I like it. It's a very basic card that counters well and can save you from other counters. I appreciate a card like that.
I like the flavor of this, though I'm not as sure about the mechanics. It would go well with an all-out aggro style, but it seems one note.
I like this one a lot. It melds the mechanics of green and blue very well and has fantastic flavor. I can see it being a very powerful late game card.
A very nice graveyard manipulation card. It does have a note of uncertainty to it, through the randomness, but that's balanced out by the rest of the mechanics. I like it a lot and would totally include it in a UB deck.
I really like the way this uses Mayael's mechanic while also being a different type of card. It helps you get a powerful creature out on the board, but it's not overpowered. I think you hit a delicate balance here and I'm impressed.
I do like this card. The cost is pretty good, especially since the power of the card you grab is determined by your artifacts. I can see this being used to create crazy combos.
Seems pretty complex for a Common. The land part also makes it feel more G than B, in my opinion. It’s not a powerhouse gameplay-wise, but I do think it provides card advantage in a pretty neat way, especially if you’re able to prune your graveyard somehow. The Grim Captain is a pretty obscure character (I think she only was mentioned on one card in Ixalan?), but going to mysterious places where no-one else has come back from seems like someone she would do.
RaikouRider
At first I thought that the “or on top of your library” bit was pretty weird, but I like it more the longer I think about it. It serves as some kind of protection from discard and lets it interact with cards that care about the top card of the library, like Mayael (although unless you search for stuff like Progenitus, using the Chant’s cost reduction to outright cast the creature is probably better most of the time).
Jimmy Groove
I like how the “wish” name of this effect is called out in the flavor text. Between being a sorcery and tied to having an artifact on the battlefield, it seems to be balanced quite well. The flavor is pretty generic, but fits Zahid greatly. Overall I really like this card – it’s both powerful and flavorful.
Koopa
Oona is probably one of my favourite characters from Magic lore, so I have to be careful to not get too biased here… The effect is fitting for Oona; I like how it becomes stronger if you already know the cards in your opponent’s hand (flavorful interaction with cards like Thoughtseize and VEndilionCliqUE[/aRd]).ItalSoWoRkSaSaHyBRidCaRd,BEinGBotHinMono-[mana]U and Mono-Bs slices of the color pie. When I read the word “Trick”, I expected an Instant though … and I think that the card would still be fine power-level wise as an Instant, especially at rare.
Hemlock
At uncommon, this is an insane removal spell for Limited – shoot one of their attackers/blockers and then just pump one of your own attackers/blockers to get rid of another creature. This card will be a 2-for-1 very often, and I think at CMC2, it’s too powerful from a modern Magic game design perspective. The name and flavor text both evoke Dromoka’s “laser breath” and are generally fitting. I get that you wanted the number 3 to appear in both effect, but you could’ve tied it even closer to the Dromoka faction/clan if you used something like Bolster 1 instead of the Giant Growth.
Gateways7
Queen Marchesa is WBR, but aside from that I see no reason why this spell also has to be all those colors. It could’ve easily been mono-B (or maybe WB if you really wanted to reflect the ceremonial coronation part to be emphasized/expressed in the card’s colors). The “if its controller was the monarch” wording is cute, but overall I think the rules text would read much more dramatic if you just became the monarch regardless of what creature you killed (“destroy target creature. You become the monarch”). Also, effect feels like an event leading up to Marchesa’s coronation, not the coronation ceremony itself.
Miralda's Blasphemy2BB
Sorcery (R)
Exile target creature an opponent controls and each other creature they control that shares a (*) type with it. That player loses life equal to the total number of creatures exiled this way and you gain that much life. "Our faith in you was misplaced, Elenda. Now we live for so much more!"
Everything's fine here and I like both flavor and mechanics. Only one problem: is (*) supposed to be "card type" or "creature type"? It could be both and simply writing the word "type" without specifying is ambiguous. Being flavorfully set on Ixalan, which mechanically is a tribal environment, I guess this is supposed to be "creature type", but I can't be sure. That's the only problem I have with this card. Still getting 3rd place because the next three cards have even bigger problems (in my opinion of course).
Flintlock
Azoth's DraughtBGU
Instant (U)
Until end of turn, target creature or planeswalker loses all abilities and becomes a green Ooze creature with base power and toughness 1/1, then destroy it. Trespassing upon Azoth's atelier is its own punishment.
I have no problem with Azoth's character or the flavor of this card. I have one big problem with the mechanics, which is the last three words of rules text. "Then destroy it"? Right now? So in the end this is just a very complicated and roundabout way to say "Destroy target creature or planeswalker" (which by the way is a monoblack card), the only difference being that an indestructible creature dies to this (because it loses all abilities first) but not to the Downfall. Maybe you wanted to destroy the targeted permanent at end of turn? If so, this is not the right wording. If you want to turn the targeted permanent into an Ooze now and then destroy it at end of turn, this would need to be:
Until end of turn, target creature or planeswalker loses all abilities and becomes a green Ooze creature with base power and toughness 1/1. At the beginning of the (next?) end step, destroy it.
The "next" could be there or not depending if you want the delayed trigger to check only on the very next end step or on every end step, which is relevant if the permanent somehow manages to avoid being destroyed on the first occasion, probably by gaining indestructible or regenerating. This is not a quality mistake, it's a completely different card functionality. I'm sorry.
mirrodin71
Chandra’s IngenuityRRR
Sorcery (U)
Each player discards their hand and draws that many cards unless they deal 1 damage for each card in their hand. “If you want a hand ready to help, you’ll find it at the end of your arm.”
—Chandra Nalaar
Besides the non-originality of the card name (Jace's Ingenuity already exists and is good enough to be remembered), I have two problems with this card, one with mechanics and one with flavor text.
The first problem is with the underlined part. Damage effects need to be templated in a specific way, in particular there always needs to be a source and a recipient for the damage. As written, the source of the damage is the players themselves, which is not possible, and the recipient is missing altogether. I think it's supposed to be this:
Each player discards their hand and draws that many cards unless they have Chandra's Ingenuity deal 1 damage to them for each card in their hand.
In this case too it's not just a quality mistake, but there are functional issues.
The flavor problem is with the tone of the flavor text. I really feel like this is not something Chandra would say. It's the difference between Chandra and Jaya: the sarcastic one is Jaya, not Chandra. I can easily imagine Jaya saying this but not Chandra. I would have no problem with the flavor text if it were attributed to Jaya Ballard.
NightArcher
Atraxa's Domination3GWUB
Legendary Sorcery (M)
Put a -1/-1 counter on target creature you don't control, then proliferate.
Put a +1/+1 counter on target creature you control, then proliferate.
Put a loyalty counter on target planeswalker, then proliferate.
Target player gets a poison counter, then proliferate.
Exile Atraxa's Domination.
I feel like this card is much more complicated than it needs to be. Proliferate multiplies all counters at once. I could see two different ways this card is supposed to be. One is giving out four -1/-1 counters, three +1/+1 counters, two loyalty counters and one poison counter, the other way is four counters of each kind. In both cases it would be almost equivalent and much clearer to just enumerate the number of each kind of counter. I understand though that you want to use proliferate because of the flavor tie to Atraxa. There is a simpler way in that case too:
Put a -1/-1 counter on up to one target creature you don't control, a +1/+1 counter on up to one target creature you control, a loyalty counter on up to one target planeswalker, and a poison counter on up to one target player. Then proliferate four times.
The "up to" wording is to avoid the situation where you can't cast the card because you're missing one or more targets. As written, you need all four targets to just be able to cast the card in the first place.
Best case scenario, it's just a "wording not clear" problem. Worst case scenario, this card has a different functionality than the one it's supposed to have. Again, I feel like I'm just saying negative things about these cards and I don't like that. Here's a positive one: I do like the idea of the card, using one ability for each of Atraxa's colors and tying them all together with the proliferate rider. I just feel there are problems with the execution of the card.
lookashiny
Muldrotha's Grasp2BGU
Legendary Sorcery (M)
Play up to one permanent card of each permanent type from your graveyard. (If a card has multiple permanent types, choose one as you play it.)
Ok, now things get easier. This works as intended, the flavor is good, and I like the mechanical tie to Muldrotha, the Gravetide. I also like the little (and 100% correct) detail of using "play" and not "cast", to allow you to play a land out of your graveyard if you have an available land play remaining in the turn. The main criticism I have is that the card needs even more reminder text: both the one about legendary sorceries and the one about land plays. I think the card needs to look like this to prevent potential confusion, especially for less experienced players:
Muldrotha's Grasp2BGU
Legendary Sorcery (M) (You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Play up to one permanent card of each permanent type from your graveyard. (If a card has multiple permanent types, choose one as you play it. You can play a land this way only if you have an available land play remaining.)
It also would have been nice to see some flavor text, there is certainly room for it here.
Cardz5000
Salia’s Rebuttal2U
Instant (C)
This spell costs 2 less to cast if it’s your turn.
Counter target spell unless its controller pays 3. I think not.
Leo's ApprovalW
Instant (C)
Leo thinks this card is really good and he likes it a lot, especially the Melvin detail of being better than Mana Leak on your turn, when you need it less, and worse on your opponent's turn, when you need it the most. I think so.
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here) CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016 DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for: "Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index.Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Koopa - Oona's Trick: Feels like it is probably on a weak side, since while you'll sometimes get four or five faeries, a bunch of times you'll come up empty. Helps to be constantly looking at the enemy hand, of course.
Hemlock - These are two very simple effects put together, but in a way that obviously synergizes very well and fits the legend solidly.
Gateways7 - Marchesa's Coronation: Generally, I'd advise against using mechanics from weird narrow sets like this because people are often not very familiar with them. Doesn't seem like white is really necessary. Might have worked better to exile the creature instead.
bravelion83 - Larion's Research: Two straightfoward abilities that blue can do stapled together on a card. It's a bit hard to maximize, but when you fill your graveyard which cheap draw spells first it is a real beast.
Subject16 - Miralda's Blasphemy: A very solid single-target removal that'll quite often be a one-sided board sweeper. Price is probably right, although it'd feel safer at 5 mana for sure.
Flintlock - Azoth's Draught: The flavor makes sense, and makes it powerful removal for the price. Manages to capture a bit of body horror in card form, which is difficult.
Not entirely sure what I think about this one. It's a punisher mechanic card where one choice isn't strictly a punishment. The only place I can really envisage this is in a super aggressive burn deck, and even then, it seems only useful in a very narrow number of scenarios.
On one hand, I feel like this is prohibitively expensive, even for commander. On the other hand, I feel like this is the sort of spell that just instantly ends games on the spot if cast in any deck that would care to use it, either from instantly firing off a planeswalker ultimate (+5 Loyalty Counters...), or by outright murdering anyone with 5+ poison counters. The flavour's on point, at least. Proliferate.
Appropriately flavourful, though I feel it's maybe a little... underwhelming? Maybe I'm too focused on the overlap between this and Primevals' Glorious Rebirth, but it's difficult for me to separate the two when there's so few existing Legendary Sorceries. Still, it's notably cheaper and there's more of a build around element, which lends itself to be a little more interesting.
Simple and well balanced, far as I can tell. It's hard to say how flavourful it is, but it's Mana Leak +1 on their turn and -1 on your turn and it falls into the other category of named spells like Jace's Ingenuity.
Even with the pseudo-ritual nature of the spell, this feels off colour. Especially since it's a non-bo with 2/3 of Koth's existing abilities (even if it lets him ramp harder with his -2).
Not the most elegant card, but the effect is interesting. The idea of a more introspective, considerate interpretation of Green/Blue is also rather novel, I feel.
I feel like if this card is guaranteed to kill then I think you can ease up on the specifications. Other than flavour reasons I don't understand the need to turn it into a green creature (or even an ooze). I also would word the destroy part of the spell as a second sentence but that's me being nitpicky. The design space is good and it's a kill spell that's never been done before, but nothing in this spell feels particularly green to me as this could be a Dimir spell with little to no changes.
I feel that the correct wording for this card should be "For each card in a player's hand, that player discards it, then draws a card unless they have Chandra's Ingenuity deal 1 damage to them." Otherwise it's a cool ability to work with conditional wheels, and at 3 mana a burn spell with partial hand disruption I can imagine this averaging 2-3 damage to everyone whilst also refueling your own hand. It's a pretty nifty card, and the flavour text is funny too.
At seven mana, in four colours and as a legendary sorcery, this is a hard spell to cast but also an incredibly powerful one. At worst you end up with five -1/-1 counters, four +1/+1s, three loyalties and two poison counters. If an opponent is already poisoned then you're already halfway past killing them and I'm not sure if that's too good or no. The fact that it exiles itself and that it's limited in casting makes me think this card should generate an insane advantage, but actually I feel like it needs a bit of setup first to be genuinely devastating. Interesting design and a whole lot of proliferating.
The wording confuses me here, as I'm not sure whether or not I'm playing these cards for free or not. If I am then it's absolutely ridiculous even as a legendary sorcery. If not, then this feels like a very odd Yagwmoth's Will that's a lot more restrictive. I'm also no too sold on the name of the card, as Muldrotha's Grasp sounds like a removal spell of some sort rather than a reanimation one.
It's a simple design and very powerful with the cost reduction in effect. I can imagine this card seeing play in control sideboards for the mirror match and that's a great way to see a playable common - not necessarily an auto-include, but strong enough to be included for certain types of decks.
This is a great way to give red some more ramp spells. One-time lands and a deck-thinning strategy as well. I'm not sure if I prefer this over the treasure/gold production red has been getting lately, but it calls back to Koth and his mountain-related abilities, so I think it's a fair, flavourful card.
bravelion83 - Although I really like the flavor here, the card itself doesn't feel very interesting - just a combination of two effects to refill your hand.
Subject16 - Don't see why you couldn't word this "Choose a creature type, exile all creatures of that type" because then you wouldn't have issues if the target became illegal, which would completely negate the purpose of the card. Other than that, its a pretty interesting take on killing a specific tribe!
Flintlock - This feels like just destroying (or exiling, if you want to get around indestructible) would work fine. Although the Ooze bit is flavorful, it just feels overly complex for an easier effect.
mirrodin71 - You have some wording errors there, but this is a pretty interesting take on a punisher card, especially because both modes are good sometimes, kinda like how Kvorath's Fury was.
NightArcher - what about time counters Although this is a cool idea, I feel like the huge amount of proliferating in addition to getting the counters could be easily abused, especially with poison counters.
lookashiny - This is a pretty effective use of the Muldrotha mechanic, because you have to think a lot more about how you're playing it because you only get one shot at casting your permanents with a limited amount of mana. Nice card!
My ranking:
3. Subject16
2. mirrodin71
1. lookashiny
Jimmy Groove: That definitely qualifies as "one wish". I'm just a little curious as to why this doesn't exile itself like the other Wishes do. Still, the character this is for and the throwback to the old Judgment cycle made me smile.
Koopa: I think this card should be an uncommon - Fertile Imagination sets precedent that this type of effect can be at uncommon. No flavor text - this could have some amazing flavor text. Though I guess at uncommon, you would need reminder text for what all the card types are?
Hemlock: In concept, man is this a blowout card for draft. Uncommon is absolutely right, but this is sure a big trick to have to play around. In practice, though, this should be a modal spell. You cannot cast this spell without both targets as worded, so if you have no creatures you cannot use it as a kill spell without pumping your opponent's guy. If there is only one creature, this won't kill it, and in a very unintuitive way at that due to the timing for SBA checks.
Gateways7: Wow. This hits on all cylinders. Design, development, and flavor are all spot on. I have nothing bad to say about this one. Feels like it could come straight out of Take The Crown.
bravelion83: I like seeing original characters made into cards - used to do it a lot myself. My only complaint about the card is any card that returns multiple cards from your graveyard to your hand typically exiles itself so you can't loop multiple copies.
Subject16: Very surprised she didn't get a card in the Ixalan storyline - she felt more plot centric than Elenda did. As for the card itself, Tsabo's Decree says this is probably correctly costed.
2nd and 3rd were a really tough decision to make - almost all of you deserve those top spots. Give yourselves a pat on the back.
1) gateways7
2) Jimmy Groove
3) subject16
Private Mod Note
():
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.
2. Gerrard's Mom
3. soramaro
GENERATION 12: The first time you see this, copy and paste it into your signature and add 1 to the generation number. It's a social experiment.
2. Raikou Rider
3. Koopa
(fixed quality mistakes as usual)
Subject16
Miralda's Blasphemy 2BB
Sorcery (R)
Exile target creature an opponent controls and each other creature they control that shares a (*) type with it. That player loses life equal to the total number of creatures exiled this way and you gain that much life.
"Our faith in you was misplaced, Elenda. Now we live for so much more!"
Everything's fine here and I like both flavor and mechanics. Only one problem: is (*) supposed to be "card type" or "creature type"? It could be both and simply writing the word "type" without specifying is ambiguous. Being flavorfully set on Ixalan, which mechanically is a tribal environment, I guess this is supposed to be "creature type", but I can't be sure. That's the only problem I have with this card. Still getting 3rd place because the next three cards have even bigger problems (in my opinion of course).
Flintlock
Azoth's Draught BGU
Instant (U)
Until end of turn, target creature or planeswalker loses all abilities and becomes a green Ooze creature with base power and toughness 1/1, then destroy it.
Trespassing upon Azoth's atelier is its own punishment.
I have no problem with Azoth's character or the flavor of this card. I have one big problem with the mechanics, which is the last three words of rules text. "Then destroy it"? Right now? So in the end this is just a very complicated and roundabout way to say "Destroy target creature or planeswalker" (which by the way is a monoblack card), the only difference being that an indestructible creature dies to this (because it loses all abilities first) but not to the Downfall. Maybe you wanted to destroy the targeted permanent at end of turn? If so, this is not the right wording. If you want to turn the targeted permanent into an Ooze now and then destroy it at end of turn, this would need to be:
The "next" could be there or not depending if you want the delayed trigger to check only on the very next end step or on every end step, which is relevant if the permanent somehow manages to avoid being destroyed on the first occasion, probably by gaining indestructible or regenerating. This is not a quality mistake, it's a completely different card functionality. I'm sorry.
mirrodin71
Chandra’s Ingenuity RRR
Sorcery (U)
Each player discards their hand and draws that many cards unless they deal 1 damage for each card in their hand.
“If you want a hand ready to help, you’ll find it at the end of your arm.”
—Chandra Nalaar
Besides the non-originality of the card name (Jace's Ingenuity already exists and is good enough to be remembered), I have two problems with this card, one with mechanics and one with flavor text.
The first problem is with the underlined part. Damage effects need to be templated in a specific way, in particular there always needs to be a source and a recipient for the damage. As written, the source of the damage is the players themselves, which is not possible, and the recipient is missing altogether. I think it's supposed to be this:
In this case too it's not just a quality mistake, but there are functional issues.
The flavor problem is with the tone of the flavor text. I really feel like this is not something Chandra would say. It's the difference between Chandra and Jaya: the sarcastic one is Jaya, not Chandra. I can easily imagine Jaya saying this but not Chandra. I would have no problem with the flavor text if it were attributed to Jaya Ballard.
NightArcher
Atraxa's Domination 3GWUB
Legendary Sorcery (M)
Put a -1/-1 counter on target creature you don't control, then proliferate.
Put a +1/+1 counter on target creature you control, then proliferate.
Put a loyalty counter on target planeswalker, then proliferate.
Target player gets a poison counter, then proliferate.
Exile Atraxa's Domination.
I feel like this card is much more complicated than it needs to be. Proliferate multiplies all counters at once. I could see two different ways this card is supposed to be. One is giving out four -1/-1 counters, three +1/+1 counters, two loyalty counters and one poison counter, the other way is four counters of each kind. In both cases it would be almost equivalent and much clearer to just enumerate the number of each kind of counter. I understand though that you want to use proliferate because of the flavor tie to Atraxa. There is a simpler way in that case too:
The "up to" wording is to avoid the situation where you can't cast the card because you're missing one or more targets. As written, you need all four targets to just be able to cast the card in the first place.
Best case scenario, it's just a "wording not clear" problem. Worst case scenario, this card has a different functionality than the one it's supposed to have. Again, I feel like I'm just saying negative things about these cards and I don't like that. Here's a positive one: I do like the idea of the card, using one ability for each of Atraxa's colors and tying them all together with the proliferate rider. I just feel there are problems with the execution of the card.
lookashiny
Muldrotha's Grasp 2BGU
Legendary Sorcery (M)
Play up to one permanent card of each permanent type from your graveyard. (If a card has multiple permanent types, choose one as you play it.)
Ok, now things get easier. This works as intended, the flavor is good, and I like the mechanical tie to Muldrotha, the Gravetide. I also like the little (and 100% correct) detail of using "play" and not "cast", to allow you to play a land out of your graveyard if you have an available land play remaining in the turn. The main criticism I have is that the card needs even more reminder text: both the one about legendary sorceries and the one about land plays. I think the card needs to look like this to prevent potential confusion, especially for less experienced players:
Legendary Sorcery (M)
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Play up to one permanent card of each permanent type from your graveyard. (If a card has multiple permanent types, choose one as you play it. You can play a land this way only if you have an available land play remaining.)
It also would have been nice to see some flavor text, there is certainly room for it here.
Cardz5000
Salia’s Rebuttal 2U
Instant (C)
This spell costs 2 less to cast if it’s your turn.
Counter target spell unless its controller pays 3.
I think not.
Instant (C)
Leo thinks this card is really good and he likes it a lot, especially the Melvin detail of being better than Mana Leak on your turn, when you need it less, and worse on your opponent's turn, when you need it the most.
I think so.
Top 3
1st: Cardz5000
2nd: lookashiny
3rd: Subject16
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here)
CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016
DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for:
"Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index. Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Hemlock - These are two very simple effects put together, but in a way that obviously synergizes very well and fits the legend solidly.
Gateways7 - Marchesa's Coronation: Generally, I'd advise against using mechanics from weird narrow sets like this because people are often not very familiar with them. Doesn't seem like white is really necessary. Might have worked better to exile the creature instead.
bravelion83 - Larion's Research: Two straightfoward abilities that blue can do stapled together on a card. It's a bit hard to maximize, but when you fill your graveyard which cheap draw spells first it is a real beast.
Subject16 - Miralda's Blasphemy: A very solid single-target removal that'll quite often be a one-sided board sweeper. Price is probably right, although it'd feel safer at 5 mana for sure.
Flintlock - Azoth's Draught: The flavor makes sense, and makes it powerful removal for the price. Manages to capture a bit of body horror in card form, which is difficult.
Top 3:
1. Flintlock
2. Subject16
3. Hemlock
Top 3
1. Cardz5000
2. soramaro
3. lookashiny
3: netn10
2: Cardz5000
1: mirrodin71
Subject16 - Don't see why you couldn't word this "Choose a creature type, exile all creatures of that type" because then you wouldn't have issues if the target became illegal, which would completely negate the purpose of the card. Other than that, its a pretty interesting take on killing a specific tribe!
Flintlock - This feels like just destroying (or exiling, if you want to get around indestructible) would work fine. Although the Ooze bit is flavorful, it just feels overly complex for an easier effect.
mirrodin71 - You have some wording errors there, but this is a pretty interesting take on a punisher card, especially because both modes are good sometimes, kinda like how Kvorath's Fury was.
NightArcher -
what about time countersAlthough this is a cool idea, I feel like the huge amount of proliferating in addition to getting the counters could be easily abused, especially with poison counters.lookashiny - This is a pretty effective use of the Muldrotha mechanic, because you have to think a lot more about how you're playing it because you only get one shot at casting your permanents with a limited amount of mana. Nice card!
My ranking:
3. Subject16
2. mirrodin71
1. lookashiny
Koopa: I think this card should be an uncommon - Fertile Imagination sets precedent that this type of effect can be at uncommon. No flavor text - this could have some amazing flavor text. Though I guess at uncommon, you would need reminder text for what all the card types are?
Hemlock: In concept, man is this a blowout card for draft. Uncommon is absolutely right, but this is sure a big trick to have to play around. In practice, though, this should be a modal spell. You cannot cast this spell without both targets as worded, so if you have no creatures you cannot use it as a kill spell without pumping your opponent's guy. If there is only one creature, this won't kill it, and in a very unintuitive way at that due to the timing for SBA checks.
Gateways7: Wow. This hits on all cylinders. Design, development, and flavor are all spot on. I have nothing bad to say about this one. Feels like it could come straight out of Take The Crown.
bravelion83: I like seeing original characters made into cards - used to do it a lot myself. My only complaint about the card is any card that returns multiple cards from your graveyard to your hand typically exiles itself so you can't loop multiple copies.
Subject16: Very surprised she didn't get a card in the Ixalan storyline - she felt more plot centric than Elenda did. As for the card itself, Tsabo's Decree says this is probably correctly costed.
2nd and 3rd were a really tough decision to make - almost all of you deserve those top spots. Give yourselves a pat on the back.
1) gateways7
2) Jimmy Groove
3) subject16
Emille, Seven-Sting Dancer Shalin Nariya