(This month's banner is my own elaboration on the art of the card Resolute Watchdog by Milivoj Ceran, my favorite art from Ravnica Allegiance.)
February MCC Round 3
Hybrid Theory
Have I already used this title? Maybe, but it wouldn't be one of my MCCs without a Linkin Park reference... Anyway, have you wondered why hybrid mana was forbidden until now? It hadn't been forgotten, I knew we were getting one step closer to this round with each challenge, and I had a place in my head for it. I knew this was coming. Well, of course I did, I wrote the challenges by myself... in the end it was probably obvious. Beware the papercuts, and don't runaway! Please, don't be pushing me away because of my (admittedly) bad puns! Ok, I'll stop now.
Main Challenge - Choose one of the five guilds from Ravnica Allegiance (Azorius, Rakdos, Gruul, Orzhov, Simic) and design a hybrid card of that guild's colors.
Subchallenge 1 - Your card has no mana symbols in its rules text.
Subchallenge 2 - Your round 3 card is of a different guild than your cards from rounds 1 and 2 (see table/list below).
For the main challenge, the card must have hybrid mana in its mana cost. There can be any non-hybrid mana symbol in addition to the hybrid mana. No colorless hybrid (aka "twobrid").
For subchallenge 1, no mana symbols of any kind are allowed in the rules text, not just hybrid ones.
If you have more questions, feel free to ask in the discussion thread.
DEADLINES
Design deadline: Saturday, February 23rd 23:59 EST
Judging deadline:Tuesday, February 26th 23:59 EST A time extension has been asked, new judging deadline is: Wednesday, February 27th 23:59 EST
Design - (X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? (X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development - (X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity? (X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity - (X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”? (X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish - (X/3) Quality: Points deducted for incorrect spelling, grammar, and templating. (X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge? (X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
JUDGES
bravelion83
Subject16
Cantripmancer
PLAYERS
Only the players included in the following table can submit a card. For each player, the guilds erased are those that player has already designed a card for during this month. This is relevant for subchallenge 2, and will also be relevant in the final round.
Cardz5000 - can design for Azorius, Rakdos, Orzhov to pass subchallenge 2. Freyleyes - can design for Azorius, Gruul, Orzhov to pass subchallenge 2. IcariiFA - can design for Azorius, Rakdos, Gruul to pass subchallenge 2. picnic_bomber - can design for Azorius, Orzhov, Simic to pass subchallenge 2. Superbajt - can design for Azorius, Gruul, Orzhov to pass subchallenge 2. zdtsd - can design for Rakdos, Gruul, Simic to pass subchallenge 2.
This is the versus round, so players will be paired against one another and each pairing will be judged by two judges. In each pairing, the player with the highest combined score advances to the final round.
A helpful tip for those formatting their cards, I wrote it more than two years ago but it's still totally valid.
A reminder to everyone: In the MCC, putting rarity on cards is mandatory! If you don't put a rarity on your card, expect huge deductions in both Viability AND Quality.
Also, you should format your text cards accordingly to the forum rules (see the "this formatting looks best" spoiler in the linked OP). Again, expect deductions in Quality otherwise.
BRACKETS
Judge: bravelion83
Superbajt vs. zdtsd
Freyleyes vs. IcariiFA
Judge: Subject16
Freyleyes vs. IcariiFA
Cardz5000 vs. picnic_bomber
Judge: Cantripmancer
Cardz5000 vs. picnic_bomber
Superbajt vs. zdtsd
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.)
Sadistic Ringmaster1(B/R)
Creature - Skeleton Wizard (R)
First strike
Whenever you cast a spell, if it wasn't from your hand, Extravagant Ringmaster deals 1 damage to each opponent. "The best show brings the thrill of danger to the spectator!"
2/1
Frenzied Rager (R/G)(R/G)(R/G)
Creature-Human Shaman (Rare)
Riot
Each other creature you control with a +1/+1 counter on it has haste.
Sacrifice a land: Frenzied Rager gets +2/+0 until end of turn. "Some Gruul can't tell the difference between their lands and ours. They're the scary ones."-Jorek, Wojek Captain
3/2
Domri, Raze-Boar's Champion1(R/G)(R/G)
Legendary Planeswalker - Domri (M)
[+1]: Until end of turn, up to one target creature gets +3/+1.
[-2]: Target creature you control deals damage equal to its power to another target creature.
[-6]: You get an emblem with "Creatures you control have riot, riot and riot."
{3}
Denied Relief(W/B)(W/B)
Instant (U)
Non-Spirit creatures you control gain Afterlife 1 until end of turn. "It may seem cruel to most, but it's just business."
Thrill-Kill Chaser(B/R)(B/R)
Creature - Human Warrior (U)
Haste
Whenever Thrill-Kill Chaser attacks put a +1/+1 counter on it.
At the beginning of your end step, if Thrill-Kill Chaser didn’t attack this turn, remove all +1/+1 counters from it.
1/1
Isperia's Enforcer(W/U)(W/U)(W/U)(W/U)(W/U)
Creature - Human Knight {R}
Flash
Flying, vigilance
When Isperia’s Enforcer enters the battlefield, if only blue mana was used to cast it, counter target spell.
When Isperia’s Enforcer enters the battlefield, if only white mana was used to cast it, exile target creature. Some matters have to be settled outside the court of law.
3/3
Judge: bravelion83
Superbajt vs. zdtsd
Freyleyes vs. IcariiFA
Judge: Subject16
Freyleyes vs. IcariiFA
Cardz5000 vs. picnic_bomber
Judge: Cantripmancer
Cardz5000 vs. picnic_bomber
Superbajt vs. zdtsd
Judgments complete.
Superbajt vs. zdtsd
Domri, Raze-Boar's Champion1(R/G)(R/G)
Legendary Planeswalker - Domri (M)
[+1]: Until end of turn, up to one target creature gets +3/+1.
[-2]: Target creature you control deals damage equal to its power to another target creature.
[-6]: You get an emblem with "Creatures you control have riot, riot and riot."
{3} Design (2/3) Appeal - I don't see much for Johnny. This version of Domri passes the Spike test: he can protect himself (with the -2), but it requires you to have a creature to do so. Spike would like him more without this requirement. Timmy likes planeswalker and doesn't mind having to play with creatures, he would do so anyway. (2.5/3) Elegance - Planeswalkers are known for having long rules text, but you actually managed to not go too long. All abilities are relatively short and very easy to understand. The only remark is that some less experienced players might not understand what triple riot does at first, but it's not hard to learn. And anyway, reading "riot, riot, and riot" does feel very elegant.
Development (3/3) Viability - Hybrid cards have to make sense in each monocolor. The +1 feels more red than green, but green can absolutely do it too. The -2 and -6 are perfect examples of what a hybrid ability should look like. Planeswalkers are mythic by default, that's a known design rule. (Will it still be after WAR? I have my doubts...) (3/3) Balance - Judging planeswalkers is always difficult, but I like the numbers here. I think the costs are very realistic, both the mana cost and the loyalty costs. Planeswalkers are kind of auto-bombs in limited and I can see this is Standard too rather easily. No problems in casual or multiplayer.
Creativity (3/3) Uniqueness - A successful (in my opinion) attempt at a hybrid planeswaker, something we'll almost certainly see someday but we haven't seen yet. (Might WAR be it? After all we are on Ravnica, where hybrid mana exists, and you need a way to differentiate 36+ planeswalkers in the set...) (2.5/3) Flavor - The name is good but a bit too long, when I put it in the MSE M15 planeswalker frame together with the mana cost, the font of the name shrinks a little. Planeswalkers have no flavor text by default so no problem with that.
Polish (2/3) Quality - No need for brackets around the loyalty costs and starting loyalty (-0.5). Magic uses the Oxford comma in its ability, so the emblem should say "riot, riot, and riot" (-0.5). (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
Total: 22/25
Frenzied Rager (R/G)(R/G)(R/G)
Creature-Human Shaman (Rare)
Riot
Each other creature you control with a +1/+1 counter on it has haste.
Sacrifice a land: Frenzied Rager gets +2/+0 until end of turn. "Some Gruul can't tell the difference between their lands and ours. They're the scary ones."-Jorek, Wojek Captain
3/2 Design (2.5/3) Appeal - Timmy approves but he doesn't like to sacrifice his lands. Maybe Johnny could use the second ability in some way. Spike doesn't mind sacrificing things if she can get some advantage out of it and this creature looks efficient enough to interest her potentially. (1.5/3) Elegance - Something feels wrong when you pair the first two abilities. Giving haste to all creatures with +1/+1 counters means you will always choose the counter for riot. So why not just write out "Creatures you control enter the battlefield with an additional +1/+1 counter" instead of riot? You could probably just fuse those abilities into a single one: "Creatures you control enter the battlefield with an additional +1/+1 counter and have haste." As is, the abilities are easy to understand, but their interaction might leave you perplex. It certainly left me perplex, and I'm an experienced player who's been playing for 14 years by now. The last ability feeling more red than green also doesn't help here.
Development (2.5/3) Viability - Hybrid cards have to make sense in each monocolor. Riot does. Now that haste has been promoted at secondary in green, the second ability does too. The last ability really feels more red than green. I have some trouble seeing it on a monogreen card. Rarity looks right to me. (2.5/3) Balance - I have only one doubt here: does the activated ability need a mana cost? If you use an engine involving something like Life from the Loam you can make this arbitrarily large with relative ease. Adding a mana cost to the ability might help avoiding infinite loops. Playable in limited and maybe Standard too, especially if such loops are possible in the format. No problems in casual or multiplayer.
Creativity (1/3) Uniqueness - Nothing new here. Maybe the interaction between the first two abilities, but I have my doubts on that as I've already mentioned. (2.5/3) Flavor - The name is fine but a bit too similar to Frenzied Arynx, a real Gruul card from the most recent set. I like the flavor text very much, and it is also tied to the mechanics (last ability).
Polish (0.5/3) Quality - This will be long, I apologize in advance. I'll use breaks and bullet points for ease of reading. Let's start.
• The name should be bolded, and this is a very well known fact (so -1) and also explicitly stated in the rules linked in my own reminder quote in the OP.
• There should be spaces right before and after the dash in the type line (-0.5).
• Riot is a non-evergreen mechanic on a non-mythic card, so it needs reminder text (-0.5).
• In the flavor text, the attribution should be on a separate line (-0.5). (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
Total: 17/25
Freyleyes vs. IcariiFA
Isperia's Enforcer(W/U)(W/U)(W/U)(W/U)(W/U)
Creature - Human Knight {R}
Flash
Flying, vigilance
When Isperia’s Enforcer enters the battlefield, if only blue mana was used to cast it, counter target spell.
When Isperia’s Enforcer enters the battlefield, if only white mana was used to cast it, exile target creature. Some matters have to be settled outside the court of law.
3/3 Design (2/3) Appeal - Timmy likes the quantity of abilities, but most are things he's not very into. I don't see much for Johnny. Spike is just in love with this card. (2.5/3) Elegance - Long text but easy enough to understand. The symmetry between the two intervening if clauses is very nice.
Development (1.5/3) Viability - Hybrid cards have to make sense in each monocolor, but the intervening if clauses in the triggered abilities are a clever way to get around that. Flying is no problem. Vigilance is only blue in Planar Chaos's alternate color pie (Serra Sphinx), and we know that's not supposed to count as precedent. Today vigilance is white and green and not blue. Flash is also only tertiary in white, only allowed when it's need for the card to work functionally. That's true for the blue half of the card (it's needed for the blue counterspell triggered ability to work and it's also primary in blue), but the white half could work without it with no problems. At the very least this card would need to lose vigilance for it to be printed as a white/blue hybrid. Rarity feels right to me. (3/3) Balance - The first comparison that comes to my mind is Plumeveil, which was definitely playable in limited and even saw some Standard play back at its day (I was already there, so I know). This is two mana more, gets vigilance instead of defender (a strict upgrade), gets two very conditional and hard to turn on (paying specifically WWWWW or UUUUU is very hard) additional abilities but loses a point of power and toughness. The end result is probably fair and playable for certain in limited and maybe constructed too. The second comparison is the Godhead of Awe but just for the mana cost. The mechanics are completely different so it's not really relevant. No problems in casual or multiplayer.
Creativity (1.5/3) Uniqueness - This use of hybrid mana heavily reminds me of the Firespout cycle in Shadowmoor and Eventide, but it's also true that we haven't never seen similar technology applied to a permanent and specifically to a creature sinceoriginalRavnicablock, whenIstartedplaying14yearsago. They exist, but they're all cards from a long time ago. Probably most players right now don't even remember them. (3/3) Flavor - Name, flavor text and card concept are all good. Not much more to say about this.
Polish (2/3) Quality - Both intervening if clauses should say "...mana was spent to cast it" (examples: Repel Intruders, Lavinia's last ability, -0.5 twice makes -1). (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
Total: 19.5/25
Sadistic Ringmaster1(B/R)
Creature - Skeleton Wizard (R)
First strike
Whenever you cast a spell, if it wasn't from your hand, Extravagant Ringmaster deals 1 damage to each opponent. "The best show brings the thrill of danger to the spectator!"
2/1 Design (2.5/3) Appeal - I don't see Timmy caring too much about this card. Johnny just loves the triggered ability. Spile also likes this, but not as much as Johnny. (3/3) Elegance - Not too long and very easy to understand.
Development (1.5/3) Viability - Hybrid cards have to make sense in each monocolor. This card feels much more red than black to me. First strike is only tertiary in black and usually used only on Knights for historic reasons (Black Knight). The triggered ability could probably exist in black and there are some precedents, but it still feels more red. As for rarity, this is certainly safe at rare, maybe a bit too safe. I wonder if it could be uncommon. After all, first strike is not a problem at uncommon and the triggered ability won't trigger often in a Rakdos deck, as none of the three Rakdos guild mechanics (hellbent, unleash, spectacle) lets you cast spells from other zones than your hand. That ability will only work with specific cards (like Theater of Horrors or most red impulsive draw spells where you actually cast the cards from exile) or with flashback or other similar mechanics in older formats. (2.5/3) Balance - An easier to cast Goblin Piker with quite a lot of upside. First strike is very good, as it will not trade with X/2's that might kill it otherwise, and the triggered ability is also upside. My only doubt is how often you will get that last ability to trigger in a guild Rakdos deck, as I just mentioned in Viability. If this card were supposed to come from some set with mechanics that let you cast cards from your graveyard or exile, like both Innistrad blocks (flashback in the original one and madness in Shadows over Innistrad, you cast madness cards from exile), Amonkhet (aftermath), or even Guilds of Ravnica. I think this would actually feel better as a mono-red Izzet card in GRN interacting with jump-start. Anyway, certainly playable in limited as is, not sure about Standard but I wouldn't be surprised to see it make a splash there too. No problems in casual. Cards that hit "each opponent" are inherently interesting in multiplayer.
Creativity (1/3) Uniqueness - Nothing new here. About the intervening if clause, if you go to Gatherer and look for the right wording ("if you didn't cast it from your hand") you only get two results and both old cards (see Quality), but if you look for the positive form ("if you cast it from your hand") you get many more results, including recent ones, so the idea of checking whether you cast the card from your hand is not very original. (2/3) Flavor - The name would be good but it's not consistent within the card (also see Quality). The flavor text feels very Rakdos and fits the card concept well.
Polish (2/3) Quality - How is this Ringmaster, Sadistic or Extravagant? Probably just a leftover from a name change (-0.5). The intervening if clause should say "if you didn't cast it from your hand" (examples: Epochrasite, Phage's first ability, -0.5). (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
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.)
Thrill-Kill Chaser(B/R)(B/R)
Creature - Human Warrior (U)
Haste
Whenever Thrill-Kill Chaser attacks put a +1/+1 counter on it.
At the beginning of your end step, if Thrill-Kill Chaser didn’t attack this turn, remove all +1/+1 counters from it.
1/1 Design - (1.75/3) Appeal: Spike sees the potential, and Johnny sees something interesting to play around with. The last clause + feelbads when topdecking this late game turns Timmy off. (2.75/3) Elegance: Pretty grokkable, mild complexity.
Development - (2.5/3) Viability: I'm not entirely sure I agree with mono-black getting this card, but Ordeal of Erebos seems to think the basic idea is acceptable (although as part of a cycle, it's still tenuous). Jumbo Imp, to some extent, seems to hold that up, although I don't usually look to Un-sets as the standard. The red side is fine. Uncommon is the best place for it, and no rules issues. (3/3) Balance: No balance concerns. Feels pretty solid.
Creativity - (2.5/3) Uniqueness:Armory of Iroas with relevant red/black drawback. Interesting combination of effects that, as far as I can tell, hasn't been done. (2/3) Flavor: Name is actually pretty evocative, although it sounds more like it should get +1/+1 counters from kills, not just attacking. Not a lot of room for flavor text, but a nice one-line zinger might have helped tie those elements together better.
Polish - (2.75/3) Quality: Should have a comma after "attacks". (2/2) *Main Challenge: Good. (2/2) Subchallenges: Good.
Total: 21.25/25
*An entry with 0 points here is subject to disqualification.
Denied Relief(W/B)(W/B)
Instant (U)
Non-Spirit creatures you control gain Afterlife 1 until end of turn. "It may seem cruel to most, but it's just business."
So...I started reviewing this and it felt awfully familiar...which is when I realized I had already judged (essentially) this card, just a few weeks ago. So...sorry that some of the below is cut and paste. With two designers this month making this card, it obviously needs to see print!
Design - (2.5/3) Appeal: Mild to strong appeal across the board, with both Spike and Johnny taking some extra notice. (2.75/3) Elegance: Nice solid package, a little surprised nothing like this exists already. Slight point dock because it's going to still create rules questions, but not terribly complex ones.
Development - (3/3) Viability: Colors and rules are fine, as far as I can tell. This feels like the kind of effect that belongs at uncommon. Possible memory concerns if this is played at the start of a long turn/with a board laden with creatures, but it's pretty minimal. Also slight possibility of shenanigans with non-spirit token creatures. I think it's more likely this would be printed with the stricter "nontoken creatures you control" clause to prevent things like Bridge From Below+Altar of Dementia/Goblin Bombardment+your card, but maybe WotC would Never mind. Requiem Angel is a thing; this is fine. (2.75/3) Balance: Closest comparisons I can find are Knight of the Last Breath and Field of Souls. For a one-shot global effect, this is probably pretty close to costed correctly. I don't think it's going to warp any particular format, although I could see it fueling a sacrifice-based deck with some potential danger.
Creativity - (2.5/3) Uniqueness: Not SUUUUUUPER unique, but, as I'm surprised something like it hasn't been printed, high marks. Slight point dock for not realizing one of your competitors posted a very similar card earlier this month. (2.5/3) Flavor: I like the name and flavor text combination, and they work well with the card concept. I think the flavor text would connect better if you dropped "to most".
Polish - (3/3) Quality: Should probably have the reminder text, but I'm not going to dock for that. (2/2) *Main Challenge: Good. (2/2) Subchallenges: Good.
Total: 23/25
*An entry with 0 points here is subject to disqualification.
Domri, Raze-Boar's Champion1(R/G)(R/G)
Legendary Planeswalker - Domri (M)
[+1]: Until end of turn, up to one target creature gets +3/+1.
[-2]: Target creature you control deals damage equal to its power to another target creature.
[-6]: You get an emblem with "Creatures you control have riot, riot and riot."
{3} Design - (3/3) Appeal: Very few planeswalkers miss on appeal, and this is not that exception. Timmy and Johnny love the last two clauses, and Spike is sold at the body + the first ability. (2.5/3) Elegance: Mostly fine, but that triple riot is going to make people think. The good news is that making it obviously repetitive, you solve the initial, "wait, is this a mistake" question so that players can move on to doing battle calculations.
Development - (3/3) Viability: Everything here fits in Gruul's wheelhouse, and there aren't any rules issues. (2.75/3) Balance: Pretty sure these effects are balanced, especially compared to the base Domri Rade. Comparing across on each level, the first ability is weaker than the potential card draw, but the second ability is slightly better than Domri's "fight" ability. The third is a bit less complex than Domri's "your creatures are awesome in so many ways", but it's still "your creatures are awesome for other reasons that are still pretty cool".
Creativity - (2/3) Uniqueness: As identified in Balance, it's pretty similar to Domri Rade. That said, a lot of planeswalker riffs seem to shift only slightly, so...maybe ok? You did some interesting things here, so you get some points. (2.75/3) Flavor: Name goes a long way with this. Flavor fits the abilities, and feels like it could be a riff on Domri.
Polish - (3/3) Quality: I *think* that if a planeswalker grants +/+ bonuses to a creature and no other abilities, the "until end of turn" comes at the end of the phrase, as per Jiang Yanggu and Nissa, Genesis Mage. That clause appearing at the start seems to only occur when a planeswalker gives the +/+ AND other abilities (Ajani Steadfast, Arlinn Kord, others). But then Elspeth, Knight-Errant gives +3/+3 and flying and the clause appears at the end...eh, I'll give you a pass on this one. (2/2) *Main Challenge: Good. (2/2) Subchallenges: Good.
Total: 23/25
*An entry with 0 points here is subject to disqualification.
Frenzied Rager (R/G)(R/G)(R/G)
Creature-Human Shaman (Rare)
Riot
Each other creature you control with a +1/+1 counter on it has haste.
Sacrifice a land: Frenzied Rager gets +2/+0 until end of turn. "Some Gruul can't tell the difference between their lands and ours. They're the scary ones."-Jorek, Wojek Captain
3/2 Design - (3/3) Appeal: Spike is all over this, Timmy sees a 3-mana 9/2 with haste, and Johnny has lots of creatures with +1/+1 counters that could use a bit of haste. This hits across the board. (2.75/3) Elegance: There's quite a bit going on, but nothing that's super complex. Players will have to pause for a moment to confirm that they still get either a hasty critter or a pumped one (for the Rager itself), but otherwise, good.
Development - (3/3) Viability: No color, rules, or rarity issues. This feels like a solid rare. (2/3) Balance:Landsacrificeto get +2/+0 ueot has some history, but it hasn't appeared recently. Note that those all have costs and/or limits imposed on the land sacrifice ability. Although someTogs are all about the free land sac for a similar pump. I am...a little leery about an unlimited free land sac pump. I fear that this could very easily be a T4/T5 game ender to the head. Maybe not consistently enough to be the only deck that gets played, but often enough that I could see it brutalizing the environment it was unleashed upon. And that's not even taking into account the mass-haste granting.
Creativity - (2.5/3) Uniqueness:Akki Avalanchers + Exava, Rakdos Blood Witch with riot takes some interesting abilities and combines them in a synergistic way. Pretty creative. (1.25/3) Flavor: This is a little subjective, I think, but Frenzied Rager sounds like a foot soldier rather than a battle-hardened general (not sure if that's because of Frenzied Goblin associations). I also don't quite get how the flavor text is supposed to relate; it's not like the Rager can destroy your opponent's lands. Nor would I expect Gruul to care about land boundaries (or concepts like "yours vs ours"), or a Wojek captain to be surprised that they don't care.
Isperia's Enforcer(W/U)(W/U)(W/U)(W/U)(W/U)
Creature - Human Knight {R}
Flash
Flying, vigilance
When Isperia’s Enforcer enters the battlefield, if only blue mana was used to cast it, counter target spell.
When Isperia’s Enforcer enters the battlefield, if only white mana was used to cast it, exile target creature. Some matters have to be settled outside the court of law.
3/3
Design - (2.5/3) Appeal: Timmy sees a flashy creature but the effect isn't big enough, but still respects that you can run it in monocolor. Johhny likes the flexibility but not when it's too restricted. Spike sees a strong tempo card if pulled off right. (2/3) Elegance: The wording is great, but I feel that the color wheel procession should mean that the “white mana only” line should have been above the “blue mana only” line.
Development - (2/3) Viability: Hybrids are tough to design because they need to feel like a monocolor card of each of its colors. This one reinforces this by encouraging you to use only one type of mana to get a specific reward. A weaker Serra Angel with flash and a huge tempo potential makes this very playable but also only in the right types of deck. Vigilance is a pie break in a card that can be monoblue however, as most monoblue cards that have it are either granted from abilities like Senate Courier or Ocular Halo or are intentional pie breaks like Serra Sphinx or Auramancer's Guise, both from a set about breaking the color pie down. The card has simple rules text but a complicated execution that I couldn't see anywhere but at rare. (3/3) Balance: It's flashy and elegant, with playable but not too busted stats and abilities and a huge payoff depending on how you build the deck to accommodate said payoff.
Creativity - (3/3) Uniqueness: We've seen cards like Firespout and Bring to Light that care about which colors of mana you use to cast a spell, but we've never had a card that cares specifically if you only spent mana of that type, and the payoffs are great. (1.5/3) Flavor: An flavour issue I have is that not only is Isperia now dead, thus having enforcers still under her authority seems strange, but in the current story she was pushing towards guild cooperation and peace rather than conflict which this card's flavor seems to be hinting towards. However I very much like the flavor text as it hints at the growing tension on Ravnica and the Azorius being proactive in arresting and suppressing citizens.
Polish - (2/3) Quality: Mana isn't used, it's spent. See Consume Spirit or Emblazoned Golem. (2/2) *Main Challenge: It's a hybrid. (2/2) Subchallenges: It's a new guild, and there are no mana symbols in the rules text.
Sadistic Ringmaster1(B/R)
Creature - Skeleton Wizard (R)
First strike
Whenever you cast a spell, if it wasn't from your hand, Extravagant Ringmaster deals 1 damage to each opponent. "The best show brings the thrill of danger to the spectator!"
2/1
Design - (2/3) Appeal: It's not big enough for Timmy. Johnny's sense tingle at “wasn't from your hand”, and Spike sees a good offensive creature that has a potential upside if the deck allows it. (3/3) Elegance: Cleanly written, and easy to understand.
Development - (1.5/3) Viability: This card feels much more red than it does black. In fact, the only reason this makes sense as a black card is its creature typing as a Skeleton and that's hardly mechanically important. First strike isn't especially common in black and whilst the triggered ability works great with red's impulse/exile draw effects as well as Jump-Start from Izzet, black doesn't really have that aside from casting cards from the graveyard, the only two of those in standard being Oathsworn Vampire and Liliana, Untouched by Death (which is a shame as this card as a Zombie would have been very fun to experiment with). The card isn't super complicated and the ability doesn't enable broken things in limited considering it isn't enabled by spectacle, I feel like this wouldn't be overpowered as an uncommon rather than a rare. (2/3) Balance: 2/1 First Strike for two mana is a pushed creature especially with hybrid colors (if Knight of Malice isn't too strong this shouldn't be). It's not broken and the low toughness makes it easy to answer.
Creativity - (2/3) Uniqueness: Caring about casting from all zones but one is relatively new but not especially innovative, although it does encourage flexibility as you could play this in Flashback decks or Cascade decks and still get the payoff. (2/3) Flavor: The name doesn't fit with the card very well as there's nothing especially sadistic about the card's abilities. The flavor text is okay, but it feels very “generic Rakdos flavor text” to me, which on one hand is good because you want the card to feel Rakdos but you already met that with your design anyway.
Polish - (2.5/3) Quality: The condition for your ability should read “if you didn't cast it from your hand” like it does on Phage the Untouchable. (2/2) *Main Challenge: We got a hybrid card. (2/2) Subchallenges: No mana abilities, and a new guild.
Thrill-Kill Chaser(B/R)(B/R)
Creature - Human Warrior (U)
Haste
Whenever Thrill-Kill Chaser attacks put a +1/+1 counter on it.
At the beginning of your end step, if Thrill-Kill Chaser didn’t attack this turn, remove all +1/+1 counters from it.
1/1
Design - (2/3) Appeal: Timmy loves when creatures get bigger and bigger. Johnny isn't super excited about aggressive incentives for no real payoff. Spike sees a great source of early game pressure for aggro decks. (3/3) Elegance: Simple and straightforward.
Development - (2/3) Viability: Hybrid cards need to feel like they're monored and monoblack. This doesn't feel monoblack in my books, with haste being secondary in black it's not impossible to see this but the notion of a purely black hyperaggressive card strikes to me as a bit off, but such is the nature of hybrid. The card itself is strong but not gamebreaking or complicated, a perfect fit for uncommon. (3/3) Balance: It's puts a lot of aggressive pressure and needs to be answered, but its fragility on the board, lack of trample or evasion and potential loss of counters if not attacking are enough drawbacks to make this appropriately balanced.
Creativity - (1.5/3) Uniqueness: There are many cards that grant +1/+1 counters on attack, such as Ordeal of Thassa, Predator Ooze and any creature with Dethrone so this isn't anything especially new. There have been a few cards that give you a drawback if it doesn't attack, specifically Erg Raiders and Mad Dog and helps contribute to some design points, and it does it in a relatively new way. (2.5/3) Flavor: The name calls back to Thrill-Kill Assassin as a black creature that does stuff with +1/+1 counters, but the lack of flavor text to establish a better connection gives me nothing else to go on. “Chaser” helps establish the feeling of constantly attacking and getting excited about it.
Polish - (2.5/3) Quality: There should be a comma after attacks on your first triggered ability. (2/2) *Main Challenge: It's a hybrid. (2/2) Subchallenges: No mana symbols, new guild.
Denied Relief(W/B)(W/B)
Instant (U)
Non-Spirit creatures you control gain Afterlife 1 until end of turn. "It may seem cruel to most, but it's just business."
Design - (1.5/3) Appeal: Timmy doesn't want this card, Johnny loves payoffs for using up resources, and Spike sees a small amount of combo potential but otherwise a do-nothing card. (2/3) Elegance: Reminder text would definitely be present on this card, and it can cause memory issues.
Development - (3/3) Viability: Afterlife being the Orzhov keyword slots this solidly in these colors, and getting payoffs for your creatures dying is both black and white in flavor. This card is essentially a one turn Requiem Angel which means you'd need to work your turn around this card to get the maximum amount of value out of it. A two mana instant uncommon fits for me because it's so situational. (3/3) Balance: Now this card does well to prevent itself from going mental by stopping Spirits from making spirits themselves. The card is powerful when played right and requires a specific type of deck to function. It's strong, but restrictive and not a shoe-in to all decks.
Creativity - (2/3) Uniqueness: Like Cantripmancer said above, this card bears an extreme resemblance to RaikouRider's round 1 submission. Nevertheless I'm giving the benefit of the doubt as it's a very viable effect that could definitely find its way to print one day. From my research there's only been one card that gives a one-turn triggered ability on creatures dying and that is Death Frenzy. That card is very different to this card, but it's still essentially Requiem Angel's rules text. (2/3) Flavor: Denied Relief is an acceptable name but I feel a present tense would have been more fitting with the card and flavor. Quotation marks without the quotee has been done before but usually on creatures (whose sentence is then attributed to the creature itself). It's a good name to showcase keeping the souls of the Orzhov debtors in your service.
Polish - (2.5/3) Quality: If Seraph of the Scales has the reminder text for Afterlife in its text box then this should too. (2/2) *Main Challenge: It's a hybrid card. (2/2) Subchallenges: No mana symbols and a new guild.
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.)
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(This month's banner is my own elaboration on the art of the card Resolute Watchdog by Milivoj Ceran, my favorite art from Ravnica Allegiance.)
February MCC Round 3
Hybrid Theory
Have I already used this title? Maybe, but it wouldn't be one of my MCCs without a Linkin Park reference... Anyway, have you wondered why hybrid mana was forbidden until now? It hadn't been forgotten, I knew we were getting one step closer to this round with each challenge, and I had a place in my head for it. I knew this was coming. Well, of course I did, I wrote the challenges by myself... in the end it was probably obvious. Beware the papercuts, and don't runaway! Please, don't be pushing me away because of my (admittedly) bad puns! Ok, I'll stop now.
Main Challenge - Choose one of the five guilds from Ravnica Allegiance (Azorius, Rakdos, Gruul, Orzhov, Simic) and design a hybrid card of that guild's colors.
Subchallenge 1 - Your card has no mana symbols in its rules text.
Subchallenge 2 - Your round 3 card is of a different guild than your cards from rounds 1 and 2 (see table/list below).
For the main challenge, the card must have hybrid mana in its mana cost. There can be any non-hybrid mana symbol in addition to the hybrid mana. No colorless hybrid (aka "twobrid").
For subchallenge 1, no mana symbols of any kind are allowed in the rules text, not just hybrid ones.
If you have more questions, feel free to ask in the discussion thread.
DEADLINES
Design deadline: Saturday, February 23rd 23:59 EST
Judging deadline:
Tuesday, February 26th 23:59 ESTA time extension has been asked, new judging deadline is: Wednesday, February 27th 23:59 EST(X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card?
(X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development -
(X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
(X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity -
(X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”?
(X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish -
(X/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
(X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
(X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
JUDGES
bravelion83
Subject16
Cantripmancer
PLAYERS
Only the players included in the following table can submit a card. For each player, the guilds erased are those that player has already designed a card for during this month. This is relevant for subchallenge 2, and will also be relevant in the final round.
Cardz5000 - can design for Azorius, Rakdos, Orzhov to pass subchallenge 2.
Freyleyes - can design for Azorius, Gruul, Orzhov to pass subchallenge 2.
IcariiFA - can design for Azorius, Rakdos, Gruul to pass subchallenge 2.
picnic_bomber - can design for Azorius, Orzhov, Simic to pass subchallenge 2.
Superbajt - can design for Azorius, Gruul, Orzhov to pass subchallenge 2.
zdtsd - can design for Rakdos, Gruul, Simic to pass subchallenge 2.
This is the versus round, so players will be paired against one another and each pairing will be judged by two judges. In each pairing, the player with the highest combined score advances to the final round.
A helpful tip for those formatting their cards, I wrote it more than two years ago but it's still totally valid.
BRACKETS
Judge: bravelion83
Superbajt vs. zdtsd
Freyleyes vs. IcariiFA
Judge: Subject16
Freyleyes vs. IcariiFA
Cardz5000 vs. picnic_bomber
Judge: Cantripmancer
Cardz5000 vs. picnic_bomber
Superbajt vs. zdtsd
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.)
Creature - Skeleton Wizard (R)
First strike
Whenever you cast a spell, if it wasn't from your hand, Extravagant Ringmaster deals 1 damage to each opponent.
"The best show brings the thrill of danger to the spectator!"
2/1
Creature-Human Shaman (Rare)
Riot
Each other creature you control with a +1/+1 counter on it has haste.
Sacrifice a land: Frenzied Rager gets +2/+0 until end of turn.
"Some Gruul can't tell the difference between their lands and ours. They're the scary ones."-Jorek, Wojek Captain
3/2
Deal with it.
Legendary Planeswalker - Domri (M)
[+1]: Until end of turn, up to one target creature gets +3/+1.
[-2]: Target creature you control deals damage equal to its power to another target creature.
[-6]: You get an emblem with "Creatures you control have riot, riot and riot."
{3}
Instant (U)
Non-Spirit creatures you control gain Afterlife 1 until end of turn.
"It may seem cruel to most, but it's just business."
Creature - Human Warrior (U)
Haste
Whenever Thrill-Kill Chaser attacks put a +1/+1 counter on it.
At the beginning of your end step, if Thrill-Kill Chaser didn’t attack this turn, remove all +1/+1 counters from it.
1/1
Creature - Human Knight {R}
Flash
Flying, vigilance
When Isperia’s Enforcer enters the battlefield, if only blue mana was used to cast it, counter target spell.
When Isperia’s Enforcer enters the battlefield, if only white mana was used to cast it, exile target creature.
Some matters have to be settled outside the court of law.
3/3
BRACKETS
Judge: bravelion83
Superbajt vs. zdtsd
Freyleyes vs. IcariiFA
Judge: Subject16
Freyleyes vs. IcariiFA
Cardz5000 vs. picnic_bomber
Judge: Cantripmancer
Cardz5000 vs. picnic_bomber
Superbajt vs. zdtsd
Judgments complete.
Superbajt vs. zdtsd
Legendary Planeswalker - Domri (M)
[+1]: Until end of turn, up to one target creature gets +3/+1.
[-2]: Target creature you control deals damage equal to its power to another target creature.
[-6]: You get an emblem with "Creatures you control have riot, riot and riot."
{3}
Design
(2/3) Appeal - I don't see much for Johnny. This version of Domri passes the Spike test: he can protect himself (with the -2), but it requires you to have a creature to do so. Spike would like him more without this requirement. Timmy likes planeswalker and doesn't mind having to play with creatures, he would do so anyway.
(2.5/3) Elegance - Planeswalkers are known for having long rules text, but you actually managed to not go too long. All abilities are relatively short and very easy to understand. The only remark is that some less experienced players might not understand what triple riot does at first, but it's not hard to learn. And anyway, reading "riot, riot, and riot" does feel very elegant.
Development
(3/3) Viability - Hybrid cards have to make sense in each monocolor. The +1 feels more red than green, but green can absolutely do it too. The -2 and -6 are perfect examples of what a hybrid ability should look like. Planeswalkers are mythic by default, that's a known design rule. (Will it still be after WAR? I have my doubts...)
(3/3) Balance - Judging planeswalkers is always difficult, but I like the numbers here. I think the costs are very realistic, both the mana cost and the loyalty costs. Planeswalkers are kind of auto-bombs in limited and I can see this is Standard too rather easily. No problems in casual or multiplayer.
Creativity
(3/3) Uniqueness - A successful (in my opinion) attempt at a hybrid planeswaker, something we'll almost certainly see someday but we haven't seen yet. (Might WAR be it? After all we are on Ravnica, where hybrid mana exists, and you need a way to differentiate 36+ planeswalkers in the set...)
(2.5/3) Flavor - The name is good but a bit too long, when I put it in the MSE M15 planeswalker frame together with the mana cost, the font of the name shrinks a little. Planeswalkers have no flavor text by default so no problem with that.
Polish
(2/3) Quality - No need for brackets around the loyalty costs and starting loyalty (-0.5). Magic uses the Oxford comma in its ability, so the emblem should say "riot, riot, and riot" (-0.5).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 22/25
Creature-Human Shaman (Rare)
Riot
Each other creature you control with a +1/+1 counter on it has haste.
Sacrifice a land: Frenzied Rager gets +2/+0 until end of turn.
"Some Gruul can't tell the difference between their lands and ours. They're the scary ones."-Jorek, Wojek Captain
3/2
Design
(2.5/3) Appeal - Timmy approves but he doesn't like to sacrifice his lands. Maybe Johnny could use the second ability in some way. Spike doesn't mind sacrificing things if she can get some advantage out of it and this creature looks efficient enough to interest her potentially.
(1.5/3) Elegance - Something feels wrong when you pair the first two abilities. Giving haste to all creatures with +1/+1 counters means you will always choose the counter for riot. So why not just write out "Creatures you control enter the battlefield with an additional +1/+1 counter" instead of riot? You could probably just fuse those abilities into a single one: "Creatures you control enter the battlefield with an additional +1/+1 counter and have haste." As is, the abilities are easy to understand, but their interaction might leave you perplex. It certainly left me perplex, and I'm an experienced player who's been playing for 14 years by now. The last ability feeling more red than green also doesn't help here.
Development
(2.5/3) Viability - Hybrid cards have to make sense in each monocolor. Riot does. Now that haste has been promoted at secondary in green, the second ability does too. The last ability really feels more red than green. I have some trouble seeing it on a monogreen card. Rarity looks right to me.
(2.5/3) Balance - I have only one doubt here: does the activated ability need a mana cost? If you use an engine involving something like Life from the Loam you can make this arbitrarily large with relative ease. Adding a mana cost to the ability might help avoiding infinite loops. Playable in limited and maybe Standard too, especially if such loops are possible in the format. No problems in casual or multiplayer.
Creativity
(1/3) Uniqueness - Nothing new here. Maybe the interaction between the first two abilities, but I have my doubts on that as I've already mentioned.
(2.5/3) Flavor - The name is fine but a bit too similar to Frenzied Arynx, a real Gruul card from the most recent set. I like the flavor text very much, and it is also tied to the mechanics (last ability).
Polish
(0.5/3) Quality - This will be long, I apologize in advance. I'll use breaks and bullet points for ease of reading. Let's start.
• The name should be bolded, and this is a very well known fact (so -1) and also explicitly stated in the rules linked in my own reminder quote in the OP.
• There should be spaces right before and after the dash in the type line (-0.5).
• Riot is a non-evergreen mechanic on a non-mythic card, so it needs reminder text (-0.5).
• In the flavor text, the attribution should be on a separate line (-0.5).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 17/25
Creature - Human Knight {R}
Flash
Flying, vigilance
When Isperia’s Enforcer enters the battlefield, if only blue mana was used to cast it, counter target spell.
When Isperia’s Enforcer enters the battlefield, if only white mana was used to cast it, exile target creature.
Some matters have to be settled outside the court of law.
3/3
Design
(2/3) Appeal - Timmy likes the quantity of abilities, but most are things he's not very into. I don't see much for Johnny. Spike is just in love with this card.
(2.5/3) Elegance - Long text but easy enough to understand. The symmetry between the two intervening if clauses is very nice.
Development
(1.5/3) Viability - Hybrid cards have to make sense in each monocolor, but the intervening if clauses in the triggered abilities are a clever way to get around that. Flying is no problem. Vigilance is only blue in Planar Chaos's alternate color pie (Serra Sphinx), and we know that's not supposed to count as precedent. Today vigilance is white and green and not blue. Flash is also only tertiary in white, only allowed when it's need for the card to work functionally. That's true for the blue half of the card (it's needed for the blue counterspell triggered ability to work and it's also primary in blue), but the white half could work without it with no problems. At the very least this card would need to lose vigilance for it to be printed as a white/blue hybrid. Rarity feels right to me.
(3/3) Balance - The first comparison that comes to my mind is Plumeveil, which was definitely playable in limited and even saw some Standard play back at its day (I was already there, so I know). This is two mana more, gets vigilance instead of defender (a strict upgrade), gets two very conditional and hard to turn on (paying specifically WWWWW or UUUUU is very hard) additional abilities but loses a point of power and toughness. The end result is probably fair and playable for certain in limited and maybe constructed too. The second comparison is the Godhead of Awe but just for the mana cost. The mechanics are completely different so it's not really relevant. No problems in casual or multiplayer.
Creativity
(1.5/3) Uniqueness - This use of hybrid mana heavily reminds me of the Firespout cycle in Shadowmoor and Eventide, but it's also true that we haven't never seen similar technology applied to a permanent and specifically to a creature since original Ravnica block, when I started playing 14 years ago. They exist, but they're all cards from a long time ago. Probably most players right now don't even remember them.
(3/3) Flavor - Name, flavor text and card concept are all good. Not much more to say about this.
Polish
(2/3) Quality - Both intervening if clauses should say "...mana was spent to cast it" (examples: Repel Intruders, Lavinia's last ability, -0.5 twice makes -1).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 19.5/25
Creature - Skeleton Wizard (R)
First strike
Whenever you cast a spell, if it wasn't from your hand, Extravagant Ringmaster deals 1 damage to each opponent.
"The best show brings the thrill of danger to the spectator!"
2/1
Design
(2.5/3) Appeal - I don't see Timmy caring too much about this card. Johnny just loves the triggered ability. Spile also likes this, but not as much as Johnny.
(3/3) Elegance - Not too long and very easy to understand.
Development
(1.5/3) Viability - Hybrid cards have to make sense in each monocolor. This card feels much more red than black to me. First strike is only tertiary in black and usually used only on Knights for historic reasons (Black Knight). The triggered ability could probably exist in black and there are some precedents, but it still feels more red. As for rarity, this is certainly safe at rare, maybe a bit too safe. I wonder if it could be uncommon. After all, first strike is not a problem at uncommon and the triggered ability won't trigger often in a Rakdos deck, as none of the three Rakdos guild mechanics (hellbent, unleash, spectacle) lets you cast spells from other zones than your hand. That ability will only work with specific cards (like Theater of Horrors or most red impulsive draw spells where you actually cast the cards from exile) or with flashback or other similar mechanics in older formats.
(2.5/3) Balance - An easier to cast Goblin Piker with quite a lot of upside. First strike is very good, as it will not trade with X/2's that might kill it otherwise, and the triggered ability is also upside. My only doubt is how often you will get that last ability to trigger in a guild Rakdos deck, as I just mentioned in Viability. If this card were supposed to come from some set with mechanics that let you cast cards from your graveyard or exile, like both Innistrad blocks (flashback in the original one and madness in Shadows over Innistrad, you cast madness cards from exile), Amonkhet (aftermath), or even Guilds of Ravnica. I think this would actually feel better as a mono-red Izzet card in GRN interacting with jump-start. Anyway, certainly playable in limited as is, not sure about Standard but I wouldn't be surprised to see it make a splash there too. No problems in casual. Cards that hit "each opponent" are inherently interesting in multiplayer.
Creativity
(1/3) Uniqueness - Nothing new here. About the intervening if clause, if you go to Gatherer and look for the right wording ("if you didn't cast it from your hand") you only get two results and both old cards (see Quality), but if you look for the positive form ("if you cast it from your hand") you get many more results, including recent ones, so the idea of checking whether you cast the card from your hand is not very original.
(2/3) Flavor - The name would be good but it's not consistent within the card (also see Quality). The flavor text feels very Rakdos and fits the card concept well.
Polish
(2/3) Quality - How is this Ringmaster, Sadistic or Extravagant? Probably just a leftover from a name change (-0.5). The intervening if clause should say "if you didn't cast it from your hand" (examples: Epochrasite, Phage's first ability, -0.5).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 18.5/25
Superbajt: 22
zdtsd: 17
Freyleyes: 19.5
IcariiFA: 18.5
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.)
Creature - Human Warrior (U)
Haste
Whenever Thrill-Kill Chaser attacks put a +1/+1 counter on it.
At the beginning of your end step, if Thrill-Kill Chaser didn’t attack this turn, remove all +1/+1 counters from it.
1/1
Design -
(1.75/3) Appeal: Spike sees the potential, and Johnny sees something interesting to play around with. The last clause + feelbads when topdecking this late game turns Timmy off.
(2.75/3) Elegance: Pretty grokkable, mild complexity.
Development -
(2.5/3) Viability: I'm not entirely sure I agree with mono-black getting this card, but Ordeal of Erebos seems to think the basic idea is acceptable (although as part of a cycle, it's still tenuous). Jumbo Imp, to some extent, seems to hold that up, although I don't usually look to Un-sets as the standard. The red side is fine. Uncommon is the best place for it, and no rules issues.
(3/3) Balance: No balance concerns. Feels pretty solid.
Creativity -
(2.5/3) Uniqueness: Armory of Iroas with relevant red/black drawback. Interesting combination of effects that, as far as I can tell, hasn't been done.
(2/3) Flavor: Name is actually pretty evocative, although it sounds more like it should get +1/+1 counters from kills, not just attacking. Not a lot of room for flavor text, but a nice one-line zinger might have helped tie those elements together better.
Polish -
(2.75/3) Quality: Should have a comma after "attacks".
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Good.
Total: 21.25/25
*An entry with 0 points here is subject to disqualification.
Instant (U)
Non-Spirit creatures you control gain Afterlife 1 until end of turn.
"It may seem cruel to most, but it's just business."
So...I started reviewing this and it felt awfully familiar...which is when I realized I had already judged (essentially) this card, just a few weeks ago. So...sorry that some of the below is cut and paste. With two designers this month making this card, it obviously needs to see print!
Design -
(2.5/3) Appeal: Mild to strong appeal across the board, with both Spike and Johnny taking some extra notice.
(2.75/3) Elegance: Nice solid package, a little surprised nothing like this exists already. Slight point dock because it's going to still create rules questions, but not terribly complex ones.
Development -
(3/3) Viability: Colors and rules are fine, as far as I can tell. This feels like the kind of effect that belongs at uncommon. Possible memory concerns if this is played at the start of a long turn/with a board laden with creatures, but it's pretty minimal.
Also slight possibility of shenanigans with non-spirit token creatures. I think it's more likely this would be printed with the stricter "nontoken creatures you control" clause to prevent things like Bridge From Below+Altar of Dementia/Goblin Bombardment+your card, but maybe WotC wouldNever mind. Requiem Angel is a thing; this is fine.(2.75/3) Balance: Closest comparisons I can find are Knight of the Last Breath and Field of Souls. For a one-shot global effect, this is probably pretty close to costed correctly. I don't think it's going to warp any particular format, although I could see it fueling a sacrifice-based deck with some potential danger.
Creativity -
(2.5/3) Uniqueness: Not SUUUUUUPER unique, but, as I'm surprised something like it hasn't been printed, high marks. Slight point dock for not realizing one of your competitors posted a very similar card earlier this month.
(2.5/3) Flavor: I like the name and flavor text combination, and they work well with the card concept. I think the flavor text would connect better if you dropped "to most".
Polish -
(3/3) Quality: Should probably have the reminder text, but I'm not going to dock for that.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Good.
Total: 23/25
*An entry with 0 points here is subject to disqualification.
Legendary Planeswalker - Domri (M)
[+1]: Until end of turn, up to one target creature gets +3/+1.
[-2]: Target creature you control deals damage equal to its power to another target creature.
[-6]: You get an emblem with "Creatures you control have riot, riot and riot."
{3}
Design -
(3/3) Appeal: Very few planeswalkers miss on appeal, and this is not that exception. Timmy and Johnny love the last two clauses, and Spike is sold at the body + the first ability.
(2.5/3) Elegance: Mostly fine, but that triple riot is going to make people think. The good news is that making it obviously repetitive, you solve the initial, "wait, is this a mistake" question so that players can move on to doing battle calculations.
Development -
(3/3) Viability: Everything here fits in Gruul's wheelhouse, and there aren't any rules issues.
(2.75/3) Balance: Pretty sure these effects are balanced, especially compared to the base Domri Rade. Comparing across on each level, the first ability is weaker than the potential card draw, but the second ability is slightly better than Domri's "fight" ability. The third is a bit less complex than Domri's "your creatures are awesome in so many ways", but it's still "your creatures are awesome for other reasons that are still pretty cool".
Creativity -
(2/3) Uniqueness: As identified in Balance, it's pretty similar to Domri Rade. That said, a lot of planeswalker riffs seem to shift only slightly, so...maybe ok? You did some interesting things here, so you get some points.
(2.75/3) Flavor: Name goes a long way with this. Flavor fits the abilities, and feels like it could be a riff on Domri.
Polish -
(3/3) Quality: I *think* that if a planeswalker grants +/+ bonuses to a creature and no other abilities, the "until end of turn" comes at the end of the phrase, as per Jiang Yanggu and Nissa, Genesis Mage. That clause appearing at the start seems to only occur when a planeswalker gives the +/+ AND other abilities (Ajani Steadfast, Arlinn Kord, others). But then Elspeth, Knight-Errant gives +3/+3 and flying and the clause appears at the end...eh, I'll give you a pass on this one.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Good.
Total: 23/25
*An entry with 0 points here is subject to disqualification.
Creature-Human Shaman (Rare)
Riot
Each other creature you control with a +1/+1 counter on it has haste.
Sacrifice a land: Frenzied Rager gets +2/+0 until end of turn.
"Some Gruul can't tell the difference between their lands and ours. They're the scary ones."-Jorek, Wojek Captain
3/2
Design -
(3/3) Appeal: Spike is all over this, Timmy sees a 3-mana 9/2 with haste, and Johnny has lots of creatures with +1/+1 counters that could use a bit of haste. This hits across the board.
(2.75/3) Elegance: There's quite a bit going on, but nothing that's super complex. Players will have to pause for a moment to confirm that they still get either a hasty critter or a pumped one (for the Rager itself), but otherwise, good.
Development -
(3/3) Viability: No color, rules, or rarity issues. This feels like a solid rare.
(2/3) Balance: Land sacrifice to get +2/+0 ueot has some history, but it hasn't appeared recently. Note that those all have costs and/or limits imposed on the land sacrifice ability. Although some Togs are all about the free land sac for a similar pump. I am...a little leery about an unlimited free land sac pump. I fear that this could very easily be a T4/T5 game ender to the head. Maybe not consistently enough to be the only deck that gets played, but often enough that I could see it brutalizing the environment it was unleashed upon. And that's not even taking into account the mass-haste granting.
Creativity -
(2.5/3) Uniqueness: Akki Avalanchers + Exava, Rakdos Blood Witch with riot takes some interesting abilities and combines them in a synergistic way. Pretty creative.
(1.25/3) Flavor: This is a little subjective, I think, but Frenzied Rager sounds like a foot soldier rather than a battle-hardened general (not sure if that's because of Frenzied Goblin associations). I also don't quite get how the flavor text is supposed to relate; it's not like the Rager can destroy your opponent's lands. Nor would I expect Gruul to care about land boundaries (or concepts like "yours vs ours"), or a Wojek captain to be surprised that they don't care.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Good.
Total: 21.5/25
*An entry with 0 points here is subject to disqualification.
Design -
(2.5/3) Appeal: Timmy sees a flashy creature but the effect isn't big enough, but still respects that you can run it in monocolor. Johhny likes the flexibility but not when it's too restricted. Spike sees a strong tempo card if pulled off right.
(2/3) Elegance: The wording is great, but I feel that the color wheel procession should mean that the “white mana only” line should have been above the “blue mana only” line.
Development -
(2/3) Viability: Hybrids are tough to design because they need to feel like a monocolor card of each of its colors. This one reinforces this by encouraging you to use only one type of mana to get a specific reward. A weaker Serra Angel with flash and a huge tempo potential makes this very playable but also only in the right types of deck. Vigilance is a pie break in a card that can be monoblue however, as most monoblue cards that have it are either granted from abilities like Senate Courier or Ocular Halo or are intentional pie breaks like Serra Sphinx or Auramancer's Guise, both from a set about breaking the color pie down. The card has simple rules text but a complicated execution that I couldn't see anywhere but at rare.
(3/3) Balance: It's flashy and elegant, with playable but not too busted stats and abilities and a huge payoff depending on how you build the deck to accommodate said payoff.
Creativity -
(3/3) Uniqueness: We've seen cards like Firespout and Bring to Light that care about which colors of mana you use to cast a spell, but we've never had a card that cares specifically if you only spent mana of that type, and the payoffs are great.
(1.5/3) Flavor: An flavour issue I have is that not only is Isperia now dead, thus having enforcers still under her authority seems strange, but in the current story she was pushing towards guild cooperation and peace rather than conflict which this card's flavor seems to be hinting towards. However I very much like the flavor text as it hints at the growing tension on Ravnica and the Azorius being proactive in arresting and suppressing citizens.
Polish -
(2/3) Quality: Mana isn't used, it's spent. See Consume Spirit or Emblazoned Golem.
(2/2) *Main Challenge: It's a hybrid.
(2/2) Subchallenges: It's a new guild, and there are no mana symbols in the rules text.
Total: 20/25
Design -
(2/3) Appeal: It's not big enough for Timmy. Johnny's sense tingle at “wasn't from your hand”, and Spike sees a good offensive creature that has a potential upside if the deck allows it.
(3/3) Elegance: Cleanly written, and easy to understand.
Development -
(1.5/3) Viability: This card feels much more red than it does black. In fact, the only reason this makes sense as a black card is its creature typing as a Skeleton and that's hardly mechanically important. First strike isn't especially common in black and whilst the triggered ability works great with red's impulse/exile draw effects as well as Jump-Start from Izzet, black doesn't really have that aside from casting cards from the graveyard, the only two of those in standard being Oathsworn Vampire and Liliana, Untouched by Death (which is a shame as this card as a Zombie would have been very fun to experiment with). The card isn't super complicated and the ability doesn't enable broken things in limited considering it isn't enabled by spectacle, I feel like this wouldn't be overpowered as an uncommon rather than a rare.
(2/3) Balance: 2/1 First Strike for two mana is a pushed creature especially with hybrid colors (if Knight of Malice isn't too strong this shouldn't be). It's not broken and the low toughness makes it easy to answer.
Creativity -
(2/3) Uniqueness: Caring about casting from all zones but one is relatively new but not especially innovative, although it does encourage flexibility as you could play this in Flashback decks or Cascade decks and still get the payoff.
(2/3) Flavor: The name doesn't fit with the card very well as there's nothing especially sadistic about the card's abilities. The flavor text is okay, but it feels very “generic Rakdos flavor text” to me, which on one hand is good because you want the card to feel Rakdos but you already met that with your design anyway.
Polish -
(2.5/3) Quality: The condition for your ability should read “if you didn't cast it from your hand” like it does on Phage the Untouchable.
(2/2) *Main Challenge: We got a hybrid card.
(2/2) Subchallenges: No mana abilities, and a new guild.
Total: 19/25
Design -
(2/3) Appeal: Timmy loves when creatures get bigger and bigger. Johnny isn't super excited about aggressive incentives for no real payoff. Spike sees a great source of early game pressure for aggro decks.
(3/3) Elegance: Simple and straightforward.
Development -
(2/3) Viability: Hybrid cards need to feel like they're monored and monoblack. This doesn't feel monoblack in my books, with haste being secondary in black it's not impossible to see this but the notion of a purely black hyperaggressive card strikes to me as a bit off, but such is the nature of hybrid. The card itself is strong but not gamebreaking or complicated, a perfect fit for uncommon.
(3/3) Balance: It's puts a lot of aggressive pressure and needs to be answered, but its fragility on the board, lack of trample or evasion and potential loss of counters if not attacking are enough drawbacks to make this appropriately balanced.
Creativity -
(1.5/3) Uniqueness: There are many cards that grant +1/+1 counters on attack, such as Ordeal of Thassa, Predator Ooze and any creature with Dethrone so this isn't anything especially new. There have been a few cards that give you a drawback if it doesn't attack, specifically Erg Raiders and Mad Dog and helps contribute to some design points, and it does it in a relatively new way.
(2.5/3) Flavor: The name calls back to Thrill-Kill Assassin as a black creature that does stuff with +1/+1 counters, but the lack of flavor text to establish a better connection gives me nothing else to go on. “Chaser” helps establish the feeling of constantly attacking and getting excited about it.
Polish -
(2.5/3) Quality: There should be a comma after attacks on your first triggered ability.
(2/2) *Main Challenge: It's a hybrid.
(2/2) Subchallenges: No mana symbols, new guild.
Total: 20.5/25
Design -
(1.5/3) Appeal: Timmy doesn't want this card, Johnny loves payoffs for using up resources, and Spike sees a small amount of combo potential but otherwise a do-nothing card.
(2/3) Elegance: Reminder text would definitely be present on this card, and it can cause memory issues.
Development -
(3/3) Viability: Afterlife being the Orzhov keyword slots this solidly in these colors, and getting payoffs for your creatures dying is both black and white in flavor. This card is essentially a one turn Requiem Angel which means you'd need to work your turn around this card to get the maximum amount of value out of it. A two mana instant uncommon fits for me because it's so situational.
(3/3) Balance: Now this card does well to prevent itself from going mental by stopping Spirits from making spirits themselves. The card is powerful when played right and requires a specific type of deck to function. It's strong, but restrictive and not a shoe-in to all decks.
Creativity -
(2/3) Uniqueness: Like Cantripmancer said above, this card bears an extreme resemblance to RaikouRider's round 1 submission. Nevertheless I'm giving the benefit of the doubt as it's a very viable effect that could definitely find its way to print one day. From my research there's only been one card that gives a one-turn triggered ability on creatures dying and that is Death Frenzy. That card is very different to this card, but it's still essentially Requiem Angel's rules text.
(2/3) Flavor: Denied Relief is an acceptable name but I feel a present tense would have been more fitting with the card and flavor. Quotation marks without the quotee has been done before but usually on creatures (whose sentence is then attributed to the creature itself). It's a good name to showcase keeping the souls of the Orzhov debtors in your service.
Polish -
(2.5/3) Quality: If Seraph of the Scales has the reminder text for Afterlife in its text box then this should too.
(2/2) *Main Challenge: It's a hybrid card.
(2/2) Subchallenges: No mana symbols and a new guild.
Total: 20/25
IcariiFA: 19/25
Cardz5000: 20.5/25
picnic_bomber: 20/25
Freyleyes: 20 + 19.5 = 39.5
IcariiFA: 19 + 18.5 = 37.5
Cardz5000: 21.25 + 20.5 = 41.75
picnic_bomber: 23 + 20 = 43
Superbajt: 22 + 23 = 45
zdtsd: 17 + 21.5 = 38.5
Final round coming in a few minutes.
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.)