Welcome to the Final MCC for MTG Salvation. Due to the desire to make sure this contest concludes before the site is archived into read-only mode, there will only be three rounds. Contestants will have five days to design, and judges will be given four days to complete scoring. With that stated, let's begin the send off for this site that has entertained and informed this community for more than a decade.
Round 1 Challenge: Design a split card with Fuse.
Subchallenge 1: Both sides are multicolor, but neither side share any colors. Subchallenge 2: The word creature does not appear anywhere on the card.
As needed.
Design Deadline is the 5th of June, 2019 at 23:59 EDT.
Judging Deadline is the 9th of June, 2019 at 23:59 EDT.
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: /25
*An entry with 0 points here is subject to disqualification.
KnowledgeX(U/B)(U/B)
Sorcery (U)
Surveil X. (Look at the top X cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Fuse (You may cast one or both halves of this card from your hand.)
//
Wisdom(G/W)
Sorcery (U)
Reveal the top card of your library. You gain life equal to that card’s converted mana cost.
Fuse (You may cast one or both halves of this card from your hand.)
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.)
DismissalWU
Instant (U)
Counter target spell unless its controller pays X where X is equal to the difference in cards between you and that spell's controller.
Fuse (You may cast one or both halves of this card from your hand.)
//
DejectionBR
Instant (U)
If a card was put into an opponent's graveyard from their hand this turn, deal 4 damage to that opponent.
Fuse (You may cast one or both halves of this card from your hand.)
Break2RG
Sorcery {R}
Destroy all artifacts. Break deals damage to each player equal to the number of artifacts that were put into a graveyard this way.
Fuse (You may cast one or both halves of this card from your hand.)
//
Repair1WUB
Sorcery {R}
Return target artifact card from your graveyard to the battlefield. You gain life equal to that card's converted mana cost.
Fuse (You may cast one or both halves of this card from your hand.)
Make New Friends2GW
Sorcery (U)
Create 2 2/2 green Wolf creature tokens. Creatures you control gain vigilance until end of turn.
//
But Keep the Old2BR
Sorcery (U)
Create two 2/2 black Zombie creature token. Creatures you control gain haste until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Hell BentRB
Sorcery (Rare)
This spell can't be countered.
Discard your hand. Hell Bent deals damage to target opponent equal to number of card types among cards discarded this way.
Fuse (You may cast one or both halves of this card from your hand.)
//
Heaven Sent4WU
Sorcery (Rare)
Shuffle your graveyard into your library, then draw X cards, where X is the number of card types among cards shuffled this way. Exile Heaven Sent.
Fuse (You may cast one or both halves of this card from your hand.)
Ethereal Form1WB
Sorcery (R)
Exile all nonland permanents you control. Return those cards to the battlefield under their owner’s control at the beginning of the next end step.
Fuse (You may cast one or both halves of this card from your hand.)
//
GrindingXRG
Sorcery (R)
Each player destroy X nonland permanents.
Fuse (You may cast one or both halves of this card from your hand.)
Over1(W/U)
Instant
Tap target creature.
Draw a card.
Fuse
// Out1(B/R)
Out deals 3 damage to target tapped creature.
Fuse
Private Mod Note
():
Rollback Post to RevisionRollBack
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Mix2RW
Instant (R)
Exile target permanent. Its owner reveals cards from the top of their library until they reveal a card that shares a card type with the exiled card and puts it onto the battlefield. Put all revealed cards on the bottom of its owner's library in a random order.
Fuse (You may cast one or both halves of this card from your hand.)
/// Match2GU
Sorcery (R)
Create a token that's a copy of target permanent.
Fuse (You may cast one or both halves of this card from your hand.)
Kruphix, God of Value and Eldrazi. GU Gahiji: Wider is better. (Now with 40% more tokens!) RGW Daxos brought some frienchantments! WB Kynaios and Tiro: Four strong arms to hug you better. RGWU Saskia: You better not tell her that pointing is rude. BRGW Sidisi the Zombeesi, the Unmilled, Breaker of Graves, Mother of Zambambos. (Zombie tribal)BGU Omnath, The Angriest Elemental Ever & His Spike-Handed Buddies.RG (Retired but forever in my heart)
We Had1BG
Sorcery (Rare)
Each player puts a permanent card from their graveyard onto the battlefield.
///// Fuse ///// Good Run1UR
Sorcery (Rare)
Create a token that's a copy of each permanent entered the battlefield this turn.
Tried(B/R)(B/R)
Instant M
Until end of turn, if a spell or ability would cause an opponent to gain life, that player loses that much life instead.
////// TrueGWU
Instant M
Each player draws cards until they have seven cards in their hand and gains life equal to the number of cards they drew this turn.
//////
Fuse (You may cast one or both halves of this card from your hand.)
Live Long X(G/W)(G/W)
Instant {R}
You gain twice X life. Create X 0/2 green and white Plant Wall creature tokens with defender.
Fuse (You may cast one or both halves of this card from your hand.)
//
Prosper 1(U/B)
Sorcery {R}
Sacrifice any number of creatures. For each creature sacrificed this way, draw a card and create a colorless Treasure artifact token with "T, Sacrifice this artifact: Add one mana of any color."
Fuse (You may cast one or both halves of this card from your hand.)
DestinyXUB
Sorcery (M)
Search your library for up to X cards with a converted mana cost 5 or greater and reveal those cards. Shuffle your library, then put the cards on top in any order.
Fuse (You may cast one or both halves of this card from your hand.)
// Fate2RW
Legendary Enchantment (M)
Whenever you cast a spell with a converted mana cost 5 or greater, put a quest counter on Fate. Then if Fate has 5 or more quest counters on it, it deals 20 damage to each opponent and you gain 20 life.
Fuse (You may cast one or both halves of this card from your hand.)
By Land R
Instant (Uncommon)
Target creature gets +3/+0 and can't be blocked by creatures with flying this turn
//FUSE//
By Sea U
Instant (Uncommon)
Target creature gets +0/+3 and can't be the target of nonblue spells this turn
Private Mod Note
():
Rollback Post to RevisionRollBack
你好 have you eaten?
I'm a simple Magic player since 1 year ago from China. Now I live in New Jersey.
CommandUB
Instant {R}
Gain control of target nonland permanent with converted mana cost 2 or less.
Fuse (You may cast one or both halves of this card from your hand.)
// ConquerRW
Instanr {R}
Each player sacrifices a nonland permanent they control with the lowest converted mana cost. If two or more permanents are tied for lowest cost, that player chooses one.
Fuse (You may cast one or both halves of this card from your hand.)
Good Night1WB
Instant (R)
Prevent all combat damage that would be dealt to you this turn. If damage is prevented this way, you gain half that much life, rounded up, and attacking player loses half that much life, rounded down.
////// Good LuckXUR
Instant (R)
Flip X coins. for each coin that comes up heads, draw a card. Fuse (You may cast one or both halves of this spell from your hand.)
Top 16 - 2012 Indiana State Championships Currently Playing: GBStandard - Golgari Safari MidrangeBG RBWModern - Mardu PyromancerWBR RLegacy - Good Old Fashioned BurnR
Tried(B/R)(B/R)
Instant M
Until end of turn, if a spell or ability would cause an opponent to gain life, that player loses that much life instead.
////// TrueGWU
Instant M
Each player draws cards until they have seven cards in their hand and gains life equal to the number of cards they drew this turn.
//////
Fuse (You may cast one or both halves of this card from your hand.)
Design - (2/3) Appeal: Txmmy generally likes gaining life and drawing cards. Jxnny can probably use it, but doesn't see a lot to get excited for. Spike likes having Rain of Gore as an instant, in mono-red no less, but thinks the other half is too hard to cast for what it does. (3/3) Elegance: No problems here. Both cards are concise and easy to understand.
Development - (2/3) Viability: Tried is a bend in mono-red, but not really a severe one. Usually red just prevents life gain. I'm not sure True needed to be green at all. And this doesn't really "feel" mythic. Rare, yes. Mythic, eeehhh. Then again, Sphinx's Revelation was a thing. (3/3) Balance: I don't see any problems balance-wise. If anything I think it might be underpowered. It's not really swingy enough to be the 4-5 color draft bomb, but in the right deck or environment it could do some work. Again, thinking of Sphinx Rev.
Creativity - (2.5/3) Uniqueness: Again, Tried is basically instant speed Rain of Gore with some minor differences. True doesn't have any direct equivalents, but it's not too groundbreaking. The option to have either or both on one card, and the one card combo, is definitely unique. (1.5/3) Flavor: The name is nice enough, and fits established split card naming conventions, but it doesn't really indicate what the cards do. At all.
Polish - (2.5/3) Quality: Based onDamia, Sage of Stone, True should read something like "For each player, if they have fewer than seven cards in hand, they draw cards equal to the difference." (2/2) *Main Challenge: All good here. (2/2) Subchallenges: Both subchallenges met.
Total: 20.5/25
*An entry with 0 points here is subject to disqualification.
We Had1BG
Sorcery (Rare)
Each player puts a permanent card from their graveyard onto the battlefield.
///// Fuse ///// Good Run1UR
Sorcery (Rare)
Create a token that's a copy of each permanent entered the battlefield this turn.
Design - (2/3) Appeal: Txmmy doesn't like having to have to setup the card ahead of time. Spike might use one side or the other in the right deck, but probably not both. Jxnny sees both recursion and copying on the same card and has already preordered 12. (2/3) Elegance: Easy enough to understand, but A Good Run can make land tokens, something which R&D has tried and ultimately rejected due to confusion.
Development - (3/3) Viability: Colors and rarity check out. (2.5/3) Balance: I think both sides on their own are undercosted. It's hard to tell. We Had is symmetrical and A Good Run is highly conditional, but both are more than a little abusable. A lot depends on how good ETB effects are in the format. Since both of them together cost 6 mana across 4 colors, it really should be able to blow people out of the water, so that part's fine.
Creativity - (3/3) Uniqueness: I can't find any cards quite like either of these cards on their own. The combination of both together is in a league all its own. (0/3) Flavor: I feel you, but the names don't work as individual card names at all and have absolutely nothing to do with their effects. Without any flavor text or art to work with, there's really no flavor at all to this.
Polish - (2.5/3) Quality: There should be a "that" between "permanent" and "entered." (2/2) *Main Challenge: That's a split card with Fuse all right. (2/2) Subchallenges: Both good.
Total: 19/25
*An entry with 0 points here is subject to disqualification.
Mix2RW
Instant (R)
Exile target permanent. Its owner reveals cards from the top of their library until they reveal a card that shares a card type with the exiled card and puts it onto the battlefield. Put all revealed cards on the bottom of its owner's library in a random order.
Fuse (You may cast one or both halves of this card from your hand.)
/// Match2GU
Sorcery (R)
Create a token that's a copy of target permanent.
Fuse (You may cast one or both halves of this card from your hand.)
Design - (2/3) Appeal: This isn't really Txmmy's jam. Spike sees some decent removal or an extra copy of their best permanent, and those are both nice things. Jxnny can think of multiple ways to take advantage of either or both halves. (1/3) Elegance: So, including a line for Fuse at the bottom, you're looking at seven lines of text on a single half-sized card with Mix. For comparison, the longest text on a split card to date (that I could find) was Incubation // Incongruity at six lines, and that one was already looking pretty cramped. Match can make token lands. I've already mentioned this, but R&D has tried land tokens before and they caused too much confusion to be worth it.
Development - (3/3) Viability:Polymorph abilities are usually blue, but Boros feels like a good fit, actually. Token clones in U/G are fine. Rare is a good spot for this. (3/3) Balance: This looks pretty well balanced to me.
Creativity - (3/3) Uniqueness: Boros any permanent polymorph is definitely new. Clever Impersonator can clone any nonland permanent, but that's pretty much the only one before. Together they're a pretty cool package. (3/3) Flavor: I like the naming here. It fits with established split card conventions and fits what the cards do. Split cards are difficult to flavor and I think you did a great job here.
Polish - (3/3) Quality: I see no problems. (2/2) *Main Challenge: Split card with Fuse? Check. (2/2) Subchallenges: Both subchallenges met.
Total: 22/25
*An entry with 0 points here is subject to disqualification.
Hell BentRB
Sorcery (Rare)
This spell can't be countered.
Discard your hand. Hell Bent deals damage to target opponent equal to number of card types among cards discarded this way.
Fuse (You may cast one or both halves of this card from your hand.)
//
Heaven Sent4WU
Sorcery (Rare)
Shuffle your graveyard into your library, then draw X cards, where X is the number of card types among cards shuffled this way. Exile Heaven Sent.
Fuse (You may cast one or both halves of this card from your hand.)
Design - (2/3) Appeal: Txmmy loves burn that can't be countered, but is more lukewarm to the other half. Jxnny likes complicated card draw. Spike sees burn that can't be used as removal and overcosted card draw. (2/3) Elegance: There's a lot of moving pieces to this and it's kind of bewildering at first read.
Development - (3/3) Viability: Color and rarity looks good. (3/3) Balance: Looks good here. I see no problems.
Creativity - (3/3) Uniqueness: They're not too out of bounds from existing cards, but there's nothing else quite like them. (3/3) Flavor: I like it. Hell Bent makes you Hellbent. Heaven Sent sends dead things to the big library in the sky.
Polish - (3/3) Quality: I see no problems. (2/2) *Main Challenge: Split card with Fuse. (2/2) Subchallenges: Both cleared.
Total: 23/25
*An entry with 0 points here is subject to disqualification.
Live Long X(G/W)(G/W)
Instant {R}
You gain twice X life. Create X 0/2 green and white Plant Wall creature tokens with defender.
Fuse (You may cast one or both halves of this card from your hand.)
//
Prosper 1(U/B)
Sorcery {R}
Sacrifice any number of creatures. For each creature sacrificed this way, draw a card and create a colorless Treasure artifact token with "T, Sacrifice this artifact: Add one mana of any color."
Fuse (You may cast one or both halves of this card from your hand.)
Design - (2.5/3) Appeal: Txmmy generally likes X spells, tokens and big mana, but it's hard for them to get excited about 0/2 defenders and sacrificing their own stuff. Jxnny sees combos galore. Spike sees solid value. (1.5/3) Elegance: Both halves are simple and easy to understand, though Prosper is bordering dangerously close to microtext. The real problem is that one side is an instant and the other is a sorcery. So when you Fuse it, is it an instant or sorcery? It's both! And since when two rules contradict, "can't" trumps "can," that means that you can only Fuse it any time you could cast a sorcery. At least that's the best I can figure out. There's never been a precedent for this. I can see a lot of judge calls over this card.
Development - (2.5/3) Viability: Live Long fits perfectly into either white or green. Prosper is a bit of a bend in blue, but it gets to sacrifice creatures for profit every now and then, like in the Exploit mechanic. This might be alright as an uncommon, but it wouldn't be out of place as a rare either. (2.5/3) Balance: This is hella abusable in the right setting. To start with, Parallel Lives and any effect like it turns it into a pseudo-ritual where you get quadruple the value of X in Treasure and some cards and life on top. That said, "goes nuts with Doubling Season" is a pretty low bar. In Standard, without any token doublers, it looks perfectly fine. Older formats have crazier things they can do with 6+ mana, so overall I don't think it's a problem. Prosper seems a bit undercosted, though.
Creativity - (3/3) Uniqueness: Live Long is basically Dawnglow Infusion mashed together with half of Supply // Demand and Prosper is pretty similar to any number of cards. Add them together and it becomes something new. (2/3) Flavor: The names work as individual cards and fit their effects, but WotC is usually more subtle with their pop culture references.
Polish - (3/3) Quality: I don't see any problems. (2/2) *Main Challenge: Check. (1/2) Subchallenges: Both are multicolor of different colors, but "creature" shows up a few times.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Design (2/3) Appeal: Was Edward R. Murrow more of a Johnny or a Spike? I lean towards the former, which is the target audience for this card, moreso than Timmy or Spike. The first half is a swingy combat trick against, and second half is meant to be a risk/reward gamble. (1.5/3) Elegance: I understand what the card is trying to do, though it needs some polishing on the first half due to interactions for 2HG or other team games. I don't think I've played an Emperor game for a decade, but... there is a disconnect as to why you would want to fuse the two sides, much like the two halves of this sentence.
Development (3/3) Viability: Effects on both halves are in their respective color houses, and, given the potential swingy power level of the first half, it fits at Rare. Nothing game breaking. That said... (1.5/3) Balance: "Good Night" is likely undercosted, as it's based on damage dealt, not number of attackers. "Good Luck" is questionable on many levels. Had you at least incorporated the 'double or nothing' aspect to make a more balanced Squee's Revenge, I might have seen an appeal for it. Outside of a Chance Encounter deck, I don't know why anyone would cast a X draw spell where there's a possibility of having no return for the investment.
Creativity (3/3) Uniqueness: I immediately thought of Batwing Brume when I saw the first half of this card, and utter confusion when I read the second half. I had no idea there was a card called Squee's Revenge, let alone what it did, prior to starting this crit. As it stands, it is the closest analogue I could find. I couldn't find these exact anywhere else. (3/3) Flavor: The names for each side's effect, and I am pleased that the silent 'and' between the two halves is applicable here.
Polish (1.5/3) Quality: "If damage from a source is prevented this way, that source's controller loses half that much life, rounded down, and you gain half that much life, rounded up." This adapts errata from Shadowbane to function properly if you are attacked by more than one player, and to deal with the combat damage each creature would deal individually. "Draw a card for each coin that comes up heads." Based on Ral Zarek's ultimate. (2/2) *Main Challenge: It's a Split card that can be Fused. (2/2) Subchallenges: Both sides multicolor without a shared color? Yes. No instance of 'creature'? Yes.
Total: 19.5/25
*An entry with 0 points here is subject to disqualification.
Design (3/3) Appeal: I can blow up the world and/or return an artifact in my yard? Something for everyone, even if they only use one side of the card. (2.5/3) Elegance: I understand the card, although I did have to reread "Break" a few times due to my brain adding words to the sentence. I'm not psychic, but I also think the card doesn't work how you intended.
Development (2/3) Viability: RG destroying artifacts, and WUB returning them? All on point. Given Shatterstorm-type effects are Rare, this needs to be as well. "Break and Repair" sort of works for a Split card, but it doesn't flow as well as Breaking // Entering. There is one minor hiccup. When you fuse this, all targets must be chosen at the time of casting, so you won't be able to return an artifact about to be destroyed. Entering works after Breaking because you choose, not target, a creature card. (1/3) Balance: I had to reread "Break" a few times to realize I was expecting to see a phrase that was not present, which would have put it somewhere between Builder's Bane and Deadly Tempest. As written, this could end EDH games quickly due to the fact that the damage hits everyone at the table. As such, the CMC should also be higher due the cumulative mass damage aspect. "Repair" generally won't gain you an excessive amount of life, since Gleemax isn't in your deck. Well, probably not. They wouldn't... It's... it's reading this right now, isn't it?
Creativity (2.5/3) Uniqueness: I mentioned where "Break" appears to have drawn inspiration from, so it has some provenance. Sans the lifegain, "Repair" has been done a few times as a 4 CMC Sorcery. New twists on existing design space. (2/3) Flavor: Name works for each half, though, again, it doesn't flow as well as other Split cards.
Polish (3/3) Quality: Technically, I found no errors. However, I think "Break" was supposed to read "...number of artifacts they controlled...", and "Repair" was meant to start "Put an artifact card from your graveyard onto...". (2/2) *Main Challenge: It's a Split card that can be Fused. (2/2) Subchallenges: Both sides multicolor without a shared color? Yes. No instance of 'creature'? Yes.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Design (1/3) Appeal: It's hard to judge the appeal of "Dismissal" as the mechanic is missing a defining phrase (see Quality). "Dejection" is also problematic, as it has a very narrow application. (1/3) Elegance: I'm fairly certain where you wanted to go with this card. However, there is a lcak of comprehension on this card that permeates all categories.
Development (0/3) Viability: There are fundamental problems with the card as written. Currently, it does not work. 'Dismissal', as mentioned, is missing text. Also, it might work better in GU than WU, given how the former is the color combination king of card draw. 'Dejection' has a similar issue, in that there is no source listed for the damage being dealt. The card also does not function as you might have intended when Fused, due to Rule 601.2a.
Quote from Comprehensive Rules »
601.2a To propose the casting of a spell, a player first moves that card (or that copy of a card) from
where it is to the stack. It becomes the topmost object on the stack. It has all the characteristics
of the card (or the copy of a card) associated with it, and that player becomes its controller. The
spell remains on the stack until it’s countered, it resolves, or an effect moves it elsewhere.
When a spell is countered, it moves from the stack to the next zone, be that the graveyard or elsewhere. It does not move from the hand, so there is a disconnect between the two halves of the card. (1/3) Balance: As intended, it would be an interesting toolbox option.
Creativity (1/3) Uniqueness: The curveball you were trying to throw with the counterspell is a new tact, and the punisher damage spell is a nice touch. Together, though, it's a long way for "Counter target spell. If that spell is countered this way, ~ deals 4 damage to that spell's controller." (2.5/3) Flavor: I enjoy the names. "Dismissal and Dejection" works better than others for a Split card.
Polish (1/3) Quality: "...pays X, where X is equal to the difference in cards {in hands? in libraries? in graveyards?} between you...". "If a card was put into target opponent's graveyard from their hand this turn, Dejection deals 4 damage to that player." At Uncommon, this should only affect one player. At Rare, and a higher CMC, it could be rewritten for all opponents. (2/2) *Main Challenge: It's a Split card that can be Fused. (2/2) Subchallenges: Both sides multicolor without a shared color? Yes. No instance of 'creature'? Yes.
Total: DQ/25
*An entry with 0 points here is subject to disqualification.
Design (2/3) Appeal: Surveil with a lifegain kicker. WUx Control (Spike) and BGx Dredge (Johnny) would likely find a fast home for this. Timmy might fall down a well, though. (3/3) Elegance: Clear as triple distilled vodka.
Development (3/3) Viability: Surveil in UB. Lifegain in GW. Uncommon for complexity. And it works as intended when Fused. (3/3) Balance: Making this a Sorcery lessens its potential, and balances the card. It can help recover and stabilize in the mid to late game.
Creativity (2.5/3) Uniqueness: Simple ideas, combined in a new fashion. (2.5/3) Flavor: "Knowledge and Wisdom" works great as a Split card name. I would have inverted them here. Wisdom for the Surviel (as you may want to toss some of the stack in the yard), and Knowledge for the reveal (everyone will know).
Polish (3/3) Quality: No issues found. (2/2) *Main Challenge: It's a Split card that can be Fused. (2/2) Subchallenges: Both sides multicolor without a shared color? Yes. No instance of 'creature'? Yes.
Total: 23/25
*An entry with 0 points here is subject to disqualification.
Design (2/3) Appeal: I don't know many Spikes that play these types of combat tricks outside of Limited environments. (3/3) Elegance: It's so easy, it's almost like I've seen these cards before.
Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development (0.5/3) Viability: The effects for 'Over' are very much in the WU wheelhouse. The effect for 'Out' is in the RW wheelhouse, where the colors of Boros care if a creature is attacking, blocking, or tapped. Also, there is no Rarity here, but this would likely be an Uncommon. In addition, when Fused, you would not be able to Bolt the same creature you intend to tap, as it would be an illegal target at casting. (3/3) Balance: Nothing broken here.
Creativity (0/3) Uniqueness: 'Over' is a straight copy of the left half of Depose // Deploy. 'Out' has the exact same effect as Summary Judgment. Nothing is unique about this card. (2/3) Flavor: "Over and Out" is a fine Split card name (somewhat surprised it hasn't been used yet). However, 'Out' would be more fitting for a card that exiles, not just damages.
Polish (3/3) Quality: You transcribed two cards. (2/2) *Main Challenge: It's a Split card that can be Fused. (1/2) Subchallenges: Both sides multicolor without a shared color? Yes. No instance of 'creature'? No.
Total: 16.5/25
*An entry with 0 points here is subject to disqualification.
Design (2/3) Appeal: Theft and global sac on the same card? Timmy sad. Mean kids play this card. (3/3) Elegance: Nothing about this card is difficult to understand.
Development (3/3) Viability: On color for both effects, and at Rare, they make sense.
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? (1/3) Balance: Both sides of this card are undercosted. Entrancing Melody can only target creatures, and needs 4 mana to steal a 2-drop. Archmage's Charm costs UUU and can only snag a 0- or 1-drop. 'Command' should be 2UB. The global Culling Scales one-shot effect should also cost 1 more at the minimum.
Creativity (0.5/3) Uniqueness:Conquer already exists. As does Catch // Release, which costs 9 mana when Fused, and is a Sorcery to minimize possible shenanigans. Wait, that's a card now. To minimize possible chicanery? There we are. The effect of Release is wider than 'Conquer', but they both operate in the same sphere here. (1/3) Flavor: The phrase "Command and Conquer" has me expecting to see a poorly acted FMV after this card is played. While the phrase is excellent for a Split card, having a sacrifice effect on a card named 'Conquer' does not synch.
Polish (2.5/3) Quality: "Instanr"? "...that player chooses one of them." See Drop of Honey.
Points deducted for incorrect spelling, grammar, and templating. (2/2) *Main Challenge: It's a Split card that can be Fused. (2/2) Subchallenges: Both sides multicolor without a shared color? Yes. No instance of 'creature'? Yes.
Total: 17/25
*An entry with 0 points here is subject to disqualification.
Design (2.5/3) Appeal: Mostly a Txmmy/Jxnny thing although Spike does like it for Limited. (2.5/3) Elegance: Definite elegance problem as worded; see below.
Development (2.5/3) Viability: I'm pretty sure you want the second half of this to read "exile target permanent if it's a creature" - that's assuming you wanna do one of those clever "fuse third mode" deals, because as written you have to choose something that's a creature at the time you cast for Animus's target. (3/3) Balance: Looks fine to me; assuming this is the intent you should be able to exile any permanent at instant speed for 2GWUB.
Creativity (1.5/3) Uniqueness: Neither half of the effect is particularly unique but putting them together in this way is novel. (3/3) Flavor: A clever name pair that reminds me of... something NSFW, but that's immaterial.
Design (3/3) Appeal: Destiny feels like a real Jxnny/Spike thing, and Txmmy of course wants to deal 20 damage and gain 20 life. (1.5/3) Elegance: There are rules hurdles to a permanent/nonpermanent split but at least it's obvious which half is happening (if it's on the battlefield it's the enchantment).
Development (3/3) Viability: No complaints here. (2/3) Balance: Hard to evaluate, especially considering it's a self-fueling alt win. I must say that tutoring for X cards, no matter the restrictions, seems scary.
Creativity (3/3) Uniqueness: Hard to say this isn't unique. (1.5/3) Flavor: "Destiny" and "Fate" are neither opposites nor really a thematic pair, they're just near-synonyms. Fate being legendary is frankly bizarre.
Polish (2/3) Quality: "With converted mana cost", not "a" and numbers of counters get number words, not numerals. (2/2) *Main Challenge: Done. (2/2) Subchallenges: And done.
Total: 20/25
Design (1/3) Appeal: Not much here for Jxnny, Txmmy likes a hasty vigilant token horde and Spike might be willing to pay a restrictive cost for 8 power across four bodies but asking for four colors is beyond the pale. (2.5/3) Elegance: Something definitely feels... off about one half letting you immediately use the tokens to attack and the other half not so. It's just sliiiightly asymmetrical for a card that seems focused on symmetry.
Development (3/3) Viability: Colors are right, I suppose, and so is rarity. (3/3) Balance: Perfectly fine, even a bit safe imho.
Creativity (1.5/3) Uniqueness: Both halves of the card are pretty well-trod effects and furthermore are almost exactly the same save for colors, types, and one functional difference in the granted keyword. (1/3) Flavor: Those names are surely too long for the space afforded to split card names.
Polish (2.5/3) Quality: Uses a "2" that should be a "two." (2/2) *Main Challenge: Done. (1/2) Subchallenges: Mentions "creature."
Total: 17.5/25
Design (2/3) Appeal: Txmmy likes pump, (conditional) evasion, and saving duders from removal. Not much for Jxnny to look at but Spike would love the flexibility of such a combat trick particularly in Limited. (3/3) Elegance: Two simple effects that mesh nicely.
Development (3/3) Viability: Red half is red, blue half is blue, and neither effect is more complex than uncommon. (3/3) Balance: Simply a strong draft uncommon; efficiency like that could make a little bit of a Constructed splash.
Creativity (1.5/3) Uniqueness: Pump split cards are nothing new, but these particular effects have never quite been done before although variants certainly have. (2.5/3) Flavor: Two-word names, but they form a natural pair and are each short, so you get something of a pass.
Design (3/3) Appeal: All-rounder with Spike mostly being interested in the Grinding half. (3/3) Elegance: Sure, these effects go together well.
Development (1.5/3) Viability: Ethereal Form doesn't feel black at all, and as worded Grinding doesn't feel green at all. (1.5/3) Balance: On its own Ethereal Form is quite bad (I can't imagine solo-casting a mass sorcery blink unless it would somehow result in comboing out to win the game entirely) and Grinding is undercosted.
Creativity (2/3) Uniqueness: Several unique elements but the general idea has precedent. (1/3) Flavor: Names don't mesh with each other and one of them is even two words long.
Polish (2/3) Quality: A few grammar mistakes plus I'm sure "destroys" is meant to be "sacrifices", otherwise it results in each player choosing which of their opponents' permanents get removed instead of their own. (2/2) *Main Challenge: Done. (2/2) Subchallenges: And done.
Welcome to the Final MCC for MTG Salvation. Due to the desire to make sure this contest concludes before the site is archived into read-only mode, there will only be three rounds. Contestants will have five days to design, and judges will be given four days to complete scoring. With that stated, let's begin the send off for this site that has entertained and informed this community for more than a decade.
Round 1 Challenge: Design a split card with Fuse.
Subchallenge 1: Both sides are multicolor, but neither side share any colors.
Subchallenge 2: The word creature does not appear anywhere on the card.
As needed.
Design Deadline is the 5th of June, 2019 at 23:59 EDT.
Judging Deadline is the 9th of June, 2019 at 23:59 EDT.
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: /25
*An entry with 0 points here is subject to disqualification.
Judges
Eventide Sojourner
void_nothing
The_Hittite
One or two more Judges would be fantastic.
Contestants
Algernone25
Artorias
BlackWaltz3
bravelion83
Flatline
Freyleyes
Hemlock
IcariiFA
Jimmy Groove
kwanyeegor
mirrodin71
Mr. Rithaniel
netn10
StonerOfKruphix
Subject16
TotallyHaywire
Judge Assignments
Eventide Sojourner
Algernone25
Artorias
BlackWaltz3
bravelion83
Flatline
Freyleyes
void_nothing
Hemlock
IcariiFA
Jimmy Groove
kwanyeegor
mirrodin71
The_Hittite
Mr. Rithaniel
netn10
StonerOfKruphix
Subject16
TotallyHaywire
Sorcery (U)
Surveil X. (Look at the top X cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Fuse (You may cast one or both halves of this card from your hand.)
//
Wisdom (G/W)
Sorcery (U)
Reveal the top card of your library. You gain life equal to that card’s converted mana cost.
Fuse (You may cast one or both halves of this card from your hand.)
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.)
Instant (U)
Counter target spell unless its controller pays X where X is equal to the difference in cards between you and that spell's controller.
Fuse (You may cast one or both halves of this card from your hand.)
//
Dejection BR
Instant (U)
If a card was put into an opponent's graveyard from their hand this turn, deal 4 damage to that opponent.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery {R}
Destroy all artifacts. Break deals damage to each player equal to the number of artifacts that were put into a graveyard this way.
Fuse (You may cast one or both halves of this card from your hand.)
//
Repair 1WUB
Sorcery {R}
Return target artifact card from your graveyard to the battlefield. You gain life equal to that card's converted mana cost.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery (U)
Create 2 2/2 green Wolf creature tokens. Creatures you control gain vigilance until end of turn.
//
But Keep the Old 2BR
Sorcery (U)
Create two 2/2 black Zombie creature token. Creatures you control gain haste until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery (Rare)
This spell can't be countered.
Discard your hand. Hell Bent deals damage to target opponent equal to number of card types among cards discarded this way.
Fuse (You may cast one or both halves of this card from your hand.)
//
Heaven Sent 4WU
Sorcery (Rare)
Shuffle your graveyard into your library, then draw X cards, where X is the number of card types among cards shuffled this way. Exile Heaven Sent.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery (R)
Exile all nonland permanents you control. Return those cards to the battlefield under their owner’s control at the beginning of the next end step.
Fuse (You may cast one or both halves of this card from your hand.)
//
Grinding XRG
Sorcery (R)
Each player destroy X nonland permanents.
Fuse (You may cast one or both halves of this card from your hand.)
Instant
Tap target creature.
Draw a card.
Fuse
//
Out 1(B/R)
Out deals 3 damage to target tapped creature.
Fuse
Instant (R)
Exile target permanent. Its owner reveals cards from the top of their library until they reveal a card that shares a card type with the exiled card and puts it onto the battlefield. Put all revealed cards on the bottom of its owner's library in a random order.
Fuse (You may cast one or both halves of this card from your hand.)
///
Match 2GU
Sorcery (R)
Create a token that's a copy of target permanent.
Fuse (You may cast one or both halves of this card from your hand.)
Kruphix, God of Value and Eldrazi. GU
Gahiji: Wider is better. (Now with 40% more tokens!) RGW
Daxos brought some frienchantments! WB
Kynaios and Tiro: Four strong arms to hug you better. RGWU
Saskia: You better not tell her that pointing is rude. BRGW
Sidisi the Zombeesi, the Unmilled, Breaker of Graves, Mother of Zambambos. (Zombie tribal)BGU
Omnath, The Angriest Elemental Ever & His Spike-Handed Buddies.RG (Retired but forever in my heart)
Sorcery (Rare)
Each player puts a permanent card from their graveyard onto the battlefield.
///// Fuse /////
Good Run 1UR
Sorcery (Rare)
Create a token that's a copy of each permanent entered the battlefield this turn.
Instant M
Until end of turn, if a spell or ability would cause an opponent to gain life, that player loses that much life instead.
//////
True GWU
Instant M
Each player draws cards until they have seven cards in their hand and gains life equal to the number of cards they drew this turn.
//////
Fuse (You may cast one or both halves of this card from your hand.)
Instant {R}
You gain twice X life. Create X 0/2 green and white Plant Wall creature tokens with defender.
Fuse (You may cast one or both halves of this card from your hand.)
//
Prosper 1(U/B)
Sorcery {R}
Sacrifice any number of creatures. For each creature sacrificed this way, draw a card and create a colorless Treasure artifact token with "T, Sacrifice this artifact: Add one mana of any color."
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery (M)
Search your library for up to X cards with a converted mana cost 5 or greater and reveal those cards. Shuffle your library, then put the cards on top in any order.
Fuse (You may cast one or both halves of this card from your hand.)
//
Fate 2RW
Legendary Enchantment (M)
Whenever you cast a spell with a converted mana cost 5 or greater, put a quest counter on Fate. Then if Fate has 5 or more quest counters on it, it deals 20 damage to each opponent and you gain 20 life.
Fuse (You may cast one or both halves of this card from your hand.)
Instant (Uncommon)
Target creature gets +3/+0 and can't be blocked by creatures with flying this turn
//FUSE//
By Sea U
Instant (Uncommon)
Target creature gets +0/+3 and can't be the target of nonblue spells this turn
I'm a simple Magic player since 1 year ago from China. Now I live in New Jersey.
Instant {R}
Gain control of target nonland permanent with converted mana cost 2 or less.
Fuse (You may cast one or both halves of this card from your hand.)
//
Conquer RW
Instanr {R}
Each player sacrifices a nonland permanent they control with the lowest converted mana cost. If two or more permanents are tied for lowest cost, that player chooses one.
Fuse (You may cast one or both halves of this card from your hand.)
Instant (r)
Target noncreature permanent becomes a 5/5 Beast creature with trample in addition to its other types until end or turn.
Fuse (You may cast one or both halves of this card from your hand.)
\\\\\\
Animus 1WB
Instant (r)
Exile target creature.
Fuse (You may cast one or both halves of this card from your hand.)
Instant (R)
Prevent all combat damage that would be dealt to you this turn. If damage is prevented this way, you gain half that much life, rounded up, and attacking player loses half that much life, rounded down.
//////
Good Luck XUR
Instant (R)
Flip X coins. for each coin that comes up heads, draw a card.
Fuse (You may cast one or both halves of this spell from your hand.)
Currently Playing:
GBStandard - Golgari Safari MidrangeBG
RBWModern - Mardu PyromancerWBR
RLegacy - Good Old Fashioned BurnR
Clan Contest 3 Mafia - Mafia Co-MVP
Judge Assignments
Eventide Sojourner
Algernone25
Artorias
BlackWaltz3
bravelion83
Flatline
Freyleyes
void_nothing
Hemlock
IcariiFA
Jimmy Groove
kwanyeegor
mirrodin71
The_Hittite
Mr. Rithaniel
netn10
StonerOfKruphix
Subject16
TotallyHaywire
The players with the three highest scores from each group will advance to the second Round.
Tried (B/R)(B/R)
Instant M
Until end of turn, if a spell or ability would cause an opponent to gain life, that player loses that much life instead.
//////
True GWU
Instant M
Each player draws cards until they have seven cards in their hand and gains life equal to the number of cards they drew this turn.
//////
Fuse (You may cast one or both halves of this card from your hand.)
Design -
(2/3) Appeal: Txmmy generally likes gaining life and drawing cards. Jxnny can probably use it, but doesn't see a lot to get excited for. Spike likes having Rain of Gore as an instant, in mono-red no less, but thinks the other half is too hard to cast for what it does.
(3/3) Elegance: No problems here. Both cards are concise and easy to understand.
Development -
(2/3) Viability: Tried is a bend in mono-red, but not really a severe one. Usually red just prevents life gain. I'm not sure True needed to be green at all. And this doesn't really "feel" mythic. Rare, yes. Mythic, eeehhh. Then again, Sphinx's Revelation was a thing.
(3/3) Balance: I don't see any problems balance-wise. If anything I think it might be underpowered. It's not really swingy enough to be the 4-5 color draft bomb, but in the right deck or environment it could do some work. Again, thinking of Sphinx Rev.
Creativity -
(2.5/3) Uniqueness: Again, Tried is basically instant speed Rain of Gore with some minor differences. True doesn't have any direct equivalents, but it's not too groundbreaking. The option to have either or both on one card, and the one card combo, is definitely unique.
(1.5/3) Flavor: The name is nice enough, and fits established split card naming conventions, but it doesn't really indicate what the cards do. At all.
Polish -
(2.5/3) Quality: Based onDamia, Sage of Stone, True should read something like "For each player, if they have fewer than seven cards in hand, they draw cards equal to the difference."
(2/2) *Main Challenge: All good here.
(2/2) Subchallenges: Both subchallenges met.
Total: 20.5/25
*An entry with 0 points here is subject to disqualification.
We Had 1BG
Sorcery (Rare)
Each player puts a permanent card from their graveyard onto the battlefield.
///// Fuse /////
Good Run 1UR
Sorcery (Rare)
Create a token that's a copy of each permanent entered the battlefield this turn.
Design -
(2/3) Appeal: Txmmy doesn't like having to have to setup the card ahead of time. Spike might use one side or the other in the right deck, but probably not both. Jxnny sees both recursion and copying on the same card and has already preordered 12.
(2/3) Elegance: Easy enough to understand, but A Good Run can make land tokens, something which R&D has tried and ultimately rejected due to confusion.
Development -
(3/3) Viability: Colors and rarity check out.
(2.5/3) Balance: I think both sides on their own are undercosted. It's hard to tell. We Had is symmetrical and A Good Run is highly conditional, but both are more than a little abusable. A lot depends on how good ETB effects are in the format. Since both of them together cost 6 mana across 4 colors, it really should be able to blow people out of the water, so that part's fine.
Creativity -
(3/3) Uniqueness: I can't find any cards quite like either of these cards on their own. The combination of both together is in a league all its own.
(0/3) Flavor: I feel you, but the names don't work as individual card names at all and have absolutely nothing to do with their effects. Without any flavor text or art to work with, there's really no flavor at all to this.
Polish -
(2.5/3) Quality: There should be a "that" between "permanent" and "entered."
(2/2) *Main Challenge: That's a split card with Fuse all right.
(2/2) Subchallenges: Both good.
Total: 19/25
*An entry with 0 points here is subject to disqualification.
Mix 2RW
Instant (R)
Exile target permanent. Its owner reveals cards from the top of their library until they reveal a card that shares a card type with the exiled card and puts it onto the battlefield. Put all revealed cards on the bottom of its owner's library in a random order.
Fuse (You may cast one or both halves of this card from your hand.)
///
Match 2GU
Sorcery (R)
Create a token that's a copy of target permanent.
Fuse (You may cast one or both halves of this card from your hand.)
Design -
(2/3) Appeal: This isn't really Txmmy's jam. Spike sees some decent removal or an extra copy of their best permanent, and those are both nice things. Jxnny can think of multiple ways to take advantage of either or both halves.
(1/3) Elegance: So, including a line for Fuse at the bottom, you're looking at seven lines of text on a single half-sized card with Mix. For comparison, the longest text on a split card to date (that I could find) was Incubation // Incongruity at six lines, and that one was already looking pretty cramped. Match can make token lands. I've already mentioned this, but R&D has tried land tokens before and they caused too much confusion to be worth it.
Development -
(3/3) Viability: Polymorph abilities are usually blue, but Boros feels like a good fit, actually. Token clones in U/G are fine. Rare is a good spot for this.
(3/3) Balance: This looks pretty well balanced to me.
Creativity -
(3/3) Uniqueness: Boros any permanent polymorph is definitely new. Clever Impersonator can clone any nonland permanent, but that's pretty much the only one before. Together they're a pretty cool package.
(3/3) Flavor: I like the naming here. It fits with established split card conventions and fits what the cards do. Split cards are difficult to flavor and I think you did a great job here.
Polish -
(3/3) Quality: I see no problems.
(2/2) *Main Challenge: Split card with Fuse? Check.
(2/2) Subchallenges: Both subchallenges met.
Total: 22/25
*An entry with 0 points here is subject to disqualification.
Hell Bent RB
Sorcery (Rare)
This spell can't be countered.
Discard your hand. Hell Bent deals damage to target opponent equal to number of card types among cards discarded this way.
Fuse (You may cast one or both halves of this card from your hand.)
//
Heaven Sent 4WU
Sorcery (Rare)
Shuffle your graveyard into your library, then draw X cards, where X is the number of card types among cards shuffled this way. Exile Heaven Sent.
Fuse (You may cast one or both halves of this card from your hand.)
Design -
(2/3) Appeal: Txmmy loves burn that can't be countered, but is more lukewarm to the other half. Jxnny likes complicated card draw. Spike sees burn that can't be used as removal and overcosted card draw.
(2/3) Elegance: There's a lot of moving pieces to this and it's kind of bewildering at first read.
Development -
(3/3) Viability: Color and rarity looks good.
(3/3) Balance: Looks good here. I see no problems.
Creativity -
(3/3) Uniqueness: They're not too out of bounds from existing cards, but there's nothing else quite like them.
(3/3) Flavor: I like it. Hell Bent makes you Hellbent. Heaven Sent sends dead things to the big library in the sky.
Polish -
(3/3) Quality: I see no problems.
(2/2) *Main Challenge: Split card with Fuse.
(2/2) Subchallenges: Both cleared.
Total: 23/25
*An entry with 0 points here is subject to disqualification.
Live Long X(G/W)(G/W)
Instant {R}
You gain twice X life. Create X 0/2 green and white Plant Wall creature tokens with defender.
Fuse (You may cast one or both halves of this card from your hand.)
//
Prosper 1(U/B)
Sorcery {R}
Sacrifice any number of creatures. For each creature sacrificed this way, draw a card and create a colorless Treasure artifact token with "T, Sacrifice this artifact: Add one mana of any color."
Fuse (You may cast one or both halves of this card from your hand.)
Design -
(2.5/3) Appeal: Txmmy generally likes X spells, tokens and big mana, but it's hard for them to get excited about 0/2 defenders and sacrificing their own stuff. Jxnny sees combos galore. Spike sees solid value.
(1.5/3) Elegance: Both halves are simple and easy to understand, though Prosper is bordering dangerously close to microtext. The real problem is that one side is an instant and the other is a sorcery. So when you Fuse it, is it an instant or sorcery? It's both! And since when two rules contradict, "can't" trumps "can," that means that you can only Fuse it any time you could cast a sorcery. At least that's the best I can figure out. There's never been a precedent for this. I can see a lot of judge calls over this card.
Development -
(2.5/3) Viability: Live Long fits perfectly into either white or green. Prosper is a bit of a bend in blue, but it gets to sacrifice creatures for profit every now and then, like in the Exploit mechanic. This might be alright as an uncommon, but it wouldn't be out of place as a rare either.
(2.5/3) Balance: This is hella abusable in the right setting. To start with, Parallel Lives and any effect like it turns it into a pseudo-ritual where you get quadruple the value of X in Treasure and some cards and life on top. That said, "goes nuts with Doubling Season" is a pretty low bar. In Standard, without any token doublers, it looks perfectly fine. Older formats have crazier things they can do with 6+ mana, so overall I don't think it's a problem. Prosper seems a bit undercosted, though.
Creativity -
(3/3) Uniqueness: Live Long is basically Dawnglow Infusion mashed together with half of Supply // Demand and Prosper is pretty similar to any number of cards. Add them together and it becomes something new.
(2/3) Flavor: The names work as individual cards and fit their effects, but WotC is usually more subtle with their pop culture references.
Polish -
(3/3) Quality: I don't see any problems.
(2/2) *Main Challenge: Check.
(1/2) Subchallenges: Both are multicolor of different colors, but "creature" shows up a few times.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Mr. Rithaniel 20.5
netn10 19
StonerOfKruphix 22
Subject16 23
TotallyHaywire 20
Design
(2/3) Appeal: Was Edward R. Murrow more of a Johnny or a Spike? I lean towards the former, which is the target audience for this card, moreso than Timmy or Spike. The first half is a swingy combat trick against, and second half is meant to be a risk/reward gamble.
(1.5/3) Elegance: I understand what the card is trying to do, though it needs some polishing on the first half due to interactions for 2HG or other team games. I don't think I've played an Emperor game for a decade, but... there is a disconnect as to why you would want to fuse the two sides, much like the two halves of this sentence.
Development
(3/3) Viability: Effects on both halves are in their respective color houses, and, given the potential swingy power level of the first half, it fits at Rare. Nothing game breaking. That said...
(1.5/3) Balance: "Good Night" is likely undercosted, as it's based on damage dealt, not number of attackers. "Good Luck" is questionable on many levels. Had you at least incorporated the 'double or nothing' aspect to make a more balanced Squee's Revenge, I might have seen an appeal for it. Outside of a Chance Encounter deck, I don't know why anyone would cast a X draw spell where there's a possibility of having no return for the investment.
Creativity
(3/3) Uniqueness: I immediately thought of Batwing Brume when I saw the first half of this card, and utter confusion when I read the second half. I had no idea there was a card called Squee's Revenge, let alone what it did, prior to starting this crit. As it stands, it is the closest analogue I could find. I couldn't find these exact anywhere else.
(3/3) Flavor: The names for each side's effect, and I am pleased that the silent 'and' between the two halves is applicable here.
Polish
(1.5/3) Quality: "If damage from a source is prevented this way, that source's controller loses half that much life, rounded down, and you gain half that much life, rounded up." This adapts errata from Shadowbane to function properly if you are attacked by more than one player, and to deal with the combat damage each creature would deal individually. "Draw a card for each coin that comes up heads." Based on Ral Zarek's ultimate.
(2/2) *Main Challenge: It's a Split card that can be Fused.
(2/2) Subchallenges: Both sides multicolor without a shared color? Yes. No instance of 'creature'? Yes.
Total: 19.5/25
*An entry with 0 points here is subject to disqualification.
Design
(3/3) Appeal: I can blow up the world and/or return an artifact in my yard? Something for everyone, even if they only use one side of the card.
(2.5/3) Elegance: I understand the card, although I did have to reread "Break" a few times due to my brain adding words to the sentence. I'm not psychic, but I also think the card doesn't work how you intended.
Development
(2/3) Viability: RG destroying artifacts, and WUB returning them? All on point. Given Shatterstorm-type effects are Rare, this needs to be as well. "Break and Repair" sort of works for a Split card, but it doesn't flow as well as Breaking // Entering. There is one minor hiccup. When you fuse this, all targets must be chosen at the time of casting, so you won't be able to return an artifact about to be destroyed. Entering works after Breaking because you choose, not target, a creature card.
(1/3) Balance: I had to reread "Break" a few times to realize I was expecting to see a phrase that was not present, which would have put it somewhere between Builder's Bane and Deadly Tempest. As written, this could end EDH games quickly due to the fact that the damage hits everyone at the table. As such, the CMC should also be higher due the cumulative mass damage aspect. "Repair" generally won't gain you an excessive amount of life, since Gleemax isn't in your deck. Well, probably not. They wouldn't... It's... it's reading this right now, isn't it?
Creativity
(2.5/3) Uniqueness: I mentioned where "Break" appears to have drawn inspiration from, so it has some provenance. Sans the lifegain, "Repair" has been done a few times as a 4 CMC Sorcery. New twists on existing design space.
(2/3) Flavor: Name works for each half, though, again, it doesn't flow as well as other Split cards.
Polish
(3/3) Quality: Technically, I found no errors. However, I think "Break" was supposed to read "...number of artifacts they controlled...", and "Repair" was meant to start "Put an artifact card from your graveyard onto...".
(2/2) *Main Challenge: It's a Split card that can be Fused.
(2/2) Subchallenges: Both sides multicolor without a shared color? Yes. No instance of 'creature'? Yes.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Design
(1/3) Appeal: It's hard to judge the appeal of "Dismissal" as the mechanic is missing a defining phrase (see Quality). "Dejection" is also problematic, as it has a very narrow application.
(1/3) Elegance: I'm fairly certain where you wanted to go with this card. However, there is a lcak of comprehension on this card that permeates all categories.
Development
(0/3) Viability: There are fundamental problems with the card as written. Currently, it does not work. 'Dismissal', as mentioned, is missing text. Also, it might work better in GU than WU, given how the former is the color combination king of card draw. 'Dejection' has a similar issue, in that there is no source listed for the damage being dealt. The card also does not function as you might have intended when Fused, due to Rule 601.2a.
When a spell is countered, it moves from the stack to the next zone, be that the graveyard or elsewhere. It does not move from the hand, so there is a disconnect between the two halves of the card.
(1/3) Balance: As intended, it would be an interesting toolbox option.
Creativity
(1/3) Uniqueness: The curveball you were trying to throw with the counterspell is a new tact, and the punisher damage spell is a nice touch. Together, though, it's a long way for "Counter target spell. If that spell is countered this way, ~ deals 4 damage to that spell's controller."
(2.5/3) Flavor: I enjoy the names. "Dismissal and Dejection" works better than others for a Split card.
Polish
(1/3) Quality: "...pays X, where X is equal to the difference in cards {in hands? in libraries? in graveyards?} between you...". "If a card was put into target opponent's graveyard from their hand this turn, Dejection deals 4 damage to that player." At Uncommon, this should only affect one player. At Rare, and a higher CMC, it could be rewritten for all opponents.
(2/2) *Main Challenge: It's a Split card that can be Fused.
(2/2) Subchallenges: Both sides multicolor without a shared color? Yes. No instance of 'creature'? Yes.
Total: DQ/25
*An entry with 0 points here is subject to disqualification.
Design
(2/3) Appeal: Surveil with a lifegain kicker. WUx Control (Spike) and BGx Dredge (Johnny) would likely find a fast home for this. Timmy might fall down a well, though.
(3/3) Elegance: Clear as triple distilled vodka.
Development
(3/3) Viability: Surveil in UB. Lifegain in GW. Uncommon for complexity. And it works as intended when Fused.
(3/3) Balance: Making this a Sorcery lessens its potential, and balances the card. It can help recover and stabilize in the mid to late game.
Creativity
(2.5/3) Uniqueness: Simple ideas, combined in a new fashion.
(2.5/3) Flavor: "Knowledge and Wisdom" works great as a Split card name. I would have inverted them here. Wisdom for the Surviel (as you may want to toss some of the stack in the yard), and Knowledge for the reveal (everyone will know).
Polish
(3/3) Quality: No issues found.
(2/2) *Main Challenge: It's a Split card that can be Fused.
(2/2) Subchallenges: Both sides multicolor without a shared color? Yes. No instance of 'creature'? Yes.
Total: 23/25
*An entry with 0 points here is subject to disqualification.
Design
(2/3) Appeal: I don't know many Spikes that play these types of combat tricks outside of Limited environments.
(3/3) Elegance: It's so easy, it's almost like I've seen these cards before.
Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development
(0.5/3) Viability: The effects for 'Over' are very much in the WU wheelhouse. The effect for 'Out' is in the RW wheelhouse, where the colors of Boros care if a creature is attacking, blocking, or tapped. Also, there is no Rarity here, but this would likely be an Uncommon. In addition, when Fused, you would not be able to Bolt the same creature you intend to tap, as it would be an illegal target at casting.
(3/3) Balance: Nothing broken here.
Creativity
(0/3) Uniqueness: 'Over' is a straight copy of the left half of Depose // Deploy. 'Out' has the exact same effect as Summary Judgment. Nothing is unique about this card.
(2/3) Flavor: "Over and Out" is a fine Split card name (somewhat surprised it hasn't been used yet). However, 'Out' would be more fitting for a card that exiles, not just damages.
Polish
(3/3) Quality: You transcribed two cards.
(2/2) *Main Challenge: It's a Split card that can be Fused.
(1/2) Subchallenges: Both sides multicolor without a shared color? Yes. No instance of 'creature'? No.
Total: 16.5/25
*An entry with 0 points here is subject to disqualification.
Design
(2/3) Appeal: Theft and global sac on the same card? Timmy sad. Mean kids play this card.
(3/3) Elegance: Nothing about this card is difficult to understand.
Development
(3/3) Viability: On color for both effects, and at Rare, they make sense.
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?
(1/3) Balance: Both sides of this card are undercosted. Entrancing Melody can only target creatures, and needs 4 mana to steal a 2-drop. Archmage's Charm costs UUU and can only snag a 0- or 1-drop. 'Command' should be 2UB. The global Culling Scales one-shot effect should also cost 1 more at the minimum.
Creativity
(0.5/3) Uniqueness: Conquer already exists. As does Catch // Release, which costs 9 mana when Fused, and is a Sorcery to minimize possible shenanigans. Wait, that's a card now. To minimize possible chicanery? There we are. The effect of Release is wider than 'Conquer', but they both operate in the same sphere here.
(1/3) Flavor: The phrase "Command and Conquer" has me expecting to see a poorly acted FMV after this card is played. While the phrase is excellent for a Split card, having a sacrifice effect on a card named 'Conquer' does not synch.
Polish
(2.5/3) Quality: "Instanr"? "...that player chooses one of them." See Drop of Honey.
Points deducted for incorrect spelling, grammar, and templating.
(2/2) *Main Challenge: It's a Split card that can be Fused.
(2/2) Subchallenges: Both sides multicolor without a shared color? Yes. No instance of 'creature'? Yes.
Total: 17/25
*An entry with 0 points here is subject to disqualification.
Scores
Algernone25: 19.5/25
Artorias: 20/25
BlackWaltz3: DQ/25 (Non-viable card)
bravelion83: 23/25
Flatline: 16.5/25
Freyleyes: 17/25
(2.5/3) Appeal: Mostly a Txmmy/Jxnny thing although Spike does like it for Limited.
(2.5/3) Elegance: Definite elegance problem as worded; see below.
Development
(2.5/3) Viability: I'm pretty sure you want the second half of this to read "exile target permanent if it's a creature" - that's assuming you wanna do one of those clever "fuse third mode" deals, because as written you have to choose something that's a creature at the time you cast for Animus's target.
(3/3) Balance: Looks fine to me; assuming this is the intent you should be able to exile any permanent at instant speed for 2GWUB.
Creativity
(1.5/3) Uniqueness: Neither half of the effect is particularly unique but putting them together in this way is novel.
(3/3) Flavor: A clever name pair that reminds me of... something NSFW, but that's immaterial.
Polish
(3/3) Quality: Fine.
(2/2) *Main Challenge: Done.
(1/2) Subchallenges: Mentions "creature".
Total: 22/25
(3/3) Appeal: Destiny feels like a real Jxnny/Spike thing, and Txmmy of course wants to deal 20 damage and gain 20 life.
(1.5/3) Elegance: There are rules hurdles to a permanent/nonpermanent split but at least it's obvious which half is happening (if it's on the battlefield it's the enchantment).
Development
(3/3) Viability: No complaints here.
(2/3) Balance: Hard to evaluate, especially considering it's a self-fueling alt win. I must say that tutoring for X cards, no matter the restrictions, seems scary.
Creativity
(3/3) Uniqueness: Hard to say this isn't unique.
(1.5/3) Flavor: "Destiny" and "Fate" are neither opposites nor really a thematic pair, they're just near-synonyms. Fate being legendary is frankly bizarre.
Polish
(2/3) Quality: "With converted mana cost", not "a" and numbers of counters get number words, not numerals.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 20/25
(1/3) Appeal: Not much here for Jxnny, Txmmy likes a hasty vigilant token horde and Spike might be willing to pay a restrictive cost for 8 power across four bodies but asking for four colors is beyond the pale.
(2.5/3) Elegance: Something definitely feels... off about one half letting you immediately use the tokens to attack and the other half not so. It's just sliiiightly asymmetrical for a card that seems focused on symmetry.
Development
(3/3) Viability: Colors are right, I suppose, and so is rarity.
(3/3) Balance: Perfectly fine, even a bit safe imho.
Creativity
(1.5/3) Uniqueness: Both halves of the card are pretty well-trod effects and furthermore are almost exactly the same save for colors, types, and one functional difference in the granted keyword.
(1/3) Flavor: Those names are surely too long for the space afforded to split card names.
Polish
(2.5/3) Quality: Uses a "2" that should be a "two."
(2/2) *Main Challenge: Done.
(1/2) Subchallenges: Mentions "creature."
Total: 17.5/25
(2/3) Appeal: Txmmy likes pump, (conditional) evasion, and saving duders from removal. Not much for Jxnny to look at but Spike would love the flexibility of such a combat trick particularly in Limited.
(3/3) Elegance: Two simple effects that mesh nicely.
Development
(3/3) Viability: Red half is red, blue half is blue, and neither effect is more complex than uncommon.
(3/3) Balance: Simply a strong draft uncommon; efficiency like that could make a little bit of a Constructed splash.
Creativity
(1.5/3) Uniqueness: Pump split cards are nothing new, but these particular effects have never quite been done before although variants certainly have.
(2.5/3) Flavor: Two-word names, but they form a natural pair and are each short, so you get something of a pass.
Polish
(2.5/3) Quality: Missing a couple periods.
(2/2) *Main Challenge: Done.
(0/2) Subchallenges: Neither fulfilled.
Total: 19.5/25
(3/3) Appeal: All-rounder with Spike mostly being interested in the Grinding half.
(3/3) Elegance: Sure, these effects go together well.
Development
(1.5/3) Viability: Ethereal Form doesn't feel black at all, and as worded Grinding doesn't feel green at all.
(1.5/3) Balance: On its own Ethereal Form is quite bad (I can't imagine solo-casting a mass sorcery blink unless it would somehow result in comboing out to win the game entirely) and Grinding is undercosted.
Creativity
(2/3) Uniqueness: Several unique elements but the general idea has precedent.
(1/3) Flavor: Names don't mesh with each other and one of them is even two words long.
Polish
(2/3) Quality: A few grammar mistakes plus I'm sure "destroys" is meant to be "sacrifices", otherwise it results in each player choosing which of their opponents' permanents get removed instead of their own.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And done.
Total: 18/25
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