Juvenile Blackpaw1B
Creature - Cat (C)
Deathtouch
Juvenile Blackpaw has first strike as long as it's attacking. Purraj's heritage is ever present among the panthers of Urborg. 1/1
Callous RitesBG
Enchantment (R)
Whenever a creature dies for the first time each turn, you may pay 1 life. If you do, draw a card. Otherwise, you gain 2 life. "Blood begets power and power begets blood. Wield one, and the other will flow." - Rokhan, Urborg Shaman
Only in Jund do we send children to battle young dragons. Jund is probably a good backdrop for this challenge!
Rip-Clan InitiateG
Creature - Human Warrior {C}
Rip-Clan Initiate can't be sacrificed. At the age of ten, human children of Jund are tasked with climbing a volcanic mountain, alone and unarmed, in search of obsidian glass to craft their first weapons from.
1/2
The Life HuntRG
Legendary Enchantment {R}
When The Life Hunt enters the battlefield, target opponent creates a 4/4 red Dragon creature token with flying.
Sacrifice a creature: The Life Hunt deals damage equal to that creature's power to target creature an opponent controls.
Whenever a creature an opponent controls with power 4 or greater dies, you gain life equal to that creature's power and draw a card.
Private Mod Note
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Rollback Post to RevisionRollBack
A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
Orphan of SpiresWU
Creature - Human Rogue (U)
Prowess
Whenever Orphan of Spires attacks alone, prevent all damage that would be dealt to it this turn.
"I don't walk with them. I never have. I stay to the ledges instead."
1/1
Search for a Scapegoat2R
Instant (C)
Creatures you control get +1/+0 until end of turn. Damage can't be prevent this turn. "It was him! That boy! Not only is he a thief but a murderer!" —Dolson, Pontiff of Orzhova
Delighted Wanderer1G
Creature - Human Rogue (R)
Whenever a land that doesn't share a name with a land you control enters the battlefield under your control, you may draw a card.
2/1
Shrine of the Thousand2
Artifact - Shrine (C) t: Add to your mana pool one mana of any color that lands you control couldn't produce. "Back then, we used to think about Ippon as a nation of godless pragmatics who abandoned the religion for the glory of progress. Do I have to tell how wrong we were?"
- Demecius Clath
Runaway OrphanW
Creature - Human (u)
Runaway Orphan can't be blocked by creatures with power 4 or greater.
Runaway Orphan has hexproof as long as you control another creature. The Pharida Orphanage offers food, shelter and elemental education. Glory is pursued in the streets
1/1
Aerial Search3W
Enchantment (c)
When Aerial Search enters the battlefield, exile target creature until Aerial Search leaves the battlefield.
When Aerial Search enters the battlefield, create a 1/1 colorless Thopter artifact creature token with flying. Exile that token when Aerial Search leaves the battlefield.
Does a newly-minted thopter count as a child? I'm going to go out on a limb and say yes.
Wily-Wings0
Artifact Creature - Thopter {C}
Flash, Flying When the day was done, the artificer had only a few spare parts. They did not go to waste.
0/1
Perpetual Motion1U
Enchantment - Aura {U}
Enchant creature.
At the beginning of each main phase, if enchanted creature is tapped, untap it. If enchanted creature is untapped, tap it instead. "Enough of your incessant whirring! I haven't slept in weeks!" - Silveona, Artificer
Private Mod Note
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GENERATION 12: The first time you see this, copy and paste it into your sig and add 2 to the generation. social experiment.
My Namesake: Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo.
It's been a long time. But let's give this a try anyway.
Samite Trainee1W
Creature - Human Cleric (C) W,T, Exert Samite Trainee: Prevent all damage that would be dealt to target attacking or blocking creature this turn. (An exerted creature won't untap during your next untap step.) Expanding to support Otaria's growing population required many young warriors - and equally as many young healers to keep them alive.
0/3
Daru CharmWB
Instant (U)
Choose one:
-Target Cleric gets +1/+1 and gains lifelink until end of turn.
-Target creature gets -2/-2 until end of turn.
-Target opponent loses 2 life and you gain 2 life.
Private Mod Note
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Top 16 - 2012 Indiana State Championships Currently Playing: GBStandard - Golgari Safari MidrangeBG RBWModern - Mardu PyromancerWBR RLegacy - Good Old Fashioned BurnR
IMPORTANT NOTE: due to an unforeseen n unfortunate personal life event, I have to extend the deadline for judging a day.
the round is closed.
thanks again to kjsharp for offering to judge a some entries this round, but i have instead decided to take on twice as many entries as the other judges this round.
Judge Antiantiserum will be judging:
Algernone25
Koopa
The_Hittite
Flatline
Netn10
Rkohn1357
Judge Void_nothing will be judging:
Vertain
IcariiFA
Kjsharp
Cardz5000
Mirrodin71
Doomfish
Judge Rudyard will be judging:
Hemlock
Raptorchan
Forestsguy
RaikouRider
Subject16
KoolKoal
Jimmy Groove
|Katamari|
Freyleyes
Seeonee
BlackWaltz3
P E
8buffalo
main challenge: design two cards. one must depict or create a child. the other must illustrate some important event or element in the child’s life. in the challenges to come this month we will follow your child as they grow.
subchallenge 1: one of the cards is multicolored or colorless.
subchallenge 2: one of the cards is a common.
Samite Trainee1W
Creature - Human Cleric (C) W,T, Exert Samite Trainee: Prevent all damage that would be dealt to target attacking or blocking creature this turn. (An exerted creature won't untap during your next untap step.) Expanding to support Otaria's growing population required many young warriors - and equally as many young healers to keep them alive.
0/3
Design .:. (0/3) Appeal: For Timmy this is too small in every way. Johnny can't see a particular interesting interaction with this card. I fear Spike might not even take this in sealed. (3/3) Elegance: The card is easy to understand. Flavour and mechanics combined make sense.
Development .:. (3/3) Viability: Preventing damage is white, fine. Maybe the card is a little strong for a common. Exert helps preventing that impression. (2,5/3) Balance: The power level of this card is almost fine, the thoughness doesn't need to be that high, not only because it's a child. Or write "other target creature". Oh, and "you control." In limited this gives a nice filler. As you can only use this every other turn, opponents still have a chance of coming through.
Creativity .:. (2/3) Uniqueness: We know damage preventers in all shapes and sizes. Here it is combined with exert, to underline the rookieness of the child. Nice. (2,5/3) Flavor: The flavor is very good on this card. But it's hard to imagine a healer in training as a mere child.
Polish .:. (3/3) Quality: Now flaws detected. (2/2) *Main Challenge: Main challenge satisfied. (2/2) Subchallenges: Both sub challenges satisfied.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Daru CharmWB
Instant (U)
Choose one:
-Target Cleric gets +1/+1 and gains lifelink until end of turn.
-Target creature gets -2/-2 until end of turn.
-Target opponent loses 2 life and you gain 2 life.3
Design .:. (2/3) Appeal: For Timmy again it's too small. Johnny likes the versatility. And Spike the play power. (2,5/3) Elegance: The mechanics are fine. The flavor I'm not fully sure.
Development .:. (3/3) Viability: This card's effects are in the right colors. Uncommons seems appropriate. (2,5/3) Balance: I think that removal, relevant combat trick and life drain are a potent package on this charm. I don't know if it's Boros Charm good but it's very good. Very high pickability in draft.
Creativity .:. (3/3) Uniqueness: A charm like this we have not seen. This combination of effects is cool. (1/3) Flavor: As hinted I'm just not sure at what element in the child's life I'm looking here. All cards associated with the Daru plains so far are white. Flavor text would have been nice.
Polish .:. (2/3) Quality: The templatig is not accurate, see Cryptic Command for reference. (2/2) *Main Challenge: Main challenge satisfied. (2/2) Subchallenges: Both sub challenges satisfied.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
So 40/50 in total-total.
Gateless YouthW
Creature - Human (U)
As long as you control another creature, prevent all damage dealt to Gateless Youth. "My father tells me the city is dangerous but as long he is by my side I'll be safe." -Vena, Gateless Youth
1/1
Design .:. (1/3) Appeal: For Timmy this is too small. Johnny might be interested in a creature that can't be damaged. Spike probably not so much. (3/3) Elegance: The card is easy to understand. Both flavor and mechanics make sense.
Development .:. (3/3) Viability: White is the right place for this effect. Uncommon seems also right. (2,5/3) Balance: One is fine, but two of them and an opponent without evasive creatures or non-damage based removal has a problem. The power level is probably still okey.
Creativity .:. (2/3) Uniqueness: It's similar to Cho-Manno, Revolutionary and cards like him. But with this exact condition is new. (2,5/3) Flavor: The flavour on this card is very nice. The card's name contains youth.
Polish .:. (2/3) Quality: It should read "all damage that would be dealt to". There's no single such card without "that would be", it's a replacement effect. No other flaws detected. (2/2) *Main Challenge: Main challenge satisfied. (1/2) Subchallenges: Subchallenge 2 satisfied.
Total: 19/25
*An entry with 0 points here is subject to disqualification.
Backalley Mugging2B
Instant (C)
Destroy target creature unless it's controller pays 3. "My father didn't have money the man wanted." -Vena, Gateless Orphan
Design .:. (1/3) Appeal: Spike would play this in sealed, every time. Otherwise I can't see psychographics reflected in this card. (3/3) Elegance: The card is easy to understand. Both flavor and mechanics make sense.
Development .:. (3/3) Viability: Black is right, common too. (3/3) Balance: This is a good card in limited, we have seen stronger things at common.
Creativity .:. (2,5/3) Uniqueness: We have not seen such a card so far. We had rhystic cards in Prophecy, e.g. Rhystic Syphon, but removal was not one of those cards. (3/3) Flavor: The flavor is very good. Both cards tell a nice story.
Polish .:. (3/3) Quality: No flaws detected. (2/2) *Main Challenge: Main challenge satisfied. (1/2) Subchallenges: Subchallenge 2 satisfied.
Total: 21,5/25
*An entry with 0 points here is subject to disqualification.
So 40,5/50 in total-total.
Beleaguered SquireW
Creature - Human Soldier [U] T: Spells and abilities you control that target a Knight you control cost 1 less until end of turn. Beleaguered Squire doesn't untap during your next untap step. Great legends come from humble beginnings.
1/2
Design .:. (1/3) Appeal: Johnny wants to put this into their Kinght deck, of course. Spike and Timmy are looking for something else. (3/3) Elegance: The card is easy to understand. Flavor and mechanics make sense.
Development .:. (2/3) Viability: For a white card this is at least bending the color pie. Making Auras and Equipment cheaper, sure. But instants and sorceries and other stuff as well? Uncommon is fine for this effect. (3/3) Balance: The power level seems generally appropriate.
Creativity .:. (2,5/3) Uniqueness: This is a neat new cost reducer. (2,5/3) Flavor: Very nice flavor. But can childs be squires? A quick google search delivered the age of 14, where one can begin the journey of squirehood.
Polish .:. (2/3) Quality: Now flaws detected. (2/2) *Main Challenge: Main challenge satisfied. (1/2) Subchallenges: Subchallenge 1 satisfied.
Total: 19/25
*An entry with 0 points here is subject to disqualification.
Sword of the King2
Legendary Artifact - Equipment [R]
When Sword of the King enters the battlefield, name a creature card. Sword of the King’s equip ability costs 6 less to activate if it targets a creature with that name.
Equipped creature gets +2/+2 and has protection from creatures.
Equip 8
Design .:. (2/3) Appeal: Definately a Timmy card. Johnny less, too obvious in what it does. But Spike likes it. Protection from creatures is so good. (2,5/3) Elegance: The card is easy to understand. Flavor is top. If the mechanic really makes sense I'm not sure. But the flavor is so good. See, without the named creature this thing is so terrible. An equippable Holy Mantle is good, but no 2+8 mana good. Then again, with the named creature this card is very good. Only the chosen one can draw this one with ease. Game plausibility sacrificed for story. I'm torn. It wasn't asked in the challenge but I'd like to note that the second card actually combos with the first, while also being true to the challenge. (Wait, Excalibur is Marvel's Mjöllnir or vice versa!? #sleepyrevelations)
Development .:. (3/3) Viability: Rare is fine, no colors seem broken or bent. (2,5/3) Balance: Really good this card is in commander, where you name your commander that can be cast again and again. In other formats you normaly have a maximum of 4 of the named creatures, making this card more vulnerable to disruption. It is still strong but maybe fair. Then again, 8 mana without a named creature ...
Creativity .:. (3/3) Uniqueness: A card like this we have not openend in a booster so far. (3/3) Flavor: The best flavor. Could not be legendary in itself and make the equipped creature legendary? Just an idea, no deductions for that.
Polish .:. (2,5/3) Quality: It's not "that name" but the "the chosen name". (2/2) *Main Challenge: Main challenge satisfied. (1/2) Subchallenges: Subchallenge 1 satisfied.
Total: 21,5/25
*An entry with 0 points here is subject to disqualification.
So 40,5/50 in total-total.
Wayward Youth1BR
Creature — Human Rogue (U)
Menace, haste
Whenever Wayward Youth deals combat damage to a player, that player discards a card. Forced to fend for himself from an early age, Brandari turned to a life of crime.
2/2
Design .:. (1/3) Appeal: I see spike aspect, this card might be constructed worty. For Timmy it's too small. For Johnny there are no ways to interact with this card in a different way. (3/3) Elegance: The card is easy to understand. Mechanics and flavor combined make sense.
Development .:. (3/3) Viability: The colors are fine, we have a hasty evasive rakdos specter in Blazing Specter . Uncommon is pushed but possible. (2,5/3) Balance: This card is very good in several formats. To note is that aforementioned specter is uncommon in vintage masters only, a very powerful draft format.
Creativity .:. (1/3) Uniqueness: This is pretty similar to existing cards. (2,5/3) Flavor: The flavor is good, all makes sense. But the card's name contains youth.
Polish .:. (3/3) Quality:There's no perfect example, but Chittering Host indicates that haste is listed before menace. There are only three other creatures that have both words in their text box, all listing a whole bunch of other abilites.I got corrected. (2/2) *Main Challenge: Main challenge satisfied. (2/2) Subchallenges: Both subchallenges satisfied.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Devastating Loss3BB
Instant (C)
Destroy up to two target creatures with converted mana cost two or less. The loss of one parent is difficult enough, losing both is more than most can bear.
Design .:. (1,5/3) Appeal: I can see this as Timmy card, destroying more than one creature at once feels powerful. Well, it is. Spike would like pick this in draft eventually. Johnny doesn't need removal. (3/3) Elegance: The card is easy to understand. Flavor and mechanics make sense.
Development .:. (2,5/3) Viability: The color is fine. But common is pushed, a lot. (2/3) Balance: It really depends, but for the sake of limited alone this should probably be uncommon. Two-for-one creature removal did appear on common, but not as instant, e.g. Dead Ringers. I get the restriciton in the low mana cost of the targeted creatures, but still.
Creativity .:. (2/3) Uniqueness: We have seen effects like this, but not as two-for-one. I would have made this uncommon and up the target's CMC to 3, to be in line with known similar cards, like Smother and Consume the Meek. (3/3) Flavor: The flavor is good.
Polish .:. (3/3) Quality:There's a doubling in the flavor text in "is more is more". No other flaws detected. Here as well, the post is flawed, a technical problem of the site. (2/2) *Main Challenge: Main challenge satisfied. (2/2) Subchallenges: Both subchallenges satisfied.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
So 41/50 in total-total.
Golden-Plume Hatching1W
Creature - Dinosaur (Common)
Tap another untapped Dinosaur you control: Golden-Plume Hatching gains indestructible until end of turn. No matter how big or small, all dinosaurs feels primal instinct to protect the Golden-Plume kind.
1/1
Design .:. (0,5/3) Appeal: For Timmy this is way too small. Maybe Johnny sees a little bit, tapping creatures as a cost can lead to interesting interactions. This card is good in limited, but not Spike good I think. (3/3) Elegance: The card is easy to understand. Flavor and mechanics make sense.
Development .:. (3/3) Viability: The color is fine, the rarity too. (3/3) Balance: The power level is also fine, this doesn't break anything. Still a playable card in limited.
Creativity .:. (3/3) Uniqueness: Another card in the row of Dinosaurhatchlings. Of the "missing" Naya color no less. (3/3) Flavor: Very nice flavor here. I like how this creates in world depth, as it gives something special to Golden-Plume dinosaurs. Also, the first true child in my batch.
Polish .:. (2/3) Quality: It's "Hatchling", with an l. In the flavor text "all dinosaurs feel(minus s) the(?) primal instinct". (2/2) *Main Challenge: Main challenge satisfied. (2/2) Subchallenges: Both subchallenges satisfied.
Total: 21,5/25
*An entry with 0 points here is subject to disqualification.
Rites of Savagery3RG
Enchantment (Rare)
At the beginning of your upkeep, target creature you control fights target creature you don't control. If your creature didn't died this way, put two +1/+1 counters on it. Every young dinosaur learns how to hunt through a several small prays. It build up their skills as well as reputation in the hunting grounds.
Design .:. (2,5/3) Appeal: It plays very well with big creatures, so Timmy loves it. Johnny might see potential in this card. In the right deck this is destroy a creature per turn, yet five mana might be a lot for Spike. First pickable in limited. (3/3) Elegance: The card is easy to understand. Flavor and mechanics make sense. It wasn't asked in the challenge but I'd like to note that the second card actually combos with the first, while also being true to the challenge.
Development .:. (3/3) Viability: The colors are fine. Rare is the right place for this. (3/3) Balance: As said, this is a strong card. But it's still expensive and probably doesn't break anything. I'd like to have something like this for EDH. Maybe this could be pushed a little, having an "at the beginning of combat on your turn" trigger instead of an upkeep one.
Creativity .:. (3/3) Uniqueness: This card certainly feels fresh. (2,5/3) Flavor: Top flavor here. But, not each dinosaur is a carnivore aka hunter. Plants don't run away.
Polish .:. (2/3) Quality: It asks if the creature dies this way right now, I think it should read, "doesn't die". Anyways, "died" has a d too much. It's probaly a preying dino, a praying one would be weird. And "it builds up". Further my English skills aren't good enough to determine if "a several preys" is a possible way to say this. I know you can say stuff like "a people", can you add an a here, too? I would write, "Each carnivorous creature grows up hunting. Not only to survive and get stronger ... ", or something in that line. (2/2) *Main Challenge: Main challenge satisfied. (2/2) Subchallenges: Both subchallenges satisfied.
Total: 23/25
*An entry with 0 points here is subject to disqualification.
So 44,5/50 in total-total.
Tinkering ChildUR
Creature - Human Artificer (C) T: Draw a card, then discard a card. If an artifact card was discarded this way, Tinkering Child deals 1 damage to each player.
1/1 Her earliest experiments had a tendency to blow up.
Design .:. (2/3) Appeal: Naturally too small for Timmy, this card does appeal to both, Johnny and Spike. Looting plus damage is good. (2,5/3) Elegance: The card is easy to understand. Flavor and mechanics make sense. But, it would be even better if it were rummaging instead of looting as I'd associate looting with more experience.
Development .:. (2/3) Viability: As it is, the colors are fine. With rummage it could be mono red easily, just as a note. The rarity is off, I think. This is both, too complex and too pushed for a common. Card filtering plus damage is a lot. (2,5/3) Balance: The card is pushed but won't break anything I think. Very pickable in limited.
Creativity .:. (2,5/3) Uniqueness: We have an artifact looter in Lumengrid Augur. But overall this card still feels fresh. (3/3) Flavor: The card is nearly perfect, just rummaging instead of looting, but I already deducted half a point for this under elegance.
Polish .:. (3/3) Quality: No flaws detected. (2/2) *Main Challenge: Main challenge satisfied. (2/2) Subchallenges: Both subchallenges satisfied.
Total: 21,5/25
*An entry with 0 points here is subject to disqualification.
First Invention2U
Sorcery (U)
If you control no artifacts, search your library for an artifact card with converted mana cost 2 or less and put it onto the battlefield, then shuffle your library.
Design .:. (2/3) Appeal: Not for Timmy again, but for Spike and Johnny, sure. (3/3) Elegance: The card is easy to understand. Flavor and mechanics make sense.
Development .:. (3/3) Viability: Both, color and rarity are fitting. Yet I'm not sure it can be ignored that this is mono blue ramp with artifact lands. There's a small number of artifacts that actually ramp, e.g. Wayfarer's Bauble, so maybe, as this is associated with artifacts, a little blue ramp is fine? (2,5/3) Balance: This is a strong card, maybe a little pushed. Even in just Standard. I'd like to have this for EDH. Comparing this to Trophy Mage power level wise. This is a one-for-one, the mage's actually generating card advantage. To note is this were still very good if it only could fetch 1CMC and lower.
Creativity .:. (2/3) Uniqueness: We have a few artifact to battlefield tutors. Yet I like it as a nother attempt to make such a card that's not absurdly broken. A quest MaRo has failed severaltimes. (3/3) Flavor: I think it captures the flavor of a first invention, even without flavor text.
Polish .:. (3/3) Quality: No flaws detected. (2/2) *Main Challenge: Main challenge satisfied. (2/2) Subchallenges: Both subchallenges satisfied.
Total: 22,5/25
*An entry with 0 points here is subject to disqualification.
So 44/50 in total-total.
- It's indicated that the challenges this month are Childhood, Youth, Adulthood and Old Age. Based on that I substracted half a flavor point on each child-card that is not obviously a child. That's a blurry line, I know, but I'd like to honor the cards that really depict child-childs.
- The challenge asks for a common. I found it difficult to look at commons from the perspective of the differen psychographics. Commons in nature tend to be smaller and not so exciting or combo friendly. In the end, everyone got the same so-so assessment from me, so it should be fine still.
- I'm too mild so that I end up with two 3rd places between Koopa and The-Hittie. I guess I need a real 3rd place : D
For that matter I'd add half a point to The_Hittie's score, thinking that their design is that smidge more interesting. Making that 41 points out of 50.
- Flatline corrected my judgement. In this case there's no need for half a bonus point for a 3rd place. Sorry The_Hittie, my bad!
sweet lord baby jesus help me, I'm having to write this on my phone…
splitting the 12 submissions into 2 brackets of 6... my phone is dying. hope i can finish the 2nd bracket before it does. did I mention I suddenly had to move from Seattle to Olympia yesterday? long story. bad timing. my life is in flux rn, plz bear with me.
EDIT: judgery complete with 14% battery life left. holy heck!
Runaway Orphan can't be blocked by creatures with power 4 or greater.
Runaway Orphan has hexproof as long as you control another creature.
The Pharida Orphanage offers food, shelter and elemental education. Glory is pursued in the streets
1/1
Aerial Search3W
Enchantment (c)
When Aerial Search enters the battlefield, exile target creature until Aerial Search leaves the battlefield.
When Aerial Search enters the battlefield, create a 1/1 colorless Thopter artifact creature token with flying. Exile that token when Aerial Search leaves the battlefield.
Design -
(2/3) Appeal: the orphan's interesting, tho the hexproof doesn't have much of a hoop to jump thru to get it. make Johnny/spike work for their rewards. the extra flier on top of the soft removal for the other card is certainly appealing, tho not much so for constructed at this cost.
(2/3) Elegance: kid’s too busy. pick one idea. the aerial search could just be a creature instead of making one.
Development -
(3/3) Viability: both are playable.
(2/3) Balance: giving an uncommon both evasion n likely hexproof seems a bit much perhaps. the aerial thing is costed well.
Creativity -
(3/3) Uniqueness: the kid has some interesting ideas n newish ways of expressing them. the aerial thing has a cool twist on an old design.
(2/3) Flavor: the orphan is small n can run under adults too big to catch it. good flavor, tho skulk would have also worked here. the number 4 seems a lil arbitrary. 3 powered folk are small enuff to catch it? if it has a friend to create a distraction it can sneak undetected, hence hexproof. good flavor, tho if you’d just chosen either idea rather than both that’d’ve been a tighter design. the aerial search i assume is for the kid. the idea is cool n interesting, but it doesn’t make total flavor sense. is the exiled creature is being searched for? haven’t they been found if this exiled them? or is the exiled a creature the pilot? why would your opponent’s creature pilot this?
Polish -
(1/3) Quality: the aerial search makes creature that goes away when it leaves…. why not just make the card a creature n just keep the first ability? orphan’s flavor text is missing a period. kid should have one stealth ability instead of trying to do too many flavor things.
Whenever a land that doesn't share a name with a land you control enters the battlefield under your control, you may draw a card.
2/1
Shrine of the Thousand2
Artifact - Shrine (C)
t: Add to your mana pool one mana of any color that lands you control couldn't produce.
"Back then, we used to think about Ippon as a nation of godless pragmatics who abandoned the religion for the glory of progress. Do I have to tell how wrong we were?"
- Demecius Clath
Design -
(3/3) Appeal: the deck building contraints on both cards are really interesting. they are both build arounds that both Johnny n spike would like.
(1/3) Elegance: wanderer wants you to explore. good. but tells you this in an clunky way. the shrine doesn’t feel like a shrine in design. why is it a shrine? design n flavor don’t connect for me here. it’s fairly elegant in function tho.
Development -
(3/3) Viability: wanderer is plenty viable. too viable. the artifact is sweet n in the sweet spot.
(1/3) Balance: the wanderer has a pretty damn strong ability on an already efficient body. the hoop doesn’t seem difficult to jump thru at all. the artifact could go up a rarity.
Creativity -
(3/3) Uniqueness: i’ve seen the artifacts ability on lands a few times. but you put it on a nonland and that solves many of the problems I’ve seen with it. the wanderer is fairly new to me.
(2/3) Flavor: the wanderer doesn’t feel like so much of a kid to me. the exploration flavor is strong. the artifact makes sense for something to find when exploring, but don’t see this discovery to be that life changing.
Polish -
(1/3) Quality: the wanderer is somewhat hard to parse on first read. at least doesn’t flow well. the artifact should maybe not be common. not only because of its value as a mana producer, but also because it might be too complex.
(1/2) *Main Challenge: the wanderer feels more mature than suits the challenge.
At the beginning of your upkeep, create a 0/1 green Spider creature token with reach.
Creature tokens you control get +1/+1.
"It's not snow"
- Predator and Prey, vol 8.
Familial Feasts1(B/G)
Instant (C)
As an additional cost, sacrifice a creature.
Put a +1/+1 counter on each creature you control.
"In the dense silk clouds of the snowy canopies, each neighbor is both family and food."
- Predator and Prey, vol 8.
Design -
(3/3) Appeal: both could see play in a variety of builds to good effect. the openings to different potential directions are subtle yet solid.
(3/3) Elegance: the elegance here is the strongest feature.
Development -
(3/3) Viability: both would be quite fun, interesting n strong to play. I like how they work together.
(2/3) Balance: I think the feast could be uncommon n I’d prefer it to be a sorcery. canopy is probably fine.
Creativity -
(2/3) Uniqueness: enchantments that make tokens or buff tokens both exist, now here’s both in one. the feast is a fairly original anthem style thing.
(3/3) Flavor: it’s not snow… the canopy is full of webbing. that’s awesome. I like you went for a nest concept. the spiders eating each other is pretty metal.
Polish -
(3/3) Quality: these are clean n simple n solid. good job.
Only in Jund do we send children to battle young dragons. Jund is probably a good backdrop for this challenge!
Rip-Clan InitiateG
Creature - Human Warrior {C}
Rip-Clan Initiate can't be sacrificed.
At the age of ten, human children of Jund are tasked with climbing a volcanic mountain, alone and unarmed, in search of obsidian glass to craft their first weapons from.
1/2
The Life HuntRG
Legendary Enchantment {R}
When The Life Hunt enters the battlefield, target opponent creates a 4/4 red Dragon creature token with flying.
Sacrifice a creature: The Life Hunt deals damage equal to that creature's power to target creature an opponent controls.
Whenever a creature an opponent controls with power 4 or greater dies, you gain life equal to that creature's power and draw a card.
Design -
(3/3) Appeal: Johnny will like the initiate and that hunt quite a bit. see my notes in the development section.
(2/3) Elegance: jeez, that enchantment is too busy. I go more into detail in the polish section.
Development -
(3/3) Viability: it’s hard to judge the viability and balance of the hunt. the drawback of giving the opponent a creature is also a benefit. I’m guessing it’s more playable than it appears. the kid’s protection from sacrifice ability will probably be used more actively than the passive defense it seems like. breaks symmetry with innocent blood for example.
(2/3) Balance: “can’t be sacrificed" is not an ability that belongs at common I think. the enchantment’s drawback seems like it might not be enuff of one.
Creativity -
(3/3) Uniqueness: you tread some fairly untrodden ground for the most part.
(2/3) Flavor: I don’t get the “can’t be sacrificed” bit. an inversion of the volcano sacrifice trope I guess. a rite of passage is a nice choice for an experience. the dragon hunt is a fun tale. seems like many hunters are lost to the hunt, dangerous business.
Polish -
(2/3) Quality: the rare is too wordy. already has three textful abilities n you stuff both life gain n card draw on the death trigger. the life gain I guess makes up the loss from the dragon token so that’s why that’s there. n the card draw is what’s really wanted. maybe just do the card draw. makes the dragon token a more interesting problem.
(2/2) *Main Challenge: climbing into a volcano to get rocks n hunting dragons seems just a little out of the age range for this first round, but as you note this is official mtg lore so we'll go with it.
"Look at you, little Irva, dancing among the flowers. To be young, and so passionate. It warms my heart to see such beauty."
- Joruk, Keeper of Halmsvale
1/2
Goldvine Infection1BG
Enchantment - Aura (Rare)
Enchant creature
Enchanted creature gets -1/-1 has "At the beginning of your upkeep, you lose 2 life and Goldvine Infection's controller gains 2 life."
When Goldvine Infection is put into a graveyard from the battlefield, return it to your hand.
"Why must beautiful things always harm us?"
- Joruk, former Keeper of Halmsvale
Design -
(3/3) Appeal: the dancer is appealing perhaps in limited. the infection has spike appeal for sure, n some Johnny appeal bcuz you’ll get the benefit but wanna keep the infected creature alive to do so, but the creature might still be a pain to deal with even with the -1/-1, so how can you make the most of it? might not wanna block so as not to kill the infected, which means you’ll have to be taking some hits- how to mitigate? this is appealing.
(1/3) Elegance: the dancer is elegant enuff, which is suitable. she’s an elegant dancer. I appreciate that her toughness is enuff for her to get infected without dying. however, the infection bothers me a bit.
Development -
(3/3) Viability: both seem plenty playable.
(1/3) Balance: the little dancer is probs fine, tho I personally don’t like seeing a 1/2 for 1 at common since it makes 1/1s for 1 much less desirable in limited. as for the infection, gaining 2 life n making n opponent lose 2 life every turn is a pretty solid swing, and I don’t feel it’s so safe to put at 3, even when multicolored n rare. the fact that it can be replayed repeatedly obviously adds to the unfairness.
Creativity -
(1/3) Uniqueness: isn’t there a 1/2 vanilla common cat for W in some recent set? the infection reminds me of stab wound, with a rancor-style recovery clause.
(3/3) Flavor: the simplicity of the child adds to the flavor of course, where a keyword or any ability might distract from that. that the quote is coming from an adult watching the child adds to the tragic sense of the story. she got sick on his watch, i imagine he must feel some guilt over that. the flavor of the infection is obviously strong.
Polish -
(1/3) Quality: the child is fine on this account. i’m subtracting a few points in polish quality for how the infection is templated. firstly, the last ability should return the aura to its owner’s hand, but instead it says “return it to your hand.” secondly, while functionally there’s certainly nothing wrong with it (i believe it works fine as written), the second ability seems awkward to me and possibly confusing to players. i appreciate that by making the aura grant the draining ability to the enchanted creature you’re able to have the -1/-1 and then drain part of the same ability and save on space. i don’t think it’s worth it. it’d be better to have the aura be what is draining the enchanted creature upon upkeep for the sake of readability/clarity, and would be in line with how auras such as this are typically written.
(2/2) *Main Challenge: I don’t feel a child should have as much as 2 whole toughness, but things like cats n rats n insects n such might get that, the game is not consistent in terms of sizes. otherwise, I like that you made her simple, without abilities n nice flavor text that gives a good visual. the free n innocent child frolicking in the fields n succumbing to a hidden danger in nature is evocative n tragic. the story you chose to tell was a good choice, it’s interesting n makes me want to learn what happens to her afterwards. the execution could have been a little better.
A infant of the Rhox is large enough to threaten an full-grown human, but only if the human is stupid enough to provoke the child.
2/2
Profit SlaveWU
Enchantment - Aura (R)
Enchant Creature
Enchanted creature cannot attack or block.
5: Gain control of enchanted creature. Enchanted creature gains haste and can attack and block as if not enchanted by Profit Enslavement until end of turn. Any player may activate this ability.
Design -
(2/3) Appeal: rhino’s fine. the enchantment is pretty interesting, but even johnny might not find it worth it much of the timr.
(3/3) Elegance: rhino’s fine. I feel like the enchantment’s a little busy but it says what it needs to say to do what it does.
Development -
(1/3) Viability: the lil rhino might be ok in limited. that harder to cast pacifism is going to just be pacifism mostly. I guess rare makes sense for it. the chance to gain temporary control of the enchanted creature is offset quite a bit by giving the opponent the same opportunity to use it again.
(3/3) Balance: you might have played it too safe with that enchantment.
Creativity -
(3/3) Uniqueness: rhino’s fine. that enchantment is quite unique. that card is the strongest in this category of those i’ve reviewed.
(2/3) Flavor: oh no the rhino child is being sold in a slave auction! the auction doesn’t happen once tho, n can happen whenever? huh, ok. wouldn’t an adult rhino be more valuable? or it that what’s happening? mama rhino got solid? also, do young rhinos make good guards? I have questions.
Polish -
(2/3) Quality: “cannot” should be “can’t.”
(2/2) *Main Challenge: the story is there, tho I’m not sure what it is.
Artifact, instant, and sorcery spells cost you 1 less to cast and your opponents 1 more to cast.
Some are born to labor, to serve, to fight, and to die. He is not one of them.
1/1
Market Crash1R
Sorcery (C)
Destroy target artifact. Its controller sacrifices each other artifact named Gold and/or Treasure he or she controls.
Those who stand on the highest pedestals have the farthest to fall.
Design -
(3/3) Appeal: I like that the fortune son could encourage building a deck that cares about all three card types referenced or just one or two. the crash is probably plenty lockable in limited.
(2/3) Elegance: I wrote the polish section first and what I said there applies here.
Development -
(3/3) Viability:
(2/3) Balance: if gold/treasure is supposed to be a mechanic in the set the crash is from, do we really want the crash to be a common? seems pretty punishing to that strategy. the kid is alright.
Creativity -
(2/3) Uniqueness:
is the kid’s name augutin the fifth?
as for the crash, just bcuz something hasn’t been done before doesn’t mean it’s worth doing. kinda narrow to hose those tokens. and how often will it be effective even when it’s relevant?
(2/3) Flavor: the rich kid is a fun choice of child. I can see how they passively benefit from their situation, but the cost increase for opponents seems like the result of an active scheme that they might engage in when they inherit the kingdom.
a market crash affects everyone right? but yours only affects one player… why would such a crash also destroy one specific artifact that might have nothing to do with the market? cool concept, I feel the delivery needs work.
the crash could have more of a mechanical connection to the kid considering it’s supposed to be a significant event in his life. just saying, your choice on that account is fine.
“ooo that red white n blue.” I see what you did there.
Polish -
(2/3) Quality: fortune son would read better if the ability were split into two, one for you n one for the opponent. tho I appreciate the inclination to condense n be efficient. if kept as a single ability, the wording could still be better. would word like:
“Artifact, instant, and sorcery spells cost 1 less for you to cast and 1 more for your opponents to cast.”
as for market crash, would a set contain both treasure and gold tokens? no. choose one. also note that if the only artifacts the opponent has are gold tokens they can sacrifice the targeted one to fizzle the effect. or is that not the case any more? I vaguely remember some rule change that might affect this.
A deck can have any number of cards named Eldrazi Fetus.
C Sacrifice five creatures named Eldrazi Fetus: Search your library for a card named Eldrazi Swarmleader and put it onto the battlefield. Then shuffle your library.
1/1
Eldrazi Swarmleader8
Creature - Eldrazi Beast (R)
Other Eldrazi Scion you control get +3/+3.
Emerge 6GGG (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's converted mana cost.)
7/7
Design -
(2/3) Appeal: the ability to play any number of the fetus adds to the sense of a swarm.
the fetus makes one excited to find out what the swarmleader is, n it might not live up to the hype. could be splashier.
(2/3) Elegance: the emerge ability on the swarmleader seems somewhat redundant with the fetus’s ability to fetch it. i’d’ve liked the fetus to be somewhat simpler as a common.
Development -
(2/3) Viability: the fetus is common, yet it fetches a rare. for limited it’d be better if the fetus fetched an uncommon.
(3/3) Balance: all good here.
Creativity -
(1/3) Uniqueness: nothing really stands out on this account, we’ve seen this stuff before.
(2/3) Flavor: i feel the fetus should be able to evolve into any number of freaky things, not just one specific thing. the swarm flavor is strong.
Polish -
(2/3) Quality: the emerge cost could have required colorless mana rather than green. or the fetus could have cost G.
(2/2) *Main Challenge: you skipped to the adult stage it seems n didn’t live much room for your child to grow.
At a young age he realized that poverty and hunger is just as threatening as demons and werewolves.
2/1
Her Dark Whispers2
Instant {C}
Put a +1/+1 counter on target creature. Regenerate it.
The boy lay dying, alone and overcome with fear. As the light fades away, he heard a warm whisper in his ear.
Design -
(2/3) Appeal: the whispers would be a fun combat trick. obviously the orphan is strong, n it’s flavor is somewhat interesting.
(3/3) Elegance: i appreciate how you kept things simple n focused.
Development -
(3/3) Viability: sure, these are viable.
(1/3) Balance: a 2/1 for B with first strike? too soon. let the power creep happen naturally, don’t force it.
the whispers would be fine at two mana if one of those mana were green. as is it gives blue for example the ability to do what it should not be able to do at 2.
Creativity -
(1/3) Uniqueness: not much here that’s venturing into new territory.
(2/3) Flavor: a little too mysterious. the vagueness is somewhat bland. ironically, the colorlessness of the whispers is the part that gives it any real color.
your flavor text are well written and do make me want to learn more about the orphan’s story. would’ve liked if you hinted more at what that could be.
Polish -
(3/3) Quality: you kept things simple, but at the cost of keeping it too safe.
(2/2) *Main Challenge: the heart of this challenge was to portray an important story moment in a young character’s life, so i appreciate your focused flavor based approach.
T: Bauble-romper fights target enchanted creature. When that creature dies this turn, return an Aura card that was attached to it from its owner's graveyard to the battlefield attached to Bauble-romper.
"Shiny!" is often a boggart's first -- and last -- word.
2/2
Brightgrub Bauble G
Enchantment - Aura (C)
When enchanted creature dies, put a +1/+1 counter on target creature you control.
You don't have to be delicious to befriend a boggart, but it helps.
Design -
(3/3) Appeal: very yummy. love it. would love to play both these cards personally.
(3/3) Elegance: the romper does what it does n no more. using just the words it needs to. that bauble is lovely.
Development -
(2/3) Viability: I think the bauble would be very good for limited, I mean in terms of aiding a healthy n fun environment. it doesn’t hafta be particularly strong to be good. not sure if the romper is playable except as a sideboard card, being dependant upon what your opponent plays.
(3/3) Balance: balanced fine.
Creativity -
(3/3) Uniqueness: when I read your child card I jumped to this section. very unique. very awesome. this is the most out there design i’ve gotten to yet, and by a large margin. and at the same time it does it’s special thing in a very sensible way.
(3/3) Flavor: it’s very fun.
the goblin child fighting for toys. I guess it kills to get what it wants. well ok, we’re talking about a goblin child here. it might be a little big for a child, but you had to make it big enuff to win a fight, i get it.
When Stala, Wunderkind Pilot enters the battlefield you may cast a vehicle card with converted mana cost 3 or less from your hand without paying its mana cost.
Whenever Stala, Wunderkind Pilot crews a Vehicle, that Vehicle gains protection from nonartifact creatures until end of turn.
2/1
Trainee's Sphere3
Artifact - Vehicle (C)
Haste
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
The average trainee completes the sphere course by thirteen years of age. Stala lapped the average trainee at seven.
When Stala, Wunderkind Pilot enters the battlefield you may cast a vehicle card with converted mana cost 3 or less from your hand without paying its mana cost.
Whenever Stala, Wunderkind Pilot crews a Vehicle, that Vehicle gains protection from nonartifact creatures until end of turn.
2/1
Trainee's Sphere3
Artifact - Vehicle (C)
Haste
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
The average trainee completes the sphere course by thirteen years of age. Stala lapped the average trainee at seven.
3/3
Design -
(3/3) Appeal: well, these are pretty sexy, solid, clean...
(3/3) Elegance: might have the kid put the vehicle onto the battlefield rather than cast, but probs doesn’t matter.
Development -
(3/3) Viability: these seem fun in r/w aggro. dropping a 2 power two drop then swinging I'm with the sphere on the next turn seems like a satisfying, yet fair play. the protection the kid grants a vehicle is good for getting in there obviously. stala encourages playing cheap vehicles, but otherwise the deck builder can come up with a lot of ways to build around her.
(3/3) Balance: I appreciate how the protected vehicle isn’t protected from other vehicles. probably be relevant often in whatever environment the card appeared in.
Creativity -
(2/3) Uniqueness: the variations on vehicle design space are numerous, and yet so many have already been done it’s hard to keep track of. these designs are really solid, but aren’t breaking any paradigms.
(3/3) Flavor: the hints at the story make me curious to know more. the spheres sound cool. the kid genius archetype was a good choice. I am of course reminded of Anakin and pod racing, but in a good way.
Polish -
(3/3) Quality: solid. I’m not personally a fan of protection (overly complicated and arbitrary) but whatever.
(2/2) *Main Challenge: good jorb. don’t got much else to say.
xt: Gain control of target artifact of converted mana cost X for as long as you control Thran Powerstone.
Reckless Youth1R
Creature - Human {commun}
Landfall — Whenever a land enters the battlefield under your control, Reckless Youth gain landwalk of that land types until end of turn.(It can't be blocked as long as defending player controls a land of that type.)
"Alright! a new place to explore!" - Dzeya
1/1
Design -
(3/3) Appeal: the kid is pretty cool. rewards playing dual lands with multiple land types. that powerstone is splashy and feels epic.
(3/3) Elegance: except for spelling and grammar errors these do what they do the way they need to do it, straight to the point.
Development -
(2/3) Viability: the youth is dependant on what your opponent is playing to be effective, limiting it’s reliability.
(2/3) Balance: the powerstone is too strong. it just takes over artifacts way too easily.
Creativity -
(2/3) Uniqueness: the kid is pretty interesting n original. the artifact is a little bland n too basic perhaps.
(2/3) Flavor: i get that this kid likes to explore, but I don’t get what make them reckless. isn’t unblockability safe?
I am of course reminded of urza n mishra.
Polish -
(1/3) Quality: you have a lot of typos in there. spelling common with a u for an example.
(2/2) *Main Challenge: the explorer seems a little mature for this challenge, considering the experience their ability implies. but whatever.
Does a newly-minted thopter count as a child? I'm going to go out on a limb and say yes.
Wily-Wings0
Artifact Creature - Thopter {C}
Flash, Flying
When the day was done, the artificer had only a few spare parts. They did not go to waste.
0/1
Perpetual Motion1U
Enchantment - Aura {U}
Enchant creature.
At the beginning of each main phase, if enchanted creature is tapped, untap it. If enchanted creature is untapped, tap it instead.
"Enough of your incessant whirring! I haven't slept in weeks!" - Silveona, Artificer
Design -
(3/3) Appeal: people like thopters. that aura interests me. seems like there might be some nuance to it.
(2/3) Elegance: the aura might create more pointless busy work that could be avoided with a more direct design.
Development -
(3/3) Viability: the thopter is cool as a surprise blocker when you’re tapped out. for limited it’d be better if it was a common, since it has no power n is not good on offense so we don’t want to get too much of it. i am curious about the potential of that aura.
(3/3) Balance: take an existing balanced card, add a keyword ability and subtract one toughness, you’ll probs end up with a balanced card.
the aura seems fine for blue at that cost, unless I’m not comprehending how it would play out rn. I am tired.
Creativity -
(2/3) Uniqueness: that enchantment is way interesting n original n makes me wonder about the applications.
the other card is ornithopter with flash.
(1/3) Flavor: I mean, I guess that counts as a child. you could have done more to suggest it was sentient. the perpetual motion card has pretty sweet flavor, except stopping isn’t a part of that concept, even if it starts again.
Polish -
(2/3) Quality: the second sentence in the second ability of perpetual motion can just say “otherwise, tap it.” and it doesn’t need to say instead, nothing is being replaced so it’s just redundant.
Design - (2.5/3) Appeal: Timmy likes potential Voltron creatures and life gain as well as constantly drawing cards to get to his big threat. Johnny likes creatures that would be great to force opponents to block as well as modal and triggered abilities. Spike could do without a 1/1 unblockable for two mana but likes the cheap card draw. (3/3) Elegance: All very elegant, I like the "hidden" modality of Callous Rites.
Development - (2.5/3) Viability: First strike on a black common is a bit hinky because it's a secondary ability. (3/3) Balance: Nothing seems wrong here, given the limitation on Callous Rites only triggering once per turn.
Creativity - (2/3) Uniqueness: Nothing too out of the ordinary here but reasonably innovative. (3/3) Flavor: Delightful, especially the Purraj of Urborg callback.
Total: 23/25
*An entry with 0 points here is subject to disqualification.
Design - (1.5/3) Appeal: Both cards very solidly Timmy. Johnny likes prowess, I guess? Spike couldn't much care except for Orphan of Spires in Limited. (3/3) Elegance: All pretty elegant.
Development - (2.5/3) Viability: Colors look right, but the Bant bonus condition and Azorius colors on a street urchin look bizarre in a Ravnica context. (3/3) Balance: Nothing objectionable at all.
Creativity - (2/3) Uniqueness: A remix of old stuff, but still unique cards. (3/3) Flavor: Tells a great story.
Polish - (2/3) Quality: Flavor text of Orphan of Spires not italicized. Damage can't be "prevented" this turn. (2/2) *Main Challenge: Good. (2/2) Subchallenges: And done.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
Design - (2.5/3) Appeal: Timmy likes being able to explore multiple times, Johnny might like the challenge of putting together differently named lands but it's a bit of an obvious combo, Spike likes utility lands. (3/3) Elegance: Basically pretty elegant, Nestled Grove has a lot of text for a common land though given the reminder text.
Development - (2/3) Viability: Springwood Dryad really skirts a line - this is a card that feels like it should be rare for multiple reasons, from the uniqueness of the trigger condition to simply being able to multiple-explore in the first place. (3/3) Balance: Nothing objectionable, seemingly.
Creativity - (2/3) Uniqueness: Dryad is quite unique, land is not so much - it's basically the Zendikar utility land template with the explore ability stuck into it. (2.5/3) Flavor:Not sure I really get the flavor as it relates to the challenge - the Dryad finds a new location? But she does that all the time, given her flavor text and ability. That doesn't seem like it's really life-changing. I'm liking the flavor of the Dryad itself but the land's flavor is a bit more generic and the story overall of the flavor just feels static.
Polish - (2.5/3) Quality: "Add" in the mana ability needs to be capitalized. (2/2) *Main Challenge: Good. (2/2) Subchallenges: Done.
Total: 21.5/25
*An entry with 0 points here is subject to disqualification.
Design - (1.5/3) Appeal: Timmy definitely likes monstrosity and tokens. Johnny doesn't seem all that interested despite all the potential interactions. Spike sees a a place for both cards in Limited. (2.5/3) Elegance: Baloth is quite wordy but gets its point across.
Development - (2/3) Viability: I would argue that there's no way Stalking Poacher could be common, especially with the inherent complexity of provoke. (3/3) Balance: All looks good.
Creativity - (3/3) Uniqueness: Protective Baloth in particular is a very unique card. We never got to see provoke and deathtouch together but they make for a neat if obvious combination. (3/3) Flavor: Depressing but great flavor.
Total: 22/25
*An entry with 0 points here is subject to disqualification.
Design - (1.5/3) Appeal: Timmy likes protection but usually not for something inherently low-impact. Johnny could do some kind of discard combo with multiple copies of Pure Soul. Spike is generally uninterested unless he needs a repeated sac outlet, although Pure Soul would make for a very annoying Limited blocker. (2/3) Elegance: The wordiness - and creating a token with a wordy ability, no less - of Pure Soul is bizarre on a common.
Development - (1.5/3) Viability: Pure Soul as a common and Angelic Guard as a mythic are both nonsensical. They should respectively be uncommon and rare (maybe even rare and uncommon depending on just how board-clogging Pure Soul is), especially for Limited purposes. (2.5/3) Balance: As previously mentioned, Pure Soul is inevitably at least an annoyance if not a total fun-kill.
Creativity - (2/3) Uniqueness: Generally unique, but drawing from a lot of self-recursion cards past (and Mistmeadow Skulk). (2/3) Flavor: Not sure I get what the Angelic Guard does to the young person's life - do they basically become a superhero as a result?
Polish - (1.5/3) Quality: "With" misspelled. Also "white Citizen" not "White citizen". (2/2) *Main Challenge: Good. (1/2) Subchallenges: Common but no multicolor/colorless.
Total: 16/25
*An entry with 0 points here is subject to disqualification.
Design - (2/3) Appeal: Timmy likes a robot suit. Johnny salivates at Scrap Driller. Both are a little too niche for Spike, usually. (2.5/3) Elegance: Let's just say Scrap Driller runs into some... inherent elegance issues, but its excitement factor is enough to ignore them somewhat.
Development - (3/3) Viability: All looks good. (2.5/3) Balance: Nothing OP inherently, but Scrap Driller just begs to be misused.
Creativity - (3/3) Uniqueness: Scrap Driller is just hugely unique. The Automaton less so but still somewhat. (3/3) Flavor: Great, I love the unique little story of a miner making the discovery of a lifetime.
Polish - (2/3) Quality: Steered Combat Armor missing its typeline. "A land instead of its". (2/2) *Main Challenge: Good. (2/2) Subchallenges: A multicolor card AND a colorless one.
Total: 22/25
*An entry with 0 points here is subject to disqualification.
Creature - Cat (C)
Deathtouch
Juvenile Blackpaw has first strike as long as it's attacking.
Purraj's heritage is ever present among the panthers of Urborg.
1/1
Callous Rites BG
Enchantment (R)
Whenever a creature dies for the first time each turn, you may pay 1 life. If you do, draw a card. Otherwise, you gain 2 life.
"Blood begets power and power begets blood. Wield one, and the other will flow." - Rokhan, Urborg Shaman
Rip-Clan Initiate G
Creature - Human Warrior {C}
Rip-Clan Initiate can't be sacrificed.
At the age of ten, human children of Jund are tasked with climbing a volcanic mountain, alone and unarmed, in search of obsidian glass to craft their first weapons from.
1/2
The Life Hunt RG
Legendary Enchantment {R}
When The Life Hunt enters the battlefield, target opponent creates a 4/4 red Dragon creature token with flying.
Sacrifice a creature: The Life Hunt deals damage equal to that creature's power to target creature an opponent controls.
Whenever a creature an opponent controls with power 4 or greater dies, you gain life equal to that creature's power and draw a card.
Emille, Seven-Sting Dancer Shalin Nariya
Creature - Human Rogue (U)
Prowess
Whenever Orphan of Spires attacks alone, prevent all damage that would be dealt to it this turn.
"I don't walk with them. I never have. I stay to the ledges instead."
1/1
Search for a Scapegoat 2R
Instant (C)
Creatures you control get +1/+0 until end of turn. Damage can't be prevent this turn.
"It was him! That boy! Not only is he a thief but a murderer!"
—Dolson, Pontiff of Orzhova
Creature - Human Rogue (R)
Whenever a land that doesn't share a name with a land you control enters the battlefield under your control, you may draw a card.
2/1
Shrine of the Thousand 2
Artifact - Shrine (C)
t: Add to your mana pool one mana of any color that lands you control couldn't produce.
"Back then, we used to think about Ippon as a nation of godless pragmatics who abandoned the religion for the glory of progress. Do I have to tell how wrong we were?"
- Demecius Clath
Creature - Human (u)
Runaway Orphan can't be blocked by creatures with power 4 or greater.
Runaway Orphan has hexproof as long as you control another creature.
The Pharida Orphanage offers food, shelter and elemental education. Glory is pursued in the streets
1/1
Aerial Search 3W
Enchantment (c)
When Aerial Search enters the battlefield, exile target creature until Aerial Search leaves the battlefield.
When Aerial Search enters the battlefield, create a 1/1 colorless Thopter artifact creature token with flying. Exile that token when Aerial Search leaves the battlefield.
Wily-Wings 0
Artifact Creature - Thopter {C}
Flash, Flying
When the day was done, the artificer had only a few spare parts. They did not go to waste.
0/1
Perpetual Motion 1U
Enchantment - Aura {U}
Enchant creature.
At the beginning of each main phase, if enchanted creature is tapped, untap it. If enchanted creature is untapped, tap it instead.
"Enough of your incessant whirring! I haven't slept in weeks!" - Silveona, Artificer
My Namesake: Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo.
Samite Trainee 1W
Creature - Human Cleric (C)
W,T, Exert Samite Trainee: Prevent all damage that would be dealt to target attacking or blocking creature this turn. (An exerted creature won't untap during your next untap step.)
Expanding to support Otaria's growing population required many young warriors - and equally as many young healers to keep them alive.
0/3
Daru Charm WB
Instant (U)
Choose one:
-Target Cleric gets +1/+1 and gains lifelink until end of turn.
-Target creature gets -2/-2 until end of turn.
-Target opponent loses 2 life and you gain 2 life.
Currently Playing:
GBStandard - Golgari Safari MidrangeBG
RBWModern - Mardu PyromancerWBR
RLegacy - Good Old Fashioned BurnR
Clan Contest 3 Mafia - Mafia Co-MVP
the round is closed.
thanks again to kjsharp for offering to judge a some entries this round, but i have instead decided to take on twice as many entries as the other judges this round.
Judge Antiantiserum will be judging:
Algernone25
Koopa
The_Hittite
Flatline
Netn10
Rkohn1357
Judge Void_nothing will be judging:
Vertain
IcariiFA
Kjsharp
Cardz5000
Mirrodin71
Doomfish
Judge Rudyard will be judging:
Hemlock
Raptorchan
Forestsguy
RaikouRider
Subject16
KoolKoal
Jimmy Groove
|Katamari|
Freyleyes
Seeonee
BlackWaltz3
P E
8buffalo
subchallenge 1: one of the cards is multicolored or colorless.
subchallenge 2: one of the cards is a common.
Creature - Human Cleric (C)
W,T, Exert Samite Trainee: Prevent all damage that would be dealt to target attacking or blocking creature this turn. (An exerted creature won't untap during your next untap step.)
Expanding to support Otaria's growing population required many young warriors - and equally as many young healers to keep them alive.
0/3
Design .:.
(0/3) Appeal: For Timmy this is too small in every way. Johnny can't see a particular interesting interaction with this card. I fear Spike might not even take this in sealed.
(3/3) Elegance: The card is easy to understand. Flavour and mechanics combined make sense.
Development .:.
(3/3) Viability: Preventing damage is white, fine. Maybe the card is a little strong for a common. Exert helps preventing that impression.
(2,5/3) Balance: The power level of this card is almost fine, the thoughness doesn't need to be that high, not only because it's a child. Or write "other target creature". Oh, and "you control." In limited this gives a nice filler. As you can only use this every other turn, opponents still have a chance of coming through.
Creativity .:.
(2/3) Uniqueness: We know damage preventers in all shapes and sizes. Here it is combined with exert, to underline the rookieness of the child. Nice.
(2,5/3) Flavor: The flavor is very good on this card. But it's hard to imagine a healer in training as a mere child.
Polish .:.
(3/3) Quality: Now flaws detected.
(2/2) *Main Challenge: Main challenge satisfied.
(2/2) Subchallenges: Both sub challenges satisfied.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Instant (U)
Choose one:
-Target Cleric gets +1/+1 and gains lifelink until end of turn.
-Target creature gets -2/-2 until end of turn.
-Target opponent loses 2 life and you gain 2 life.3
Design .:.
(2/3) Appeal: For Timmy again it's too small. Johnny likes the versatility. And Spike the play power.
(2,5/3) Elegance: The mechanics are fine. The flavor I'm not fully sure.
Development .:.
(3/3) Viability: This card's effects are in the right colors. Uncommons seems appropriate.
(2,5/3) Balance: I think that removal, relevant combat trick and life drain are a potent package on this charm. I don't know if it's Boros Charm good but it's very good. Very high pickability in draft.
Creativity .:.
(3/3) Uniqueness: A charm like this we have not seen. This combination of effects is cool.
(1/3) Flavor: As hinted I'm just not sure at what element in the child's life I'm looking here. All cards associated with the Daru plains so far are white. Flavor text would have been nice.
Polish .:.
(2/3) Quality: The templatig is not accurate, see Cryptic Command for reference.
(2/2) *Main Challenge: Main challenge satisfied.
(2/2) Subchallenges: Both sub challenges satisfied.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
So 40/50 in total-total.
Creature - Human (U)
As long as you control another creature, prevent all damage dealt to Gateless Youth.
"My father tells me the city is dangerous but as long he is by my side I'll be safe." -Vena, Gateless Youth
1/1
Design .:.
(1/3) Appeal: For Timmy this is too small. Johnny might be interested in a creature that can't be damaged. Spike probably not so much.
(3/3) Elegance: The card is easy to understand. Both flavor and mechanics make sense.
Development .:.
(3/3) Viability: White is the right place for this effect. Uncommon seems also right.
(2,5/3) Balance: One is fine, but two of them and an opponent without evasive creatures or non-damage based removal has a problem. The power level is probably still okey.
Creativity .:.
(2/3) Uniqueness: It's similar to Cho-Manno, Revolutionary and cards like him. But with this exact condition is new.
(2,5/3) Flavor: The flavour on this card is very nice. The card's name contains youth.
Polish .:.
(2/3) Quality: It should read "all damage that would be dealt to". There's no single such card without "that would be", it's a replacement effect. No other flaws detected.
(2/2) *Main Challenge: Main challenge satisfied.
(1/2) Subchallenges: Subchallenge 2 satisfied.
Total: 19/25
*An entry with 0 points here is subject to disqualification.
Instant (C)
Destroy target creature unless it's controller pays 3.
"My father didn't have money the man wanted." -Vena, Gateless Orphan
Design .:.
(1/3) Appeal: Spike would play this in sealed, every time. Otherwise I can't see psychographics reflected in this card.
(3/3) Elegance: The card is easy to understand. Both flavor and mechanics make sense.
Development .:.
(3/3) Viability: Black is right, common too.
(3/3) Balance: This is a good card in limited, we have seen stronger things at common.
Creativity .:.
(2,5/3) Uniqueness: We have not seen such a card so far. We had rhystic cards in Prophecy, e.g. Rhystic Syphon, but removal was not one of those cards.
(3/3) Flavor: The flavor is very good. Both cards tell a nice story.
Polish .:.
(3/3) Quality: No flaws detected.
(2/2) *Main Challenge: Main challenge satisfied.
(1/2) Subchallenges: Subchallenge 2 satisfied.
Total: 21,5/25
*An entry with 0 points here is subject to disqualification.
So 40,5/50 in total-total.
Creature - Human Soldier [U]
T: Spells and abilities you control that target a Knight you control cost 1 less until end of turn. Beleaguered Squire doesn't untap during your next untap step.
Great legends come from humble beginnings.
1/2
Design .:.
(1/3) Appeal: Johnny wants to put this into their Kinght deck, of course. Spike and Timmy are looking for something else.
(3/3) Elegance: The card is easy to understand. Flavor and mechanics make sense.
Development .:.
(2/3) Viability: For a white card this is at least bending the color pie. Making Auras and Equipment cheaper, sure. But instants and sorceries and other stuff as well? Uncommon is fine for this effect.
(3/3) Balance: The power level seems generally appropriate.
Creativity .:.
(2,5/3) Uniqueness: This is a neat new cost reducer.
(2,5/3) Flavor: Very nice flavor. But can childs be squires? A quick google search delivered the age of 14, where one can begin the journey of squirehood.
Polish .:.
(2/3) Quality: Now flaws detected.
(2/2) *Main Challenge: Main challenge satisfied.
(1/2) Subchallenges: Subchallenge 1 satisfied.
Total: 19/25
*An entry with 0 points here is subject to disqualification.
Legendary Artifact - Equipment [R]
When Sword of the King enters the battlefield, name a creature card. Sword of the King’s equip ability costs 6 less to activate if it targets a creature with that name.
Equipped creature gets +2/+2 and has protection from creatures.
Equip 8
Design .:.
(2/3) Appeal: Definately a Timmy card. Johnny less, too obvious in what it does. But Spike likes it. Protection from creatures is so good.
(2,5/3) Elegance: The card is easy to understand. Flavor is top. If the mechanic really makes sense I'm not sure. But the flavor is so good. See, without the named creature this thing is so terrible. An equippable Holy Mantle is good, but no 2+8 mana good. Then again, with the named creature this card is very good. Only the chosen one can draw this one with ease. Game plausibility sacrificed for story. I'm torn. It wasn't asked in the challenge but I'd like to note that the second card actually combos with the first, while also being true to the challenge. (Wait, Excalibur is Marvel's Mjöllnir or vice versa!? #sleepyrevelations)
Development .:.
(3/3) Viability: Rare is fine, no colors seem broken or bent.
(2,5/3) Balance: Really good this card is in commander, where you name your commander that can be cast again and again. In other formats you normaly have a maximum of 4 of the named creatures, making this card more vulnerable to disruption. It is still strong but maybe fair. Then again, 8 mana without a named creature ...
Creativity .:.
(3/3) Uniqueness: A card like this we have not openend in a booster so far.
(3/3) Flavor: The best flavor. Could not be legendary in itself and make the equipped creature legendary? Just an idea, no deductions for that.
Polish .:.
(2,5/3) Quality: It's not "that name" but the "the chosen name".
(2/2) *Main Challenge: Main challenge satisfied.
(1/2) Subchallenges: Subchallenge 1 satisfied.
Total: 21,5/25
*An entry with 0 points here is subject to disqualification.
So 40,5/50 in total-total.
Creature — Human Rogue (U)
Menace, haste
Whenever Wayward Youth deals combat damage to a player, that player discards a card.
Forced to fend for himself from an early age, Brandari turned to a life of crime.
2/2
Design .:.
(1/3) Appeal: I see spike aspect, this card might be constructed worty. For Timmy it's too small. For Johnny there are no ways to interact with this card in a different way.
(3/3) Elegance: The card is easy to understand. Mechanics and flavor combined make sense.
Development .:.
(3/3) Viability: The colors are fine, we have a hasty evasive rakdos specter in Blazing Specter . Uncommon is pushed but possible.
(2,5/3) Balance: This card is very good in several formats. To note is that aforementioned specter is uncommon in vintage masters only, a very powerful draft format.
Creativity .:.
(1/3) Uniqueness: This is pretty similar to existing cards.
(2,5/3) Flavor: The flavor is good, all makes sense. But the card's name contains youth.
Polish .:.
(3/3) Quality:
There's no perfect example, but Chittering Host indicates that haste is listed before menace. There are only three other creatures that have both words in their text box, all listing a whole bunch of other abilites.I got corrected.(2/2) *Main Challenge: Main challenge satisfied.
(2/2) Subchallenges: Both subchallenges satisfied.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Instant (C)
Destroy up to two target creatures with converted mana cost two or less.
The loss of one parent is difficult enough, losing both is more than most can bear.
Design .:.
(1,5/3) Appeal: I can see this as Timmy card, destroying more than one creature at once feels powerful. Well, it is. Spike would like pick this in draft eventually. Johnny doesn't need removal.
(3/3) Elegance: The card is easy to understand. Flavor and mechanics make sense.
Development .:.
(2,5/3) Viability: The color is fine. But common is pushed, a lot.
(2/3) Balance: It really depends, but for the sake of limited alone this should probably be uncommon. Two-for-one creature removal did appear on common, but not as instant, e.g. Dead Ringers. I get the restriciton in the low mana cost of the targeted creatures, but still.
Creativity .:.
(2/3) Uniqueness: We have seen effects like this, but not as two-for-one. I would have made this uncommon and up the target's CMC to 3, to be in line with known similar cards, like Smother and Consume the Meek.
(3/3) Flavor: The flavor is good.
Polish .:.
(3/3) Quality:
There's a doubling in the flavor text in "is more is more". No other flaws detected.Here as well, the post is flawed, a technical problem of the site.(2/2) *Main Challenge: Main challenge satisfied.
(2/2) Subchallenges: Both subchallenges satisfied.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
So 41/50 in total-total.
Creature - Dinosaur (Common)
Tap another untapped Dinosaur you control: Golden-Plume Hatching gains indestructible until end of turn.
No matter how big or small, all dinosaurs feels primal instinct to protect the Golden-Plume kind.
1/1
Design .:.
(0,5/3) Appeal: For Timmy this is way too small. Maybe Johnny sees a little bit, tapping creatures as a cost can lead to interesting interactions. This card is good in limited, but not Spike good I think.
(3/3) Elegance: The card is easy to understand. Flavor and mechanics make sense.
Development .:.
(3/3) Viability: The color is fine, the rarity too.
(3/3) Balance: The power level is also fine, this doesn't break anything. Still a playable card in limited.
Creativity .:.
(3/3) Uniqueness: Another card in the row of Dinosaur hatchlings. Of the "missing" Naya color no less.
(3/3) Flavor: Very nice flavor here. I like how this creates in world depth, as it gives something special to Golden-Plume dinosaurs. Also, the first true child in my batch.
Polish .:.
(2/3) Quality: It's "Hatchling", with an l. In the flavor text "all dinosaurs feel(minus s) the(?) primal instinct".
(2/2) *Main Challenge: Main challenge satisfied.
(2/2) Subchallenges: Both subchallenges satisfied.
Total: 21,5/25
*An entry with 0 points here is subject to disqualification.
Enchantment (Rare)
At the beginning of your upkeep, target creature you control fights target creature you don't control. If your creature didn't died this way, put two +1/+1 counters on it.
Every young dinosaur learns how to hunt through a several small prays. It build up their skills as well as reputation in the hunting grounds.
Design .:.
(2,5/3) Appeal: It plays very well with big creatures, so Timmy loves it. Johnny might see potential in this card. In the right deck this is destroy a creature per turn, yet five mana might be a lot for Spike. First pickable in limited.
(3/3) Elegance: The card is easy to understand. Flavor and mechanics make sense. It wasn't asked in the challenge but I'd like to note that the second card actually combos with the first, while also being true to the challenge.
Development .:.
(3/3) Viability: The colors are fine. Rare is the right place for this.
(3/3) Balance: As said, this is a strong card. But it's still expensive and probably doesn't break anything. I'd like to have something like this for EDH. Maybe this could be pushed a little, having an "at the beginning of combat on your turn" trigger instead of an upkeep one.
Creativity .:.
(3/3) Uniqueness: This card certainly feels fresh.
(2,5/3) Flavor: Top flavor here. But, not each dinosaur is a carnivore aka hunter. Plants don't run away.
Polish .:.
(2/3) Quality: It asks if the creature dies this way right now, I think it should read, "doesn't die". Anyways, "died" has a d too much. It's probaly a preying dino, a praying one would be weird. And "it builds up". Further my English skills aren't good enough to determine if "a several preys" is a possible way to say this. I know you can say stuff like "a people", can you add an a here, too? I would write, "Each carnivorous creature grows up hunting. Not only to survive and get stronger ... ", or something in that line.
(2/2) *Main Challenge: Main challenge satisfied.
(2/2) Subchallenges: Both subchallenges satisfied.
Total: 23/25
*An entry with 0 points here is subject to disqualification.
So 44,5/50 in total-total.
Creature - Human Artificer (C)
T: Draw a card, then discard a card. If an artifact card was discarded this way, Tinkering Child deals 1 damage to each player.
1/1
Her earliest experiments had a tendency to blow up.
Design .:.
(2/3) Appeal: Naturally too small for Timmy, this card does appeal to both, Johnny and Spike. Looting plus damage is good.
(2,5/3) Elegance: The card is easy to understand. Flavor and mechanics make sense. But, it would be even better if it were rummaging instead of looting as I'd associate looting with more experience.
Development .:.
(2/3) Viability: As it is, the colors are fine. With rummage it could be mono red easily, just as a note. The rarity is off, I think. This is both, too complex and too pushed for a common. Card filtering plus damage is a lot.
(2,5/3) Balance: The card is pushed but won't break anything I think. Very pickable in limited.
Creativity .:.
(2,5/3) Uniqueness: We have an artifact looter in Lumengrid Augur. But overall this card still feels fresh.
(3/3) Flavor: The card is nearly perfect, just rummaging instead of looting, but I already deducted half a point for this under elegance.
Polish .:.
(3/3) Quality: No flaws detected.
(2/2) *Main Challenge: Main challenge satisfied.
(2/2) Subchallenges: Both subchallenges satisfied.
Total: 21,5/25
*An entry with 0 points here is subject to disqualification.
Sorcery (U)
If you control no artifacts, search your library for an artifact card with converted mana cost 2 or less and put it onto the battlefield, then shuffle your library.
Design .:.
(2/3) Appeal: Not for Timmy again, but for Spike and Johnny, sure.
(3/3) Elegance: The card is easy to understand. Flavor and mechanics make sense.
Development .:.
(3/3) Viability: Both, color and rarity are fitting. Yet I'm not sure it can be ignored that this is mono blue ramp with artifact lands. There's a small number of artifacts that actually ramp, e.g. Wayfarer's Bauble, so maybe, as this is associated with artifacts, a little blue ramp is fine?
(2,5/3) Balance: This is a strong card, maybe a little pushed. Even in just Standard. I'd like to have this for EDH. Comparing this to Trophy Mage power level wise. This is a one-for-one, the mage's actually generating card advantage. To note is this were still very good if it only could fetch 1CMC and lower.
Creativity .:.
(2/3) Uniqueness: We have a few artifact to battlefield tutors. Yet I like it as a nother attempt to make such a card that's not absurdly broken. A quest MaRo has failed several times.
(3/3) Flavor: I think it captures the flavor of a first invention, even without flavor text.
Polish .:.
(3/3) Quality: No flaws detected.
(2/2) *Main Challenge: Main challenge satisfied.
(2/2) Subchallenges: Both subchallenges satisfied.
Total: 22,5/25
*An entry with 0 points here is subject to disqualification.
So 44/50 in total-total.
- The challenge asks for a common. I found it difficult to look at commons from the perspective of the differen psychographics. Commons in nature tend to be smaller and not so exciting or combo friendly. In the end, everyone got the same so-so assessment from me, so it should be fine still.
-
I'm too mild so that I end up with two 3rd places between Koopa and The-Hittie. I guess I need a real 3rd place : DFor that matter I'd add half a point to The_Hittie's score, thinking that their design is that smidge more interesting. Making that 41 points out of 50.
- Flatline corrected my judgement. In this case there's no need for half a bonus point for a 3rd place. Sorry The_Hittie, my bad!
splitting the 12 submissions into 2 brackets of 6... my phone is dying. hope i can finish the 2nd bracket before it does. did I mention I suddenly had to move from Seattle to Olympia yesterday? long story. bad timing. my life is in flux rn, plz bear with me.
EDIT: judgery complete with 14% battery life left. holy heck!
Design -
(2/3) Appeal: the orphan's interesting, tho the hexproof doesn't have much of a hoop to jump thru to get it. make Johnny/spike work for their rewards. the extra flier on top of the soft removal for the other card is certainly appealing, tho not much so for constructed at this cost.
(2/3) Elegance: kid’s too busy. pick one idea. the aerial search could just be a creature instead of making one.
Development -
(3/3) Viability: both are playable.
(2/3) Balance: giving an uncommon both evasion n likely hexproof seems a bit much perhaps. the aerial thing is costed well.
Creativity -
(3/3) Uniqueness: the kid has some interesting ideas n newish ways of expressing them. the aerial thing has a cool twist on an old design.
(2/3) Flavor: the orphan is small n can run under adults too big to catch it. good flavor, tho skulk would have also worked here. the number 4 seems a lil arbitrary. 3 powered folk are small enuff to catch it? if it has a friend to create a distraction it can sneak undetected, hence hexproof. good flavor, tho if you’d just chosen either idea rather than both that’d’ve been a tighter design. the aerial search i assume is for the kid. the idea is cool n interesting, but it doesn’t make total flavor sense. is the exiled creature is being searched for? haven’t they been found if this exiled them? or is the exiled a creature the pilot? why would your opponent’s creature pilot this?
Polish -
(1/3) Quality: the aerial search makes creature that goes away when it leaves…. why not just make the card a creature n just keep the first ability? orphan’s flavor text is missing a period. kid should have one stealth ability instead of trying to do too many flavor things.
(2/2) *Main Challenge: fine.
(1/2) Subchallenges
Total: 18/25
Design -
(3/3) Appeal: the deck building contraints on both cards are really interesting. they are both build arounds that both Johnny n spike would like.
(1/3) Elegance: wanderer wants you to explore. good. but tells you this in an clunky way. the shrine doesn’t feel like a shrine in design. why is it a shrine? design n flavor don’t connect for me here. it’s fairly elegant in function tho.
Development -
(3/3) Viability: wanderer is plenty viable. too viable. the artifact is sweet n in the sweet spot.
(1/3) Balance: the wanderer has a pretty damn strong ability on an already efficient body. the hoop doesn’t seem difficult to jump thru at all. the artifact could go up a rarity.
Creativity -
(3/3) Uniqueness: i’ve seen the artifacts ability on lands a few times. but you put it on a nonland and that solves many of the problems I’ve seen with it. the wanderer is fairly new to me.
(2/3) Flavor: the wanderer doesn’t feel like so much of a kid to me. the exploration flavor is strong. the artifact makes sense for something to find when exploring, but don’t see this discovery to be that life changing.
Polish -
(1/3) Quality: the wanderer is somewhat hard to parse on first read. at least doesn’t flow well. the artifact should maybe not be common. not only because of its value as a mana producer, but also because it might be too complex.
(1/2) *Main Challenge: the wanderer feels more mature than suits the challenge.
(1/2) Subchallenges
Total: 15/25
Design -
(3/3) Appeal: both could see play in a variety of builds to good effect. the openings to different potential directions are subtle yet solid.
(3/3) Elegance: the elegance here is the strongest feature.
Development -
(3/3) Viability: both would be quite fun, interesting n strong to play. I like how they work together.
(2/3) Balance: I think the feast could be uncommon n I’d prefer it to be a sorcery. canopy is probably fine.
Creativity -
(2/3) Uniqueness: enchantments that make tokens or buff tokens both exist, now here’s both in one. the feast is a fairly original anthem style thing.
(3/3) Flavor: it’s not snow… the canopy is full of webbing. that’s awesome. I like you went for a nest concept. the spiders eating each other is pretty metal.
Polish -
(3/3) Quality: these are clean n simple n solid. good job.
(2/2) *Main Challenge:
(2/2) Subchallenges
Total: 23/25
Design -
(3/3) Appeal: Johnny will like the initiate and that hunt quite a bit. see my notes in the development section.
(2/3) Elegance: jeez, that enchantment is too busy. I go more into detail in the polish section.
Development -
(3/3) Viability: it’s hard to judge the viability and balance of the hunt. the drawback of giving the opponent a creature is also a benefit. I’m guessing it’s more playable than it appears. the kid’s protection from sacrifice ability will probably be used more actively than the passive defense it seems like. breaks symmetry with innocent blood for example.
(2/3) Balance: “can’t be sacrificed" is not an ability that belongs at common I think. the enchantment’s drawback seems like it might not be enuff of one.
Creativity -
(3/3) Uniqueness: you tread some fairly untrodden ground for the most part.
(2/3) Flavor: I don’t get the “can’t be sacrificed” bit. an inversion of the volcano sacrifice trope I guess. a rite of passage is a nice choice for an experience. the dragon hunt is a fun tale. seems like many hunters are lost to the hunt, dangerous business.
Polish -
(2/3) Quality: the rare is too wordy. already has three textful abilities n you stuff both life gain n card draw on the death trigger. the life gain I guess makes up the loss from the dragon token so that’s why that’s there. n the card draw is what’s really wanted. maybe just do the card draw. makes the dragon token a more interesting problem.
(2/2) *Main Challenge: climbing into a volcano to get rocks n hunting dragons seems just a little out of the age range for this first round, but as you note this is official mtg lore so we'll go with it.
(2/2) Subchallenges
Total: 21/25
Design -
(3/3) Appeal: the dancer is appealing perhaps in limited. the infection has spike appeal for sure, n some Johnny appeal bcuz you’ll get the benefit but wanna keep the infected creature alive to do so, but the creature might still be a pain to deal with even with the -1/-1, so how can you make the most of it? might not wanna block so as not to kill the infected, which means you’ll have to be taking some hits- how to mitigate? this is appealing.
(1/3) Elegance: the dancer is elegant enuff, which is suitable. she’s an elegant dancer. I appreciate that her toughness is enuff for her to get infected without dying. however, the infection bothers me a bit.
Development -
(3/3) Viability: both seem plenty playable.
(1/3) Balance: the little dancer is probs fine, tho I personally don’t like seeing a 1/2 for 1 at common since it makes 1/1s for 1 much less desirable in limited. as for the infection, gaining 2 life n making n opponent lose 2 life every turn is a pretty solid swing, and I don’t feel it’s so safe to put at 3, even when multicolored n rare. the fact that it can be replayed repeatedly obviously adds to the unfairness.
Creativity -
(1/3) Uniqueness: isn’t there a 1/2 vanilla common cat for W in some recent set? the infection reminds me of stab wound, with a rancor-style recovery clause.
(3/3) Flavor: the simplicity of the child adds to the flavor of course, where a keyword or any ability might distract from that. that the quote is coming from an adult watching the child adds to the tragic sense of the story. she got sick on his watch, i imagine he must feel some guilt over that. the flavor of the infection is obviously strong.
Polish -
(1/3) Quality: the child is fine on this account. i’m subtracting a few points in polish quality for how the infection is templated. firstly, the last ability should return the aura to its owner’s hand, but instead it says “return it to your hand.” secondly, while functionally there’s certainly nothing wrong with it (i believe it works fine as written), the second ability seems awkward to me and possibly confusing to players. i appreciate that by making the aura grant the draining ability to the enchanted creature you’re able to have the -1/-1 and then drain part of the same ability and save on space. i don’t think it’s worth it. it’d be better to have the aura be what is draining the enchanted creature upon upkeep for the sake of readability/clarity, and would be in line with how auras such as this are typically written.
(2/2) *Main Challenge: I don’t feel a child should have as much as 2 whole toughness, but things like cats n rats n insects n such might get that, the game is not consistent in terms of sizes. otherwise, I like that you made her simple, without abilities n nice flavor text that gives a good visual. the free n innocent child frolicking in the fields n succumbing to a hidden danger in nature is evocative n tragic. the story you chose to tell was a good choice, it’s interesting n makes me want to learn what happens to her afterwards. the execution could have been a little better.
(2/2) Subchallenges
Total: 17/25
Design -
(2/3) Appeal: rhino’s fine. the enchantment is pretty interesting, but even johnny might not find it worth it much of the timr.
(3/3) Elegance: rhino’s fine. I feel like the enchantment’s a little busy but it says what it needs to say to do what it does.
Development -
(1/3) Viability: the lil rhino might be ok in limited. that harder to cast pacifism is going to just be pacifism mostly. I guess rare makes sense for it. the chance to gain temporary control of the enchanted creature is offset quite a bit by giving the opponent the same opportunity to use it again.
(3/3) Balance: you might have played it too safe with that enchantment.
Creativity -
(3/3) Uniqueness: rhino’s fine. that enchantment is quite unique. that card is the strongest in this category of those i’ve reviewed.
(2/3) Flavor: oh no the rhino child is being sold in a slave auction! the auction doesn’t happen once tho, n can happen whenever? huh, ok. wouldn’t an adult rhino be more valuable? or it that what’s happening? mama rhino got solid? also, do young rhinos make good guards? I have questions.
Polish -
(2/3) Quality: “cannot” should be “can’t.”
(2/2) *Main Challenge: the story is there, tho I’m not sure what it is.
(2/2) Subchallenges
Total: 20/25
Design -
(3/3) Appeal: I like that the fortune son could encourage building a deck that cares about all three card types referenced or just one or two. the crash is probably plenty lockable in limited.
(2/3) Elegance: I wrote the polish section first and what I said there applies here.
Development -
(3/3) Viability:
(2/3) Balance: if gold/treasure is supposed to be a mechanic in the set the crash is from, do we really want the crash to be a common? seems pretty punishing to that strategy. the kid is alright.
Creativity -
(2/3) Uniqueness:
is the kid’s name augutin the fifth?
as for the crash, just bcuz something hasn’t been done before doesn’t mean it’s worth doing. kinda narrow to hose those tokens. and how often will it be effective even when it’s relevant?
(2/3) Flavor: the rich kid is a fun choice of child. I can see how they passively benefit from their situation, but the cost increase for opponents seems like the result of an active scheme that they might engage in when they inherit the kingdom.
a market crash affects everyone right? but yours only affects one player… why would such a crash also destroy one specific artifact that might have nothing to do with the market? cool concept, I feel the delivery needs work.
the crash could have more of a mechanical connection to the kid considering it’s supposed to be a significant event in his life. just saying, your choice on that account is fine.
“ooo that red white n blue.” I see what you did there.
Polish -
(2/3) Quality: fortune son would read better if the ability were split into two, one for you n one for the opponent. tho I appreciate the inclination to condense n be efficient. if kept as a single ability, the wording could still be better. would word like:
“Artifact, instant, and sorcery spells cost 1 less for you to cast and 1 more for your opponents to cast.”
as for market crash, would a set contain both treasure and gold tokens? no. choose one. also note that if the only artifacts the opponent has are gold tokens they can sacrifice the targeted one to fizzle the effect. or is that not the case any more? I vaguely remember some rule change that might affect this.
(2/2) *Main Challenge:
(2/2) Subchallenges
Total: 20/25
|Katamari|
Design -
(2/3) Appeal: the ability to play any number of the fetus adds to the sense of a swarm.
the fetus makes one excited to find out what the swarmleader is, n it might not live up to the hype. could be splashier.
(2/3) Elegance: the emerge ability on the swarmleader seems somewhat redundant with the fetus’s ability to fetch it. i’d’ve liked the fetus to be somewhat simpler as a common.
Development -
(2/3) Viability: the fetus is common, yet it fetches a rare. for limited it’d be better if the fetus fetched an uncommon.
(3/3) Balance: all good here.
Creativity -
(1/3) Uniqueness: nothing really stands out on this account, we’ve seen this stuff before.
(2/3) Flavor: i feel the fetus should be able to evolve into any number of freaky things, not just one specific thing. the swarm flavor is strong.
Polish -
(2/3) Quality: the emerge cost could have required colorless mana rather than green. or the fetus could have cost G.
(2/2) *Main Challenge: you skipped to the adult stage it seems n didn’t live much room for your child to grow.
(1/2) Subchallenges
Total: 17/25
Design -
(2/3) Appeal: the whispers would be a fun combat trick. obviously the orphan is strong, n it’s flavor is somewhat interesting.
(3/3) Elegance: i appreciate how you kept things simple n focused.
Development -
(3/3) Viability: sure, these are viable.
(1/3) Balance: a 2/1 for B with first strike? too soon. let the power creep happen naturally, don’t force it.
the whispers would be fine at two mana if one of those mana were green. as is it gives blue for example the ability to do what it should not be able to do at 2.
Creativity -
(1/3) Uniqueness: not much here that’s venturing into new territory.
(2/3) Flavor: a little too mysterious. the vagueness is somewhat bland. ironically, the colorlessness of the whispers is the part that gives it any real color.
your flavor text are well written and do make me want to learn more about the orphan’s story. would’ve liked if you hinted more at what that could be.
Polish -
(3/3) Quality: you kept things simple, but at the cost of keeping it too safe.
(2/2) *Main Challenge: the heart of this challenge was to portray an important story moment in a young character’s life, so i appreciate your focused flavor based approach.
(1/2) Subchallenges
Total: 18/25
Design -
(3/3) Appeal: very yummy. love it. would love to play both these cards personally.
(3/3) Elegance: the romper does what it does n no more. using just the words it needs to. that bauble is lovely.
Development -
(2/3) Viability: I think the bauble would be very good for limited, I mean in terms of aiding a healthy n fun environment. it doesn’t hafta be particularly strong to be good. not sure if the romper is playable except as a sideboard card, being dependant upon what your opponent plays.
(3/3) Balance: balanced fine.
Creativity -
(3/3) Uniqueness: when I read your child card I jumped to this section. very unique. very awesome. this is the most out there design i’ve gotten to yet, and by a large margin. and at the same time it does it’s special thing in a very sensible way.
(3/3) Flavor: it’s very fun.
the goblin child fighting for toys. I guess it kills to get what it wants. well ok, we’re talking about a goblin child here. it might be a little big for a child, but you had to make it big enuff to win a fight, i get it.
Polish -
(3/3) Quality: good job.
(2/2) *Main Challenge: fave submission
(2/2) Subchallenges
Total: 24/25
Design -
(3/3) Appeal: well, these are pretty sexy, solid, clean...
(3/3) Elegance: might have the kid put the vehicle onto the battlefield rather than cast, but probs doesn’t matter.
Development -
(3/3) Viability: these seem fun in r/w aggro. dropping a 2 power two drop then swinging I'm with the sphere on the next turn seems like a satisfying, yet fair play. the protection the kid grants a vehicle is good for getting in there obviously. stala encourages playing cheap vehicles, but otherwise the deck builder can come up with a lot of ways to build around her.
(3/3) Balance: I appreciate how the protected vehicle isn’t protected from other vehicles. probably be relevant often in whatever environment the card appeared in.
Creativity -
(2/3) Uniqueness: the variations on vehicle design space are numerous, and yet so many have already been done it’s hard to keep track of. these designs are really solid, but aren’t breaking any paradigms.
(3/3) Flavor: the hints at the story make me curious to know more. the spheres sound cool. the kid genius archetype was a good choice. I am of course reminded of Anakin and pod racing, but in a good way.
Polish -
(3/3) Quality: solid. I’m not personally a fan of protection (overly complicated and arbitrary) but whatever.
(2/2) *Main Challenge: good jorb. don’t got much else to say.
(2/2) Subchallenges
Total: 24/25
Design -
(3/3) Appeal: the kid is pretty cool. rewards playing dual lands with multiple land types. that powerstone is splashy and feels epic.
(3/3) Elegance: except for spelling and grammar errors these do what they do the way they need to do it, straight to the point.
Development -
(2/3) Viability: the youth is dependant on what your opponent is playing to be effective, limiting it’s reliability.
(2/3) Balance: the powerstone is too strong. it just takes over artifacts way too easily.
Creativity -
(2/3) Uniqueness: the kid is pretty interesting n original. the artifact is a little bland n too basic perhaps.
(2/3) Flavor: i get that this kid likes to explore, but I don’t get what make them reckless. isn’t unblockability safe?
I am of course reminded of urza n mishra.
Polish -
(1/3) Quality: you have a lot of typos in there. spelling common with a u for an example.
(2/2) *Main Challenge: the explorer seems a little mature for this challenge, considering the experience their ability implies. but whatever.
(1/2) Subchallenges
Total: 18/25
Design -
(3/3) Appeal: people like thopters. that aura interests me. seems like there might be some nuance to it.
(2/3) Elegance: the aura might create more pointless busy work that could be avoided with a more direct design.
Development -
(3/3) Viability: the thopter is cool as a surprise blocker when you’re tapped out. for limited it’d be better if it was a common, since it has no power n is not good on offense so we don’t want to get too much of it. i am curious about the potential of that aura.
(3/3) Balance: take an existing balanced card, add a keyword ability and subtract one toughness, you’ll probs end up with a balanced card.
the aura seems fine for blue at that cost, unless I’m not comprehending how it would play out rn. I am tired.
Creativity -
(2/3) Uniqueness: that enchantment is way interesting n original n makes me wonder about the applications.
the other card is ornithopter with flash.
(1/3) Flavor: I mean, I guess that counts as a child. you could have done more to suggest it was sentient. the perpetual motion card has pretty sweet flavor, except stopping isn’t a part of that concept, even if it starts again.
Polish -
(2/3) Quality: the second sentence in the second ability of perpetual motion can just say “otherwise, tap it.” and it doesn’t need to say instead, nothing is being replaced so it’s just redundant.
(2/2) *Main Challenge:
(1/2) Subchallenges
Total: 19/25
top 3 from each bracket is advancing.
Forestsguy,
RaikouRider,
KoolKoal
BlackWaltz3,
Seeonee,
Jimmy Groove
Flatline,
Netn10,
Rkohn1357
Vertain,
Cardz5000,
doomfish
Design -
(2.5/3) Appeal: Timmy likes potential Voltron creatures and life gain as well as constantly drawing cards to get to his big threat. Johnny likes creatures that would be great to force opponents to block as well as modal and triggered abilities. Spike could do without a 1/1 unblockable for two mana but likes the cheap card draw.
(3/3) Elegance: All very elegant, I like the "hidden" modality of Callous Rites.
Development -
(2.5/3) Viability: First strike on a black common is a bit hinky because it's a secondary ability.
(3/3) Balance: Nothing seems wrong here, given the limitation on Callous Rites only triggering once per turn.
Creativity -
(2/3) Uniqueness: Nothing too out of the ordinary here but reasonably innovative.
(3/3) Flavor: Delightful, especially the Purraj of Urborg callback.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 23/25
*An entry with 0 points here is subject to disqualification.
Design -
(1.5/3) Appeal: Both cards very solidly Timmy. Johnny likes prowess, I guess? Spike couldn't much care except for Orphan of Spires in Limited.
(3/3) Elegance: All pretty elegant.
Development -
(2.5/3) Viability: Colors look right, but the Bant bonus condition and Azorius colors on a street urchin look bizarre in a Ravnica context.
(3/3) Balance: Nothing objectionable at all.
Creativity -
(2/3) Uniqueness: A remix of old stuff, but still unique cards.
(3/3) Flavor: Tells a great story.
Polish -
(2/3) Quality: Flavor text of Orphan of Spires not italicized. Damage can't be "prevented" this turn.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: And done.
Total: 21/25
*An entry with 0 points here is subject to disqualification.
Design -
(2.5/3) Appeal: Timmy likes being able to explore multiple times, Johnny might like the challenge of putting together differently named lands but it's a bit of an obvious combo, Spike likes utility lands.
(3/3) Elegance: Basically pretty elegant, Nestled Grove has a lot of text for a common land though given the reminder text.
Development -
(2/3) Viability: Springwood Dryad really skirts a line - this is a card that feels like it should be rare for multiple reasons, from the uniqueness of the trigger condition to simply being able to multiple-explore in the first place.
(3/3) Balance: Nothing objectionable, seemingly.
Creativity -
(2/3) Uniqueness: Dryad is quite unique, land is not so much - it's basically the Zendikar utility land template with the explore ability stuck into it.
(2.5/3) Flavor:
Not sure I really get the flavor as it relates to the challenge - the Dryad finds a new location? But she does that all the time, given her flavor text and ability. That doesn't seem like it's really life-changing.I'm liking the flavor of the Dryad itself but the land's flavor is a bit more generic and the story overall of the flavor just feels static.Polish -
(2.5/3) Quality: "Add" in the mana ability needs to be capitalized.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Done.
Total: 21.5/25
*An entry with 0 points here is subject to disqualification.
Design -
(1.5/3) Appeal: Timmy definitely likes monstrosity and tokens. Johnny doesn't seem all that interested despite all the potential interactions. Spike sees a a place for both cards in Limited.
(2.5/3) Elegance: Baloth is quite wordy but gets its point across.
Development -
(2/3) Viability: I would argue that there's no way Stalking Poacher could be common, especially with the inherent complexity of provoke.
(3/3) Balance: All looks good.
Creativity -
(3/3) Uniqueness: Protective Baloth in particular is a very unique card. We never got to see provoke and deathtouch together but they make for a neat if obvious combination.
(3/3) Flavor: Depressing but great flavor.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 22/25
*An entry with 0 points here is subject to disqualification.
Design -
(1.5/3) Appeal: Timmy likes protection but usually not for something inherently low-impact. Johnny could do some kind of discard combo with multiple copies of Pure Soul. Spike is generally uninterested unless he needs a repeated sac outlet, although Pure Soul would make for a very annoying Limited blocker.
(2/3) Elegance: The wordiness - and creating a token with a wordy ability, no less - of Pure Soul is bizarre on a common.
Development -
(1.5/3) Viability: Pure Soul as a common and Angelic Guard as a mythic are both nonsensical. They should respectively be uncommon and rare (maybe even rare and uncommon depending on just how board-clogging Pure Soul is), especially for Limited purposes.
(2.5/3) Balance: As previously mentioned, Pure Soul is inevitably at least an annoyance if not a total fun-kill.
Creativity -
(2/3) Uniqueness: Generally unique, but drawing from a lot of self-recursion cards past (and Mistmeadow Skulk).
(2/3) Flavor: Not sure I get what the Angelic Guard does to the young person's life - do they basically become a superhero as a result?
Polish -
(1.5/3) Quality: "With" misspelled. Also "white Citizen" not "White citizen".
(2/2) *Main Challenge: Good.
(1/2) Subchallenges: Common but no multicolor/colorless.
Total: 16/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: Timmy likes a robot suit. Johnny salivates at Scrap Driller. Both are a little too niche for Spike, usually.
(2.5/3) Elegance: Let's just say Scrap Driller runs into some... inherent elegance issues, but its excitement factor is enough to ignore them somewhat.
Development -
(3/3) Viability: All looks good.
(2.5/3) Balance: Nothing OP inherently, but Scrap Driller just begs to be misused.
Creativity -
(3/3) Uniqueness: Scrap Driller is just hugely unique. The Automaton less so but still somewhat.
(3/3) Flavor: Great, I love the unique little story of a miner making the discovery of a lifetime.
Polish -
(2/3) Quality: Steered Combat Armor missing its typeline. "A land instead of its".
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: A multicolor card AND a colorless one.
Total: 22/25
*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.͇̣̙̝