uniqueness: A soulbond-specific lord is a unique idea but granting pump and flying through soulbond are not.
(2/3) Flavor: "Cupid" seems like the playtest name for this card.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 21/25
(3/3) Appeal: Timmy loves growing creatures, Johnny loves counter-granting creatures, Spike loves efficient creatures.
(3/3) Elegance: Elegant through and through.
Development -
(2.5/3) Viability: Green looks great but this feels more rare than mythic, although mythic isn't out of the question.
(3/3) Balance: Just about balanced for Commander, is a 2/2 French vanilla in everything else.
Creativity -
(2/3) Uniqueness: Not the most unique premise, but executed on in an interesting way with being a "lord for commanders".
(2.5/3) Flavor: Could have used flavor text but I do get the kung fu master/training flavor.
Polish -
(3/3) Quality: Looking good.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: Done.
Total: 23/25
(2/3) Appeal: Timmy wants to double his biggest and best creatures. There's a lot of moving parts for Johnny to twist. Spike finds it too slow, clunky, and inefficient.
(1/3) Elegance: An extremely wordy card with clunky clauses that nevertheless has one big "point" to it. I'm not sure why the Werewolf-transform trigger was used here in particular, but hey.
Development -
(2/3) Viability: Rare seems fine, but green making token copies is a bend. Yes, there's Spitting Image, but this is still a very blue ability. Gets a major pass for flavor though.
(3/3) Balance: Pretty hard to abuse, slow, and expensive despite the power of the effect. Seems alright.
Creativity -
(3/3) Uniqueness: Solidly unique.
(3/3) Flavor: Incredible flavor - creepy and cool and Innistrad-feeling. I get the sense of some kind of huldra/pod person mix. I love how well the mechanics reflect the flavor even if they aren't polished in execution - the prevent-incest clause is especially genius.
Polish -
(2/3) Quality: Minor wording and spacing errors.
(2/2) *Main Challenge: Done.
(1/2) Subchallenges: Monocolor but no keywords.
Total: 19/25
(2.5/3) Appeal: Timmy likes fat creatures that cheat other fat creatures out. Johnny sees lots of interactions to abuse. Spike sees a probably competitive commander and a partner that adds three colors to a deck even if the cost is a little bit prohibitive (and there are plenty of ways around that in Commander).
(2.5/3) Elegance: Unfortunately becomes a French vanilla once its other partner is on the battlefield, deflating the card somewhat.
Development -
(2/3) Viability: Mythic is fine but not necessary. Card doesn't seem white whatsoever - hexproof is blue, haste is red, and the triggered ability is a mix of both, seemingly leaning towards red.
(2.5/3) Balance: Abuseable, but not out and out overpowered.
Creativity -
(2/3) Uniqueness: Pretty unique but still ultimately a Sneak Attack variant.
(2.5/3) Flavor: No flavor text (although there is hardly room) - the more pressing concern is that "Portal Master" is a bit of a generic title for a creature with what is otherwise an evocative and flavorful ability.
Polish -
(3/3) Quality: Looks fine.
(2/2) *Main Challenge: Done.
(0/2) Subchallenges: Multicolor and no classic keywords.
Total: 19/25
(2/3) Appeal: Timmy likes a card that pumps itself and others, Johnny would pair with a Char-Rumbler and go to town, and Spike would not play a three-mana 1/1 in almost any circumstances.
(2.5/3) Elegance: P/T setting is always a bit inelegant as it involves the layer system, the boogeyman for many a newer player.
Development -
(1/3) Viability: Green is fine - no rarity to comment on at all.
(3/3) Balance: Not especially powerful - Trusted Forcemage is more reliable, Druid's Familiar will usually be better.
Creativity -
(1/3) Uniqueness: Is somewhere in between the two previously-mentioned cards; there was a whole vertical cycle of pump-soulbond creatures in green.
(2/3) Flavor: Flavor text is fine but generic. No creature type (Human Druid?).
Polish -
(2/3) Quality: Entire typeline missing.
(2/2) *Main Challenge: Done.
(1/2) Subchallenges: Monocolor but no keyword.
Total: 16.5/25
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝