Vertain - Alright, I want to like this split card, I really do, but I just... feel off about it. The Name is alright, but not what I am used to, but that's not much of a problem I realize.
Advancement seems to be doing to much for its cost, make a creature permanently stronger and a regeneration seems a bit much for 1G, though maybe this is just me.
Downfall on the other hand I love and fully support, just the little extra push you need sometimes is to take out there Planeswalker(preferable right before they can ult for ultimate satisfaction) or a Legendary creature that's been giving you trouble.
Overall, you have one possibly over powered ability and one very well balanced ability, I though it might be pushing to rare power level here.
Æthermage - I have the same sort of name problem as I did with Vertain's as yours, it just doesn't... feel right, I don't know.
Natural Birth seems very decent and its basically a tutor for whatever you can afford.
Unnatural Birth on the other hand seems pretty overpowered for an Uncommon, a simple boost to the color cost part of it would have made it less an over powered card.
Overall, you have a half decent, half broken card, that I can actually see getting a heck of a lot of play.
Krey - The name is perfect for Split cards, Power and Responsibility, go hand and hand.
Power seems a bit... overpowered for uncommon, once again maybe its just me, but +X/+X and Trample for X2G seems a bit, much, till I thought about it, if you want to match Overrun, its still going to cost you 6, which I think is actually a pretty good balancing point, so well done.
Responsibility doesn't seem all that useful, at sorcery speed, X damage prevention is very very limited and I can't actually see it ever being effectively used over an instant speed version.
Overall, this card seems like you would only ever use it for its Power side, the Responsibility barely adds to its usefulness, now if you could turn them into instants, it would of course be an awesome card, but as is, it is lacking a bit.
Koopa - Perfect name for this kind of card.
Lost is absolutely perfect, the cost combined with that it can only hit a single target is beautiful, and its expensive enough where you would have to question if you needed it or not in most cases.
Found is staple green effect, the cost is a bit low I think but still, I like it.
Overall it is a very simple card with very straight forward abilities that I know I would love to use on a regular basis.
yewlas - The name... pfft, I am really not sure how to comment on it honestly
Sexy seems rather silly as well, its an unglued version of Lure basically, so I can't complain about that.
I Know It also is rather silly name for a common effect, so can't complain about that.
Overall, its a card with rather standard abilities that seem nice, and just a purely nonsensical name that throws it off and make me unable to take it seriously because I laugh whenever I read it
Socrates - The name is once more spot on, and I am sad I didn't think of it first.
Pride is perfect for what it does, its the equivalent of playing 2 Silvercoat Lions, except one doesn't require white mana. I fully approve of it.
Joy seems a bit undercoated for such a nice effect, depending on the field. If you have a nice big field, its going to be devastating, yet if you only have a single creature, its almost a waste. Which actually makes it perfect for the Uncommon rarity power level.
Overall, you got the makings of a great split card.
Mitt Romney - The name... is just weird, and to specific a refferance to be widely understood.
Tippecanoe is almost overcosted, but the first strike balances it out, and I would love to play it myself sometime. Though would be better at instant speed which I know you can't do in this challenge, but still.
Tyler Too(can't get over the strangeness of the names) is also a decent card that in the right setting can be absolutely devastating. It could be a cheap way to double an effect or another blue way of legendary creature destruction.
Overall... decent abilities and good pricing, but the name ruins it for me, I'm sorry.
Cypher28 - This... is an interesting one that I can't really rate the same... The name doesn't work the way split cards normally do, but due to the effects, I can understand that.
Deflate is simple and straight forward for what it does.
Sweeping Doubts seems like... a Rare version of Deflate, where Deflate seems like it is almost common level. It seems these are more 2 cards of a cycle then halves of a split card.
Overall, I love the cards and there abilities, I just don't think they fit the spirit of the challenge is all.
TheMallen - Love the name to start off, clever work with it, feels like its part of a set with another split card
Toil seems... a bit undercosted for its effect, but since it only makes 0/1's, I think it works rather well.
Trouble is a perfect reflection of Toil, where Toil is defensive, trouble is offensive. 2 1/1's and making someone discards 2 cards seems right in line with Uncommon power level.
Overall, this is a rather nice card that seems to reflect itself a bit.
I'm a bit hesitant about Advancement. It really feels like it should be an instant, since pre-combat regeneration just feels weird. That said, it's strong enough that it works. I really like Downfall.
I really like this card. They're not as powerful as their non-split counterparts, but that's how split cards are supposed to be. You trade power for the versatility of two cards. Well done.
You are almost always going to play Power over Responsibility, which I'm not a huge fan of. Responsibility is situational at best, and doesn't have a time frame like "until end of turn" which is less than ideal. If this were printed, I would consider splashing this card in non-green decks since it gives those colors access to an Overrun-style effect that in many cases is going to be stronger than Overrun, which makes me uncomfortable.
I like Lost. I think it's appropriately costed. I don't like Found. As noted in my critique of AEthermage, split cards are supposed to sacrifice some power for the versatility the split allows. Found is identical to Recollect, and you have the option to use Lost instead.
Hahaha! Funny name aside, I think this is a cool split. Both sides are very appropriately costed, and are intuitive as sorceries. Well done!
I like the effects of each side in the context of a split card, but I don't like the two together. I don't think that both sides of a split card should have exactly the same cost. If that were the case, the spell should just be modal. Also, I don't know how I feel about the cost of Joy. It seems too strong at 4cmc and feels a little too swingy to me for uncommon.
Tippecanoe feels like it should be an instant, but it works at sorcery speed too. Tyler Too made me smile. The making it a 1/1 is very flavorful, and a good way to balance the cost of the copy effect.
This card is weird. I feel like it wants to be kicked instead of split. I get that the actual mechanics of it aren't similar enough to kick very easily, though. That said, Sweeping Doubts is a pretty complicated way to get to "Tap all creatures target player controls." Even if they choose to lose some life, this could be worded more cleanly. Deflate seems too weak. Since it's sorcery speed, the tap part is really only relevant prior to an attack. I feel it should make the creature not untap next turn too.
This card is really cool, and I like that it makes two types of tokens, but the colors of this card is crazy. I feel like you'd have to plan around this card, or just use this card as only Toil or Trouble. The flavor is there, but I'm not sure if the function is.
Will2W
Sorcery (U)
Put three +1/+1 counters on target creature.
// Grace2W
Sorcery (U)
Target player gains 5 life.
Draw a card.
Hi, Atogaholic. Will & Grace is a funny title, and I do love the show, but I have a few concerns with this card.
While not an explicit condition of the challenge, it is the flavor of the challenge and split cards in general that the cards have differing mana costs. "...and how to adjust spells based on the available mana. Your final exam is to prove that you've mastered this." Will too is a bit odd for a White card, I feel it should give the counters to three seperate creatures, as small armies rather that strong individuals is more white's flavor (though it does have some great auras, admittedly). Either way, I believe the effect to be quite underpowered at sorcery speed.
Grace on the otherhand I believe to be a well balanced, and quite good for it's cost. I think it could be a decent pick in limited. Good job.
Cythare
Sense 1U
Sorcery (U)
Look at target player's hand.
Draw a card.
// Sensibility4W
Sorcery (U)
Gain 1 life for each creature target opponent controls.
During that player's next turn, creatures he or she controls cannot attack you.
Hey Cythare, I like your sign-up card, solid! Hopefully it shows cool connections to future cards in the contest.
Love the name, it's fun and perfect for a split card. Sense is a little underpowered though, Gitaxian Probe is quite a bit stronger.
Sensibility is also a bit underpowered, In a really optimal situation, it might gain you 6-8 life, which is alright, but compared to Stonehorn Dignitary at 3W, I feel even 8 life is only slightly better than a 1/4 creature in most situations.
Fun flavor overall though, and well balanced cards.
Achren
Heart3W
Sorcery (U)
Put a +1/+1 counter on target creature for each other creature you control. "...Look upon the wearied masses: Unto you their fate now passes..."
// Soul1WW
Sorcery (U)
Put three 0/X white Spirit creature tokens with defender onto the battlefield, where X is target creature's toughness. "...Shall you save them, or condemn them? Strength of spirit can protect them..."
Wow, what a great starter card Achren! Great theme and a subtle and smart to your wizardly career.
That flavor text... whew, great stuff! Heart has such flavor seeping out of it. I'm a little sad it's underpowered for its cost, but as a instant I believe it would have been solid.
Oh, oh my you are killing me. I'm absolutely in love with the connected flavor texts. Are they all meant to be read connectedly? If so, Bravo, just, bravo. Incredibly impressed. Soul's a great card in itself, well connected to the sign-up card and theme, and I love the use of this new type of token.
Just a fanatastic job.
Jimmy Grove
Through Hell 1W
Sorcery (U)
If target permanent you own would be put into your graveyard from the battlefield this turn, return it to your hand instead. Rushed back to life in a wave of glory.
// High Water1U
Sorcery (U)
Whenever a creature without flying blocks this turn, return it to its owner's hand. Washed off the earth by a wave of water.
I gotta admit, cool use of naming, I'm a little sad through hell is a replacement effect though. Means they won't actually go 'through hell' in a way. Still, an elegent spell that gives an interesting effect. Perhaps a bit weak at Sorcery speed, but slick nonetheless.
High Water is nice flavor, but a confusing effect. The flavor text helps and not hitting flyers is a great touch, but the blocking clause makes it hard to connect the flavor. In practice, I believe these are two equally fascinating combat manipulations not seen exactly as such before in magic to my knowledge.
Gerrard's Mom
Come1G
Sorcery (U)
Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest of the revealed cards into your graveyard.
// Go3U
Sorcery (U)
Put target creature on the top or bottom of its owner's library.
Oooo, good flavor on Come, I quite like it. I can feel myself issueing the command, sends a tingle down my spine. Go is just the same, impressive use of simple imagery to make a great split card, and I think you've fully emcompassed the split card mentality.
Perfect costs and an extremely printable card. Great work.
Arcel
Down3BB
Sorcery {U}
Destroy target non-black non-artifact creature, its controller loses life equal to its power.
// OutXXUU
Sorcery {U}
Return up to X target creatures to there owners hands.
I think the disconnect between divine flames and these cards is quite large, and since divine flames is a cool card, perhaps give it more connection with the next card?
Down is quite expensive, perhaps a lower cost or removing the non-black/non-artifact restrictions would smooth it out. Good name though.
Out, I'm sorry to say, is just kind of awkward to me. It's simple yet somehow complex feeling, and while not overpowered nor neccisarily underpowered, I somehow feel it's off the mark in costing and rarity. When paying 8 mana, it feels a tad too powerful, like a rare. When paying less, it feels overcosted. XX is just not a cost I'm happy to see here I'm afraid.
Ninja Caterpie
Rock2RR
Sorcery (U)
Destroy target artifact or land.
// Roll 1RR
Sorcery (U)
Roll deals 2 damage to each creature.
This split card is just too simple. Both Rock and Roll are very close to reprints of other cards (Demolish and Pyroclasm respectively) and together don't add anything new for me. There is also no flavor text nor connected flavor to the music genre being referenced. I'm sorry, this is a miss for me.
Rimeshade
Shame - 1UU
Sorcery
Choose a colour. Tap all creatures of the chosen colour you don't control. Those creatures don't untap during their controllers next untap step.
// Disgrace - 3WW
Sorcery
Destroy all tapped creatures.
I like the combo of these cards! I really wish more people would connect the mechanics of the two sides like this. Shame is a great mix of name and mechanic, though I think both chosen color and don't control is over the top.
Disgrace is fairly simple, but works well with Shame. It may be a case that other group members made more ambitious cards this round, but still a good attempt. I do wish this was more connected to your sign-up round card though.
Polendino
HopU
Sorcery {U}
Target creature gains flying until end of turn.
// Skip4UUU
Sorcery {U}
Target player skips his or her next turn.
Really like the sign-up card, solid spell and within theme of the contest.
Hop though, is a reprint of Jump at sorcery, which isn't very exciting, and skip is on the one hand much too powerful an effect for uncommon, while also being too expensive for what it does (Time Warp is only 3UU, and is arguably more powerful in multiplayer and equivelent in single).
Top 3:
1. Achren - Lovely flavor, this card struck me in the most visceral way, well done.
2. Gerrard's Mom - Pristine execution, only a more striking impact could have fared you better.
3. Jimmy Grove - It was close between you and Rimeshade, but your interesting abilities won the day. Great innovation.
Vertain - Advancement and Downfall: Pre-combat sorcery buffs don't see much play, but this one has enough long-term improvement for the creature combined with a bit of short-term defense to make it fun, especially since it has another option. That said, the other option's two colors make it a bit restrictive. Downfall works well, and the white does feel appropriate for a legend/planeswalker kill card.
Æthermage - Natural Birth and Unnatural Birth: Both cards are weaker than comparable cards (especially at rare), but that is reasonable since they provide versitility. Both abilities are very useful for a Golgari-style deck, and it could easily find a slot in one without being overpowered.
Krey - Power and Responsiblity: The use of X+number+color in a casting cost is unusual enough that it is almost always found at rare. Power is almost always better than Overrun, though, in part because it can be easily played by decks merely splashing green. Responsiblity, on the other hand, could use a power bump because of how limited sorcery-speed is.
Koopa - Lost and Found: Neither effect is particularly innovative, but both are costed well, fit the flavor of their names, and are powerful enough at the cost to see play.
yewlas - Sexy and I Know It: The flavor is a bit too Un-set for my tastes, but the execution of the abilities is very reasonable.
Socrates - Pride and Joy: Turning "pride" into a lion reference is a good way to make an abstract concept into a playable card, and the mechanics of Joy reflect the cardname as well as anythough could. Very well costed, interacts with itself and useful in a variety of decks. Very solid.
Mitt Romney - Tippecanoe and Tyler Too: The flavor obviously doesn't fit very well, but both sides are playable, and Tyler Too has the advantage of a lot of very interesting interactions.
Cypher28 - Deflate and Sweeping Doubts: Deflate is costed fairly restrictly for its ability (maybe if the creature didn't untap on the next untap set). Sweeping doubts could probably be worded more cleaning. The two abilities being so similar makes me feel like this design would be better as a kicker card than a split one.
TheMallen - Toil and Trouble: Both sides are solid, powerful effects, but getting the mana needed to take advantage of all the options will be very hard. But I could see it being used in a green-based rainbow token deck of some sort.
Icrael: The abilities work great together and the names are great with them. Thought of Spectral Procession but the cost doesn't worry me.
Hyral: Live feels like an instant but in the light of the challenge, I'll let that pass. Although the flavour is nice, it feels really weak and Worms would also have worked perhaps. Learn is a super Ponder and I do like that.
Lanxal: That's a sound card name. I can see the name/ability connection, and the effects are clean and pleasing to the eyes. Plenty of room for some flavour text which I would have loved on this.
The Most Curious Thing: There's a theme to the two sides, but typically they're sayings I believe. Goose Chase could have been better if you chose/revealed more because you'll only get one or two creatures normally. Swan Song is nice and flavourful.
MagicProfessor28: This card made me smile bright and early in the morning. Armed is cool (not really, it's hot hot hot) and Dangerous is tricky. That cantrip isn't really needed but true, it doesn't regenerate for once so you'll usually get one-for-ones.
Profani: Capture is fresh and reminiscent of Zealous Conscripts. Finely costed there. Assimilate is interesting, but the gaining control seems too redundant on the same split card.
Rithaniel: To be honest, I don't see how the abilities work with the names. Lots of hybrids; Pomp interests me though it's awkward to play. I like Circumstance though, but the name confuses me. The B would have felt off without the graveyard shuffle.
ced395: no homework? DETENTION expulsion!?
Lyzl: Design is a nifty little card but the wording is a bit strange to me. Fits the name great and you can tell what it does, so it's fine then. Again, the wording on Innovation is a bit strange (probably something about activated ability).
Top 3:
1. Icrael
2. MagicProfessor28
3. Lanxal
HM: The Most Curious Thing
Arcel: Down feels like a less elegant Phthisis, and Out doesn't make good use of the XX in its cost. All in all the pieces of the card seem thrown together.
Atogaholic: Hm, there's nothing horribly wrong with the design but it's not very exciting, either. Though Will does feel more green than white.
Gerrard's Mom: I love this. It's a simple and evocative concept that looks like it was designed top-down and bottom-up simultaneously.
Rimeshade: "You don't control" is unnecessary and makes the card less elegant; but otherwise, this is a great design. (As a side note, I'll be unhappy if R&D brings back Guan Yu's 1,000-Li March on a split card of all things. I've been waiting for it for a while now.)
Ninja Caterpie: It's fine from a development standpoint but incredibly boring from a design standpoint, being Demolish and Pyroclasm stapled together. I'd have considered it if it were more thematically connected to the name.
Cythare: "Gain 1 life for each creature target opponent controls" is a sentence I'd love to see printed. The rest of the card is underwhelming even though I have to say there's nothing wrong with it.
Achren: This is an amazing design. So often split cards have two different functions altogether, but this has two different functions in the same archetype. Soul helps to build a token army using one creature, and Heart uses an army you've already built to make one creature stronger. I love 0/X tokens.
Jimmy Groove: Clever name and I love the mechanical connection between the two sides. But I don't feel the flavor of Through Hell (it doesn't send a creature "through" hell) and I wish High Water were "creatures without flying and islandwalk."
Polendino: I'm waiting for "target player skips his or her next turn" to be printed on a non-split card, but this looks hilarious next to a sorcery-speed Jump on a split card. On the other hand, this is a weird uncommon because it's only an uncommon if you average out the obviously-common Hop and obviously-rare Skip.
Icarael: I...like this. The abilities fit the names well, and are well-balanced for a split uncommon. Holler seems a bit weak though; haste isn't relevant at that cost, so it becomes a worse Banners Raised.
Hyral: Live suffers horribly from being a sorcery. That half is just too weak compared to Caller of the Claw or some such. Learn isn't bad, though; seems better than Index. Overall, I feel like this card(s) just doesn't feel like an uncommon sorcery.
Lanxal: All Bark is okay, I guess. I am a fan of Humility effects, so No Bite appealed to me -- it's just a little costly for what it does, at sorcery speed.
The Most Curious Thing: Your split card is too powerful. In a GW deck, it's pretty ridiculous: a creature tutor for one mana, and a pump/evasion/bounce spell for three. Split cards sacrifice power for utility, but yours... doesn't really.
MagicProfessor28: I really like Armed. It seems like a good application of a rarely-used ability. As for Dangerous, well, compare Deadly Allure. Dangerous is arguably better, because it cycles immediately -- and it's on a split card. A tad too powerful.
Profani: Very nice! This card is highly useful without being too powerful. Noncreature seems like a good choice here. Two dings: "Capture and Assimilate" doesn't really roll off the tongue, and this seems more like a rare than an uncommon to me.
Rithaniel: I like the design. Pomp employs an mechanic that is rarely used, but I suspect you kind of forced it into the restrictions for this round. As is, it's a bit funky ruleswise, since it doesn't employ a trigger. Circumstance feels a bit too good, especially in EDH; making it cost 5 CMC would have helped.
Lyzl: Not bad. Innovation feels pretty useful in the right deck. Design is cool, but funky for two reasons: 1/3 seems like a weird ratio for creatures with flying/first strike/haste; and I'm pretty sure the language doesn't work out. You'd have to write it out: "Put a 1/3 colorless Gnome artifact creature with flying, a 1/3 colorless Gnome artifact creature with first strike, and a 1/3 colorless Gnome artifact creature with haste onto the battlefield." As you can see, it might be sketchy on a split card. (Compare Bestial Menace. Not quite the same thing, but close.)
CrustaceanCrusader
Up: Good effect and cost but feels common.
Down: Good effect and cost since its a not instant. Feels more uncommon than Up.
WhisperedThunder
Bangers: Good cost and effect, the ability on the tokens is a nice touch.
Mash - Nice effect and the cost is balanced by the limitation on the number of creatures.
Eventide Sojourner
High: Nice ability and effect. Good cost.
Mighty: Nice ability and effect. Good cost but feels less powerful than High.
Trabant777 - Drop
shadowfuryix
Flotsam: Interesting effect and fits into red's artifact hate. Fits as an uncommon well.
Jetsam: As a sorcery this one is weak so the cost is ok. The cards do not seem to fit well with the names flavorwise.
yarn
Left: Nice cost and effect. Fits Uncommon well.
Right: Feels more like rare. Too cheap for uncommon.
PsiJet
Actions: Good use of kicker. The effect seems common but the kicker make it fit in uncommon.
Words: Seems too fit uncommon loosely, It may seem to use the kicker just to cast a free card for five mana. Actions was better.
Queensauce
Death: Nice effect and cost. The second effect seems forced just to make it uncommon.
Taxes: Seems very limited for an uncommon, Non-white would have sound better. The second ability seems forced just to make it uncommon.
Random_Nation
Heroes: Very nice pump effect, the first strike makes it very white and uncommon.
Villains: This is more useful due to the intimidate and makes Heroes looks weaker.
1. Eventide Sojourner
2. Whispered Thunder
3. Random Nation
Private Mod Note
():
Rollback Post to RevisionRollBack
"Those who endure in the face of suffering, those whose faith shines long in evil days, they shall see salvation." -Song of All, canto 904
Arcel- I really want to like Down, but the problem I have with it is how it seems so tremendously overcosted when you consider the costs of cards like Murder. Granted, this idea has ironically never been done before, though I would find myself loathe playing it over cheaper alternatives. Out is a cool card too, but vastly outshined by cards like Alexi, Zephyr Mage, who sets the precedent of making it not a super expensive effect. Also, that mana cost is kind of wonky for an uncommon, though that’s not a reason to dislike the card. I do like the flavor behind this card though and I think that with some better costing you’d have had a winner.
Atogaholic- Kudos on the name selection. I did not agree with your decision to make both the split cards not just the same color, but also the same mana cost. I wish you had been a bit more creative in that regard. Let’s move onto the cards themselves. Will is an off color (usually green) effect that suffers due to its not being an instant. I feel like, similar to how cards like Captain’s Call create multiples rather than one big creature, this effect needs to have distributed the counters among many creatures if anything. Grace is also way overcosted too. Compare it to something like Soothing Balm which is cheaper AND an instant.
Gerrard's Mom- Come and Go is a great expression that is conveyed will in your card’s form. Come is a cool effect that I would love to figure out how to break like a Polymorphesque effect as in it could make its own deck. I do have a couple of concerns with the card, namely that you can use it to mill your entire deck if you have no creatures and that it is vastly better than cards like Tracker’s Instinct. Go is every EDH player’s fantasy, and I love how you chose to execute it. My only complaint is that it is too splashable and I would prefer to see it at 2UU.
Rimeshade – Shame and Disgrace is an interesting combination, though Shame is super strong. It goes far beyond the power level of where cards ought lie for that cost. Either drop the “you control” or the “choose a color,” since as is, you effectively weaken the standard set by Sleep. Disgrace is cute, as I like seeing big spells on split cards.
Ninja Caterpie – It’s punny, but the synergy between the flavor and the cards simply isn’t there. I would have loved flavor text from classic rock songs… just something to set your card off from everyone else’s. This design felt way too “safe” and didn’t broach anything new enough to stand apart.
Cythare – Well you stole my initial name for my split card before I designed Armed/Dangerous, but that just means I can’t complain about the name. I think Sense is neat, just mega weak. Maybe make it cost U, but even then it’s worse than Peek. Sensibility reminds me a lot of Congregate with a bit added oomph. I feel like it’s better costed for 1 less.
Achren – Love this card, the flavor text, everything. I have two tweaks though. For one, I would have liked Heart to count the creature getting the benefit too, since presumably it has a heart. Also, I didn’t really like the X toughness of Soul, though it works well. Nice job.
Jimmy Groove – Love Through Hell, since it has that neat balance of flavor and power, though in theory it would be far more useful as an instant which causes you to lose out a lot on the effect. High water is cool, though flood effects typically tap creatures and are not about bouncing them.
Polendino – Hop is a weaker Jump, and while I see the flavor behind the cards, it just seems like there was no reason to make it so weak. Maybe if it cantripped... I think the idea of Skip is cool, but flawed for a variety of reasons. The first is cost… compare it to Time Stop or Time Warp. Plus, the effect is way too big to be an uncommon.
Vertain: The regenerate on Advancement seems weird and out of place (also confusing people at sorcery speed). It probably would be fine and not underpowered at just the +1/+1 counters, too. Downfall is weirdly costed and too useless.
AEthermage: Names are boring and unoriginal. They're not very split-cardy. I think the mirror is a bit too blunt for my liking and they're both rather weak. Oh well.
Krey: "responsibility" with two i's. other wording problems but ceebs. The cards themselves are alright but X2 costs are ugly. I do like how you did that so that in a deck you can usually play either side (XGGG and XWW would make it rather hard)
Koopa: Lost is unconditional removal in white, which it shouldn't get. Kinda disappointing you can't Find stuff that you've Lost, but otherwise both sides are fine. Found is literally identical to Recollect though, which is kinda :\ (also Recollect is actually quite good, could probably cost more as a split card.
yewlas: I can't tell if this is a joke either. At least they fit the names lol
Socrates: I like the wordplay on Pride and the synergy with Joy. Nothing much more to say, really, although Joy seems a bit disjointed.
Mitt Romney: When you make a card like this you risk someone not knowing anything about this, going "why did you make this" and ignoring the possibly cool designs like Tyler Too.
"why did you make this"
Cythare: Deflate is nice, although I don't quite get the losing life to toughness thing. Sweeping Doubts probably wants to be worded "For each untapped creature target player controls, he or she loses life equal to its power unless he or she taps it." Or, more accurately, "Tap all creatures target player controls".
TheMallen: Toil is cool and I love that Trouble is goblins. That said, four colour split card is just wut (it kinda defeats the point of having a split card because how many decks will be able to cast both sides?).
#1 Socrates
#2 yewlas
#3 AEthermage
Private Mod Note
():
Rollback Post to RevisionRollBack
If you're having creature problems I feel bad for you son
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Icarael - The first split doesn't seem all that uncommon to me. It's very typical of white to toss out flying 1/1 creatures (or 1/1 anything really). The second split is really not uncommon, especially for 2RR. While it can be dangerous, it's nothing new to red.
Hyral - The first split is so common it's not even funny. Sad, but true. Green will usually drop several 2/2s for a morbid type ability. The second split is fairly decent. A 5 card deck stacking and then a draw. I would have probably dropped it to 4 and did 2U.
Lanxal - The first split is more common than anything but is balanced by the second split. Either way though, it's a managing of under/over.
The Most Curious - I don't see how the first split is green and the second is way overpowered, even for an uncommon.
MagicProf - Both of these seem fairly decent for an uncommon, however I'm not fond of the 'draw a card' aspect.
Profani - The second split seems overcosted, and the first split seems like nothing new. It feels safe.
Rithaniel - Pomp is way to powerful for an uncommon (If I would put 4 of in a deck at this level, then it's definitely got issues), and with Circumstance I really can't see the connection between the card name and the ability. It's not BAD overall though.
Lyzl - I'm ultimately not feeling this particular split. While I like the Design, I can't see them as 1/3, but more as 1/2 or 1/1.
Crusty - Sure, I guess? One side seems pretty bad and the other seems printable.
Whispered - Love Mash, hate Bangers, wish Mash were its own card. I think I don't like a non-permanent making such specific tokens.
Eventide - High seems pretty good. Mighty seems pretty bad. Can't I get permatrample for that price?
shadow - I generally dismiss cards that make creatures lose abilities because of how it confuses lhurgoyfs, but the other half of this card I like.
yarn - clever puns on relatively balanced cards = win
Psi-jet - I like the idea, but both sides just feel weak. The pump at sorcery is bad, and the words without being kicked is crazy underpowered.
queensauce - I almost used those card names. Taxes doesn't feel like a tax at all, though.
random - I think i'd prefer vigilance for heroes, but otherwise I quite like this.
Heart is a Might of the Masses, but permanent and at sorcery speed. I'd call it fair at that cmc, but not terribly fascinating.
Soul produces some really good blockers. If you have even the standard 3/3 Beast, it can get pretty difficult to fight through. A bit on the complex side, but it is uncommon.
I like the bridging of flavor text from one side to another, but remember, with split cards, adding flavor text can result in microtext pretty easily.
Down is an overpriced, slow removal spell with a life loss rider. Very underwhelming, and not uncommon.
Out is a lower-rarity potential one-sided wrath, and I believe you have placed this at the correct cmc. 4 mana for 1 creature, 6 for 2, ect. You might have been able to drop one of the U's, but, good either way.
Sense is Peek, but slowed down, raised a rarity, and more expensive.
Sensibility, however, is Blunt the Assault made to work at sorcery speed, raised in rarity, made more expensive, and only gaining life for the creatures a single player controls.
Come is a new effect. It's interesting, each part of the card is potentially useful, the entire thing is potentially powerful, and I feel the card is at the correct rarity. Good job.
Go is a slightly better and more expensive Time Ebb that has been bumped in rarity. It can make sense, though.
Through Hell is a nifty card. Nice way to take something that was a rare-only effect and tone it down enough to see it at uncommon. Though, somewhat meh-inducing to see at sorcery speed.
High Water is another cool card. Something I haven't seen before anywhere. Uncommon feels correct and it's interesting enough.
Nice name. Playing a dangerous game with flavor text on a split card, though.
Hop is Jump slowed down and bumped in rarity. Very much meh.
Skip interests me. This kind of dichotomy is one I haven't yet seen on a split card. I am a fan. However, this should be a rare, definitely not an uncommon, regardless of how it's priced.
Also, I see what you're getting at. One common effect and one rare effect averaging out to an uncommon card. I don't think that it should work that way, however. I would make this card rare and improve Hop to be worthy of being a rare.
Shame is intriguing. Reminds me of Wash Out, but less expensive, unable to hit your side of the field, and unable to get rid of the creatures entirely. Definitely a good way to set up an alpha strike. I like the card.
CrustaceanCrusader - I'm not going to deduct points for being "not instant" but for future reference I would prefer the actual card type be on it. The card has a basic name which is usual for a split card and fits flavourwise. That said the blue half is weak... very weak. The green half is probably ok since it's just a sorcery Plummet for 1 less, but it's boring. Especially for an uncommon.
WhisperedThunder - I like the black half of this card. It's a one mana kill spell but it's restrictive. The red side.. not so much. 3 tokens with a sub-par tap ability for 4 isn't that great. The fact that they might kill themselves if they ever use it just makes it awful. The red side also seems oddly complex for what it does.
Eventide Sojourner - The naming on this one is great. Fits both sides of the card perfectly. The cards blue half is slightly more powerful than the green half considering they're at the same mana cost, but that's basically just nitpicking an otherwise well designed card.
shadowfuryix - The naming on this one is kind of weird, but I like it. Flotsam seems pretty good though I think it would have been perfectly reasonable at a lower cost considering it probably took until turn 4+ to get enough artifacts in your yard to make it relevant anyways. Jetsam on the other hand REALLY REALLY feels like it wants to be an instant.
yarn - I don't really like the naming here because your cards don't really have anything to do with left or right. The white half is arguably non-white. White likes to kill things in combat, or at least give the opponent a way out of it (Oblivion Ring/Pacifism). While there ARE a few cards that don't have restrictions like this, they are also against white's typical flavour. I like the green half, though I will nitpick that "other" is redundant since the spell would have to resolve in order to take effect at which point it's impossible to counter it.
PsiJet - Sorcery speed pump is usually pretty bad, though this card does a decent attempt at fighting against that. That said, red usually gets +X/+0 effects over +X/+X. Also, the wording is a bit off as it should be "if ~ was kicked THAT creature gains first strike until end of turn". Words just seems pretty bad to me. 3 mana to scry 3 is awful. Adding the extra 2 to get some value makes it better but barely. Lastly, the phrase is "actions speak louder than words" which to me suggest the one half should be much better than the other. If it ISN'T the card feels wrong aesthetically, if it IS the card is poorly designed. Actions/Words seems like a poor choice because of this.
queensauce - The black side is fine. Boring, and a bit on the weak side for an uncommon, but fine. The white card is a colour hoser which I just vehemently dislike. Even ignoring that, it's a very weak colour hoser. Having said all that, the cards have a FLOW to them that most cards don't. It's basically a 3 mana kill spell that requires it to be played differently depending on your target. This I like.
Random_Nation - I really enjoy both sides of this card. I'm a stickler for symmetry though so I feel like it should have been +1/+2 and +2/+1 or something, and that they both should have cost 1cc, but I really like the flavour and abilities of the card.
CrustaceanCrusader- Lovely choice for the split card name. Up is obvious, but in a good way. It is pretty weak as a sorcery, but that's okay for a split card. Down is pushing the envelope a bit, power-wise, but is possibly okay being a sorcery. I do wish you had made the miniscule effort of actually correcting the typeline, though.
WhisperedThunder- The name made me chuckle. I'm really not crazy about the super-complex goblin tokens, though. I mean, a token with a tap ability that makes the board more complex and involves a coin flip AND could sacrifice itself? Mash, on the other hand, I'm a big, big fan of. It is a clever card and the name works beautifully with the effect. It may be a little strong, but not by too much.
Eventide Sojourner- I like the name choice, and it matches the card effects pretty well. I'm slightly concerned about the cost on High. It is an absolute bomb in limited, so I'd prefer it be 2U. Mighty is fine as far as power goes. The name and concept work quite well. Overall, I really like this card. Good job.
shadowfuryix- I enjoyed this name quite a bit. I'm not sure how much I like them with these effects, though. Flotsam is a bit of a stretch, but it works. It is also a pretty clever way to get a creature half onto a split card, so nice job. Flotsam is pushing complexity, though. Someone, somewhere will think this works like a Lhurgoyf, so the card probably needs a phrasing like "as you cast Flotsam," a la Jaws of Stone. I'm struggling to make a connection between the word Jetsam and what the card does. It is pretty complex and powerful for an uncommon, but would probably be okay. I prefer the effect in blue, but that's just my preference.
yarn- The names aren't bad, but not great, either. Left seems really powerful. Compare it to Unmake and Brittle Effigy. I'd feel better if this were 2WW or something. I'm not in love with Right. The effect is good, and the power level seems fine. The name, used in this context ("I'm right and you're wrong.") feels more blue to me than green. Seeing Right as a counterspell with the white half of Left would have felt better to me, but I may just be nitpicking.
PsiJet- I don't really like the name here. The phrase I think of is "Actions speak louder than words," not "Actions and words." All split cards probably shouldn't be held to that naming convention forever, but this misses the mark quite a bit for me. Kicker on a split card is interesting, though I worry very seriously about cramping the text box. You basically can't include reminder text at all, which is probably bad for an uncommon. Even without reminder text, Words is really hard to read. I don't really like a flat +2/+2 bonus in read, and, really, Actions seems more white to me. Words is a tad too complicated for the payoff.
queensauce- I love the name! Death is a good fit for a black spell, too. "Destroy target creature" would have been a bit better (adjusting the cost accordingly, of course), but that's just my opinion. Your Death is quite good and very flavorful. While Taxes is a nice mirror to the Death half, it doesn't mesh with the name that well. I was expecting something that actually taxes your opponent, such as making spells cost more or making them pay for their stuff or something. As is, it just looks like black creatures don't like paying taxes, I guess. Weird concept, but not a bad design overall.
Random_Nation- The name is good and fits your spell effects quite well. I really appreciate how clean your card is, and how the effects work in a similar fashion, but can play very differently depending on your deck. Heroes can really hurt someone, but will probably just clear out some creatures instead (which is still great). Villains, on the other hand, seems like it could just steal the win from your opponent, which feels dastardly and underhanded (perfect fit!). I'm a little concerned about the costs, but those could easily be adjusted after playing this. Nice work.
Overall, its a card with rather standard abilities that seem nice, and just a purely nonsensical name that throws it off and make me unable to take it seriously because I laugh whenever I read it
Vertain
The names are not great, maybe Forward//Back or something? Sorcery regeneration is weird, and the way the colors are distributed is as well.
Æthermage
Names are breaking convention, but the effects are a pretty good match.
Krey
I don't know if we wanted to make Overrun more splashable, that part is probably too good while the other half is pathetically weak. It could have easily been X damage to each creature you control, which would have mirrored a little better.
Koopa
Naming conventions check, "creature or planeswalker" is probably controversial but it works for me. The other half is just Recollect, could have made it more interesting by mirroring the types?
yewlas
Oh boy...nothing much in terms of mechanical innovation here
Socrates
Pride is cute, Joy I think could have been just one or the other of those effects, or maybe just 1 life, seems like it is pushing it a bit, it's Meadowboon + Festival of Trokin. Feels very Ajani split though.
Mitt Romney
Having gone through elementary school in Indiana, I am well aware of this slogan, but I have a hard time considering joke names in the CCL. The copy effect is fine but the other half doesn't have much to do with it.
Cypher28
I'm not sure exactly where you are going with the names, but the design space is kind of interesting. Black has been able to tap before, although it has always seemed strange, adding white in is ok. The second half should probably be a rare because of the global effect, and maybe just do both of those things, 7 mana is pretty huge. Effect//larger version of the effect is more in the realm of kicker than split cards.
TheMallen
Just FYI, the "2" for the tokens should be written out. Good name choice and the colors are fine, but there is a bit of a disconnect, and this would be a hard card to put in any deck, at least the Dissension cards shared one color between the sides so they were only wedge. Also, welcome to the boards!
1. Socrates
2. Koopa
3. Æthermage
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Advancement seems to be doing to much for its cost, make a creature permanently stronger and a regeneration seems a bit much for 1G, though maybe this is just me.
Downfall on the other hand I love and fully support, just the little extra push you need sometimes is to take out there Planeswalker(preferable right before they can ult for ultimate satisfaction) or a Legendary creature that's been giving you trouble.
Overall, you have one possibly over powered ability and one very well balanced ability, I though it might be pushing to rare power level here.
Æthermage - I have the same sort of name problem as I did with Vertain's as yours, it just doesn't... feel right, I don't know.
Natural Birth seems very decent and its basically a tutor for whatever you can afford.
Unnatural Birth on the other hand seems pretty overpowered for an Uncommon, a simple boost to the color cost part of it would have made it less an over powered card.
Overall, you have a half decent, half broken card, that I can actually see getting a heck of a lot of play.
Krey - The name is perfect for Split cards, Power and Responsibility, go hand and hand.
Power seems a bit... overpowered for uncommon, once again maybe its just me, but +X/+X and Trample for X2G seems a bit, much, till I thought about it, if you want to match Overrun, its still going to cost you 6, which I think is actually a pretty good balancing point, so well done.
Responsibility doesn't seem all that useful, at sorcery speed, X damage prevention is very very limited and I can't actually see it ever being effectively used over an instant speed version.
Overall, this card seems like you would only ever use it for its Power side, the Responsibility barely adds to its usefulness, now if you could turn them into instants, it would of course be an awesome card, but as is, it is lacking a bit.
Koopa - Perfect name for this kind of card.
Lost is absolutely perfect, the cost combined with that it can only hit a single target is beautiful, and its expensive enough where you would have to question if you needed it or not in most cases.
Found is staple green effect, the cost is a bit low I think but still, I like it.
Overall it is a very simple card with very straight forward abilities that I know I would love to use on a regular basis.
yewlas - The name... pfft, I am really not sure how to comment on it honestly
Sexy seems rather silly as well, its an unglued version of Lure basically, so I can't complain about that.
I Know It also is rather silly name for a common effect, so can't complain about that.
Overall, its a card with rather standard abilities that seem nice, and just a purely nonsensical name that throws it off and make me unable to take it seriously because I laugh whenever I read it
Socrates - The name is once more spot on, and I am sad I didn't think of it first.
Pride is perfect for what it does, its the equivalent of playing 2 Silvercoat Lions, except one doesn't require white mana. I fully approve of it.
Joy seems a bit undercoated for such a nice effect, depending on the field. If you have a nice big field, its going to be devastating, yet if you only have a single creature, its almost a waste. Which actually makes it perfect for the Uncommon rarity power level.
Overall, you got the makings of a great split card.
Mitt Romney - The name... is just weird, and to specific a refferance to be widely understood.
Tippecanoe is almost overcosted, but the first strike balances it out, and I would love to play it myself sometime. Though would be better at instant speed which I know you can't do in this challenge, but still.
Tyler Too(can't get over the strangeness of the names) is also a decent card that in the right setting can be absolutely devastating. It could be a cheap way to double an effect or another blue way of legendary creature destruction.
Overall... decent abilities and good pricing, but the name ruins it for me, I'm sorry.
Cypher28 - This... is an interesting one that I can't really rate the same... The name doesn't work the way split cards normally do, but due to the effects, I can understand that.
Deflate is simple and straight forward for what it does.
Sweeping Doubts seems like... a Rare version of Deflate, where Deflate seems like it is almost common level. It seems these are more 2 cards of a cycle then halves of a split card.
Overall, I love the cards and there abilities, I just don't think they fit the spirit of the challenge is all.
TheMallen - Love the name to start off, clever work with it, feels like its part of a set with another split card
Toil seems... a bit undercosted for its effect, but since it only makes 0/1's, I think it works rather well.
Trouble is a perfect reflection of Toil, where Toil is defensive, trouble is offensive. 2 1/1's and making someone discards 2 cards seems right in line with Uncommon power level.
Overall, this is a rather nice card that seems to reflect itself a bit.
1)Koopa
2)Æthermage
3)TheMallen
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
1. yewlas
2. MittRomney
3. AEthermage
Draft my cube! (630 cards)
"We see all of our friends here."
Atogaholic
Will 2W
Sorcery (U)
Put three +1/+1 counters on target creature.
//
Grace 2W
Sorcery (U)
Target player gains 5 life.
Draw a card.
While not an explicit condition of the challenge, it is the flavor of the challenge and split cards in general that the cards have differing mana costs. "...and how to adjust spells based on the available mana. Your final exam is to prove that you've mastered this." Will too is a bit odd for a White card, I feel it should give the counters to three seperate creatures, as small armies rather that strong individuals is more white's flavor (though it does have some great auras, admittedly). Either way, I believe the effect to be quite underpowered at sorcery speed.
Grace on the otherhand I believe to be a well balanced, and quite good for it's cost. I think it could be a decent pick in limited. Good job.
Cythare
Sense 1U
Sorcery (U)
Look at target player's hand.
Draw a card.
//
Sensibility 4W
Sorcery (U)
Gain 1 life for each creature target opponent controls.
During that player's next turn, creatures he or she controls cannot attack you.
Love the name, it's fun and perfect for a split card. Sense is a little underpowered though, Gitaxian Probe is quite a bit stronger.
Sensibility is also a bit underpowered, In a really optimal situation, it might gain you 6-8 life, which is alright, but compared to Stonehorn Dignitary at 3W, I feel even 8 life is only slightly better than a 1/4 creature in most situations.
Fun flavor overall though, and well balanced cards.
Achren
Heart 3W
Sorcery (U)
Put a +1/+1 counter on target creature for each other creature you control.
"...Look upon the wearied masses: Unto you their fate now passes..."
//
Soul 1WW
Sorcery (U)
Put three 0/X white Spirit creature tokens with defender onto the battlefield, where X is target creature's toughness.
"...Shall you save them, or condemn them? Strength of spirit can protect them..."
That flavor text... whew, great stuff! Heart has such flavor seeping out of it. I'm a little sad it's underpowered for its cost, but as a instant I believe it would have been solid.
Oh, oh my you are killing me. I'm absolutely in love with the connected flavor texts. Are they all meant to be read connectedly? If so, Bravo, just, bravo. Incredibly impressed. Soul's a great card in itself, well connected to the sign-up card and theme, and I love the use of this new type of token.
Just a fanatastic job.
Jimmy Grove
Through Hell 1W
Sorcery (U)
If target permanent you own would be put into your graveyard from the battlefield this turn, return it to your hand instead.
Rushed back to life in a wave of glory.
//
High Water 1U
Sorcery (U)
Whenever a creature without flying blocks this turn, return it to its owner's hand.
Washed off the earth by a wave of water.
High Water is nice flavor, but a confusing effect. The flavor text helps and not hitting flyers is a great touch, but the blocking clause makes it hard to connect the flavor. In practice, I believe these are two equally fascinating combat manipulations not seen exactly as such before in magic to my knowledge.
Gerrard's Mom
Come 1G
Sorcery (U)
Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest of the revealed cards into your graveyard.
//
Go 3U
Sorcery (U)
Put target creature on the top or bottom of its owner's library.
Perfect costs and an extremely printable card. Great work.
Arcel
Down 3BB
Sorcery {U}
Destroy target non-black non-artifact creature, its controller loses life equal to its power.
//
Out XXUU
Sorcery {U}
Return up to X target creatures to there owners hands.
Down is quite expensive, perhaps a lower cost or removing the non-black/non-artifact restrictions would smooth it out. Good name though.
Out, I'm sorry to say, is just kind of awkward to me. It's simple yet somehow complex feeling, and while not overpowered nor neccisarily underpowered, I somehow feel it's off the mark in costing and rarity. When paying 8 mana, it feels a tad too powerful, like a rare. When paying less, it feels overcosted. XX is just not a cost I'm happy to see here I'm afraid.
Ninja Caterpie
Rock 2RR
Sorcery (U)
Destroy target artifact or land.
//
Roll 1RR
Sorcery (U)
Roll deals 2 damage to each creature.
Rimeshade
Shame - 1UU
Sorcery
Choose a colour. Tap all creatures of the chosen colour you don't control. Those creatures don't untap during their controllers next untap step.
//
Disgrace - 3WW
Sorcery
Destroy all tapped creatures.
Disgrace is fairly simple, but works well with Shame. It may be a case that other group members made more ambitious cards this round, but still a good attempt. I do wish this was more connected to your sign-up round card though.
Polendino
Hop U
Sorcery {U}
Target creature gains flying until end of turn.
//
Skip 4UUU
Sorcery {U}
Target player skips his or her next turn.
Hop though, is a reprint of Jump at sorcery, which isn't very exciting, and skip is on the one hand much too powerful an effect for uncommon, while also being too expensive for what it does (Time Warp is only 3UU, and is arguably more powerful in multiplayer and equivelent in single).
Top 3:
1. Achren - Lovely flavor, this card struck me in the most visceral way, well done.
2. Gerrard's Mom - Pristine execution, only a more striking impact could have fared you better.
3. Jimmy Grove - It was close between you and Rimeshade, but your interesting abilities won the day. Great innovation.
Sets - Arcania
Competitions - CCL: March 2011, April 2011
Æthermage - Natural Birth and Unnatural Birth: Both cards are weaker than comparable cards (especially at rare), but that is reasonable since they provide versitility. Both abilities are very useful for a Golgari-style deck, and it could easily find a slot in one without being overpowered.
Krey - Power and Responsiblity: The use of X+number+color in a casting cost is unusual enough that it is almost always found at rare. Power is almost always better than Overrun, though, in part because it can be easily played by decks merely splashing green. Responsiblity, on the other hand, could use a power bump because of how limited sorcery-speed is.
Koopa - Lost and Found: Neither effect is particularly innovative, but both are costed well, fit the flavor of their names, and are powerful enough at the cost to see play.
yewlas - Sexy and I Know It: The flavor is a bit too Un-set for my tastes, but the execution of the abilities is very reasonable.
Socrates - Pride and Joy: Turning "pride" into a lion reference is a good way to make an abstract concept into a playable card, and the mechanics of Joy reflect the cardname as well as anythough could. Very well costed, interacts with itself and useful in a variety of decks. Very solid.
Mitt Romney - Tippecanoe and Tyler Too: The flavor obviously doesn't fit very well, but both sides are playable, and Tyler Too has the advantage of a lot of very interesting interactions.
Cypher28 - Deflate and Sweeping Doubts: Deflate is costed fairly restrictly for its ability (maybe if the creature didn't untap on the next untap set). Sweeping doubts could probably be worded more cleaning. The two abilities being so similar makes me feel like this design would be better as a kicker card than a split one.
TheMallen - Toil and Trouble: Both sides are solid, powerful effects, but getting the mana needed to take advantage of all the options will be very hard. But I could see it being used in a green-based rainbow token deck of some sort.
Top 3:
1. Socrates
2. Aethermage
3. Vertain
Hyral: Live feels like an instant but in the light of the challenge, I'll let that pass. Although the flavour is nice, it feels really weak and Worms would also have worked perhaps. Learn is a super Ponder and I do like that.
Lanxal: That's a sound card name. I can see the name/ability connection, and the effects are clean and pleasing to the eyes. Plenty of room for some flavour text which I would have loved on this.
The Most Curious Thing: There's a theme to the two sides, but typically they're sayings I believe. Goose Chase could have been better if you chose/revealed more because you'll only get one or two creatures normally. Swan Song is nice and flavourful.
MagicProfessor28: This card made me smile bright and early in the morning. Armed is cool (not really, it's hot hot hot) and Dangerous is tricky. That cantrip isn't really needed but true, it doesn't regenerate for once so you'll usually get one-for-ones.
Profani: Capture is fresh and reminiscent of Zealous Conscripts. Finely costed there. Assimilate is interesting, but the gaining control seems too redundant on the same split card.
Rithaniel: To be honest, I don't see how the abilities work with the names. Lots of hybrids; Pomp interests me though it's awkward to play. I like Circumstance though, but the name confuses me. The B would have felt off without the graveyard shuffle.
ced395: no homework?
DETENTIONexpulsion!?Lyzl: Design is a nifty little card but the wording is a bit strange to me. Fits the name great and you can tell what it does, so it's fine then. Again, the wording on Innovation is a bit strange (probably something about activated ability).
Top 3:
1. Icrael
2. MagicProfessor28
3. Lanxal
HM: The Most Curious Thing
Arcel — Well costed and nice flavor. I like it.
Atogaholic — Will might be a bit powerful. Overall, not bad, although a bit bland.
Gerrard's Mom — Go seems too powerful, and Come doesn't seem powerful enough in comparison. A bit lopsided.
Rimeshade — Shame seems too powerful, and so does Disgrace, for a flip card.
Ninja Caterpie — Not horrible. Fine and balanced, if boring.
Cythare — Sensibility is kind of weird. I don't enjoy it. Sense is fine.
Achren — Internal synergy is nice. I'm not sure if Heart is a bit powerful but it shouldn't be. I like it.
Jimmy Groove — Nice names, ha ha. The sorcery speed really hurts these cards.
Polendino — That seems fairly powerful at uncommon, and lopsided as hell.
1. Archren.
2. Arcel.
3. Ninja Caterpie.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Arcel: Down feels like a less elegant Phthisis, and Out doesn't make good use of the XX in its cost. All in all the pieces of the card seem thrown together.
Atogaholic: Hm, there's nothing horribly wrong with the design but it's not very exciting, either. Though Will does feel more green than white.
Gerrard's Mom: I love this. It's a simple and evocative concept that looks like it was designed top-down and bottom-up simultaneously.
Rimeshade: "You don't control" is unnecessary and makes the card less elegant; but otherwise, this is a great design. (As a side note, I'll be unhappy if R&D brings back Guan Yu's 1,000-Li March on a split card of all things. I've been waiting for it for a while now.)
Ninja Caterpie: It's fine from a development standpoint but incredibly boring from a design standpoint, being Demolish and Pyroclasm stapled together. I'd have considered it if it were more thematically connected to the name.
Cythare: "Gain 1 life for each creature target opponent controls" is a sentence I'd love to see printed. The rest of the card is underwhelming even though I have to say there's nothing wrong with it.
Achren: This is an amazing design. So often split cards have two different functions altogether, but this has two different functions in the same archetype. Soul helps to build a token army using one creature, and Heart uses an army you've already built to make one creature stronger. I love 0/X tokens.
Jimmy Groove: Clever name and I love the mechanical connection between the two sides. But I don't feel the flavor of Through Hell (it doesn't send a creature "through" hell) and I wish High Water were "creatures without flying and islandwalk."
Polendino: I'm waiting for "target player skips his or her next turn" to be printed on a non-split card, but this looks hilarious next to a sorcery-speed Jump on a split card. On the other hand, this is a weird uncommon because it's only an uncommon if you average out the obviously-common Hop and obviously-rare Skip.
1. Gerrard's Mom
2. Achren
3. Rimeshade
Hyral: Live suffers horribly from being a sorcery. That half is just too weak compared to Caller of the Claw or some such. Learn isn't bad, though; seems better than Index. Overall, I feel like this card(s) just doesn't feel like an uncommon sorcery.
Lanxal: All Bark is okay, I guess. I am a fan of Humility effects, so No Bite appealed to me -- it's just a little costly for what it does, at sorcery speed.
The Most Curious Thing: Your split card is too powerful. In a GW deck, it's pretty ridiculous: a creature tutor for one mana, and a pump/evasion/bounce spell for three. Split cards sacrifice power for utility, but yours... doesn't really.
MagicProfessor28: I really like Armed. It seems like a good application of a rarely-used ability. As for Dangerous, well, compare Deadly Allure. Dangerous is arguably better, because it cycles immediately -- and it's on a split card. A tad too powerful.
Profani: Very nice! This card is highly useful without being too powerful. Noncreature seems like a good choice here. Two dings: "Capture and Assimilate" doesn't really roll off the tongue, and this seems more like a rare than an uncommon to me.
Rithaniel: I like the design. Pomp employs an mechanic that is rarely used, but I suspect you kind of forced it into the restrictions for this round. As is, it's a bit funky ruleswise, since it doesn't employ a trigger. Circumstance feels a bit too good, especially in EDH; making it cost 5 CMC would have helped.
Lyzl: Not bad. Innovation feels pretty useful in the right deck. Design is cool, but funky for two reasons: 1/3 seems like a weird ratio for creatures with flying/first strike/haste; and I'm pretty sure the language doesn't work out. You'd have to write it out: "Put a 1/3 colorless Gnome artifact creature with flying, a 1/3 colorless Gnome artifact creature with first strike, and a 1/3 colorless Gnome artifact creature with haste onto the battlefield." As you can see, it might be sketchy on a split card. (Compare Bestial Menace. Not quite the same thing, but close.)
2. MagicProfessor28
3. Icarael
CrustaceanCrusader
Up: Good effect and cost but feels common.
Down: Good effect and cost since its a not instant. Feels more uncommon than Up.
WhisperedThunder
Bangers: Good cost and effect, the ability on the tokens is a nice touch.
Mash - Nice effect and the cost is balanced by the limitation on the number of creatures.
Eventide Sojourner
High: Nice ability and effect. Good cost.
Mighty: Nice ability and effect. Good cost but feels less powerful than High.
Trabant777 - Drop
shadowfuryix
Flotsam: Interesting effect and fits into red's artifact hate. Fits as an uncommon well.
Jetsam: As a sorcery this one is weak so the cost is ok. The cards do not seem to fit well with the names flavorwise.
yarn
Left: Nice cost and effect. Fits Uncommon well.
Right: Feels more like rare. Too cheap for uncommon.
PsiJet
Actions: Good use of kicker. The effect seems common but the kicker make it fit in uncommon.
Words: Seems too fit uncommon loosely, It may seem to use the kicker just to cast a free card for five mana. Actions was better.
Queensauce
Death: Nice effect and cost. The second effect seems forced just to make it uncommon.
Taxes: Seems very limited for an uncommon, Non-white would have sound better. The second ability seems forced just to make it uncommon.
Random_Nation
Heroes: Very nice pump effect, the first strike makes it very white and uncommon.
Villains: This is more useful due to the intimidate and makes Heroes looks weaker.
1. Eventide Sojourner
2. Whispered Thunder
3. Random Nation
Arcel- I really want to like Down, but the problem I have with it is how it seems so tremendously overcosted when you consider the costs of cards like Murder. Granted, this idea has ironically never been done before, though I would find myself loathe playing it over cheaper alternatives. Out is a cool card too, but vastly outshined by cards like Alexi, Zephyr Mage, who sets the precedent of making it not a super expensive effect. Also, that mana cost is kind of wonky for an uncommon, though that’s not a reason to dislike the card. I do like the flavor behind this card though and I think that with some better costing you’d have had a winner.
Atogaholic- Kudos on the name selection. I did not agree with your decision to make both the split cards not just the same color, but also the same mana cost. I wish you had been a bit more creative in that regard. Let’s move onto the cards themselves. Will is an off color (usually green) effect that suffers due to its not being an instant. I feel like, similar to how cards like Captain’s Call create multiples rather than one big creature, this effect needs to have distributed the counters among many creatures if anything. Grace is also way overcosted too. Compare it to something like Soothing Balm which is cheaper AND an instant.
Gerrard's Mom- Come and Go is a great expression that is conveyed will in your card’s form. Come is a cool effect that I would love to figure out how to break like a Polymorphesque effect as in it could make its own deck. I do have a couple of concerns with the card, namely that you can use it to mill your entire deck if you have no creatures and that it is vastly better than cards like Tracker’s Instinct. Go is every EDH player’s fantasy, and I love how you chose to execute it. My only complaint is that it is too splashable and I would prefer to see it at 2UU.
Rimeshade – Shame and Disgrace is an interesting combination, though Shame is super strong. It goes far beyond the power level of where cards ought lie for that cost. Either drop the “you control” or the “choose a color,” since as is, you effectively weaken the standard set by Sleep. Disgrace is cute, as I like seeing big spells on split cards.
Ninja Caterpie – It’s punny, but the synergy between the flavor and the cards simply isn’t there. I would have loved flavor text from classic rock songs… just something to set your card off from everyone else’s. This design felt way too “safe” and didn’t broach anything new enough to stand apart.
Cythare – Well you stole my initial name for my split card before I designed Armed/Dangerous, but that just means I can’t complain about the name. I think Sense is neat, just mega weak. Maybe make it cost U, but even then it’s worse than Peek. Sensibility reminds me a lot of Congregate with a bit added oomph. I feel like it’s better costed for 1 less.
Achren – Love this card, the flavor text, everything. I have two tweaks though. For one, I would have liked Heart to count the creature getting the benefit too, since presumably it has a heart. Also, I didn’t really like the X toughness of Soul, though it works well. Nice job.
Jimmy Groove – Love Through Hell, since it has that neat balance of flavor and power, though in theory it would be far more useful as an instant which causes you to lose out a lot on the effect. High water is cool, though flood effects typically tap creatures and are not about bouncing them.
Polendino – Hop is a weaker Jump, and while I see the flavor behind the cards, it just seems like there was no reason to make it so weak. Maybe if it cantripped... I think the idea of Skip is cool, but flawed for a variety of reasons. The first is cost… compare it to Time Stop or Time Warp. Plus, the effect is way too big to be an uncommon.
1. Achren
2. Gerrard's Mom
3. Cythare
AEthermage: Names are boring and unoriginal. They're not very split-cardy. I think the mirror is a bit too blunt for my liking and they're both rather weak. Oh well.
Krey: "responsibility" with two i's. other wording problems but ceebs. The cards themselves are alright but X2 costs are ugly. I do like how you did that so that in a deck you can usually play either side (XGGG and XWW would make it rather hard)
Koopa: Lost is unconditional removal in white, which it shouldn't get. Kinda disappointing you can't Find stuff that you've Lost, but otherwise both sides are fine. Found is literally identical to Recollect though, which is kinda :\ (also Recollect is actually quite good, could probably cost more as a split card.
yewlas: I can't tell if this is a joke either. At least they fit the names lol
Socrates: I like the wordplay on Pride and the synergy with Joy. Nothing much more to say, really, although Joy seems a bit disjointed.
Mitt Romney: When you make a card like this you risk someone not knowing anything about this, going "why did you make this" and ignoring the possibly cool designs like Tyler Too.
"why did you make this"
Cythare: Deflate is nice, although I don't quite get the losing life to toughness thing. Sweeping Doubts probably wants to be worded "For each untapped creature target player controls, he or she loses life equal to its power unless he or she taps it." Or, more accurately, "Tap all creatures target player controls".
TheMallen: Toil is cool and I love that Trouble is goblins. That said, four colour split card is just wut (it kinda defeats the point of having a split card because how many decks will be able to cast both sides?).
#2 yewlas
#3 AEthermage
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Hyral - The first split is so common it's not even funny. Sad, but true. Green will usually drop several 2/2s for a morbid type ability. The second split is fairly decent. A 5 card deck stacking and then a draw. I would have probably dropped it to 4 and did 2U.
Lanxal - The first split is more common than anything but is balanced by the second split. Either way though, it's a managing of under/over.
The Most Curious - I don't see how the first split is green and the second is way overpowered, even for an uncommon.
MagicProf - Both of these seem fairly decent for an uncommon, however I'm not fond of the 'draw a card' aspect.
Profani - The second split seems overcosted, and the first split seems like nothing new. It feels safe.
Rithaniel - Pomp is way to powerful for an uncommon (If I would put 4 of in a deck at this level, then it's definitely got issues), and with Circumstance I really can't see the connection between the card name and the ability. It's not BAD overall though.
Lyzl - I'm ultimately not feeling this particular split. While I like the Design, I can't see them as 1/3, but more as 1/2 or 1/1.
TOP 3:
1. MagicProf
2. Lanxal
3. Profani
Crusty - Sure, I guess? One side seems pretty bad and the other seems printable.
Whispered - Love Mash, hate Bangers, wish Mash were its own card. I think I don't like a non-permanent making such specific tokens.
Eventide - High seems pretty good. Mighty seems pretty bad. Can't I get permatrample for that price?
shadow - I generally dismiss cards that make creatures lose abilities because of how it confuses lhurgoyfs, but the other half of this card I like.
yarn - clever puns on relatively balanced cards = win
Psi-jet - I like the idea, but both sides just feel weak. The pump at sorcery is bad, and the words without being kicked is crazy underpowered.
queensauce - I almost used those card names. Taxes doesn't feel like a tax at all, though.
random - I think i'd prefer vigilance for heroes, but otherwise I quite like this.
1. Yarn
2. Random_Nation
3. WhisperedThunder
Heart is a Might of the Masses, but permanent and at sorcery speed. I'd call it fair at that cmc, but not terribly fascinating.
Soul produces some really good blockers. If you have even the standard 3/3 Beast, it can get pretty difficult to fight through. A bit on the complex side, but it is uncommon.
I like the bridging of flavor text from one side to another, but remember, with split cards, adding flavor text can result in microtext pretty easily.
Down is an overpriced, slow removal spell with a life loss rider. Very underwhelming, and not uncommon.
Out is a lower-rarity potential one-sided wrath, and I believe you have placed this at the correct cmc. 4 mana for 1 creature, 6 for 2, ect. You might have been able to drop one of the U's, but, good either way.
Will is a Giant Growth, but permanent and at sorcery speed. I'd call it fair at that cmc, but not terribly fascinating.
Grace is overwhelmingly "meh".
Sense is Peek, but slowed down, raised a rarity, and more expensive.
Sensibility, however, is Blunt the Assault made to work at sorcery speed, raised in rarity, made more expensive, and only gaining life for the creatures a single player controls.
Come is a new effect. It's interesting, each part of the card is potentially useful, the entire thing is potentially powerful, and I feel the card is at the correct rarity. Good job.
Go is a slightly better and more expensive Time Ebb that has been bumped in rarity. It can make sense, though.
Through Hell is a nifty card. Nice way to take something that was a rare-only effect and tone it down enough to see it at uncommon. Though, somewhat meh-inducing to see at sorcery speed.
High Water is another cool card. Something I haven't seen before anywhere. Uncommon feels correct and it's interesting enough.
Nice name. Playing a dangerous game with flavor text on a split card, though.
Rock is Demolish with a slightly edited cmc. Not exactly uncommon, and very meh.
Roll is Pyroclasm with a bump in cmc and rarity. Also very meh.
Hop is Jump slowed down and bumped in rarity. Very much meh.
Skip interests me. This kind of dichotomy is one I haven't yet seen on a split card. I am a fan. However, this should be a rare, definitely not an uncommon, regardless of how it's priced.
Also, I see what you're getting at. One common effect and one rare effect averaging out to an uncommon card. I don't think that it should work that way, however. I would make this card rare and improve Hop to be worthy of being a rare.
Shame is intriguing. Reminds me of Wash Out, but less expensive, unable to hit your side of the field, and unable to get rid of the creatures entirely. Definitely a good way to set up an alpha strike. I like the card.
Disgrace is Guan Yu's 1,000-Li March or Righteous Fury. Definitely a rare, not uncommon.
Also, try not to forget your rarities when you post cards. I generally don't personally care, but other people will stick you for that.
WhisperedThunder - I like the black half of this card. It's a one mana kill spell but it's restrictive. The red side.. not so much. 3 tokens with a sub-par tap ability for 4 isn't that great. The fact that they might kill themselves if they ever use it just makes it awful. The red side also seems oddly complex for what it does.
Eventide Sojourner - The naming on this one is great. Fits both sides of the card perfectly. The cards blue half is slightly more powerful than the green half considering they're at the same mana cost, but that's basically just nitpicking an otherwise well designed card.
shadowfuryix - The naming on this one is kind of weird, but I like it. Flotsam seems pretty good though I think it would have been perfectly reasonable at a lower cost considering it probably took until turn 4+ to get enough artifacts in your yard to make it relevant anyways. Jetsam on the other hand REALLY REALLY feels like it wants to be an instant.
yarn - I don't really like the naming here because your cards don't really have anything to do with left or right. The white half is arguably non-white. White likes to kill things in combat, or at least give the opponent a way out of it (Oblivion Ring/Pacifism). While there ARE a few cards that don't have restrictions like this, they are also against white's typical flavour. I like the green half, though I will nitpick that "other" is redundant since the spell would have to resolve in order to take effect at which point it's impossible to counter it.
PsiJet - Sorcery speed pump is usually pretty bad, though this card does a decent attempt at fighting against that. That said, red usually gets +X/+0 effects over +X/+X. Also, the wording is a bit off as it should be "if ~ was kicked THAT creature gains first strike until end of turn". Words just seems pretty bad to me. 3 mana to scry 3 is awful. Adding the extra 2 to get some value makes it better but barely. Lastly, the phrase is "actions speak louder than words" which to me suggest the one half should be much better than the other. If it ISN'T the card feels wrong aesthetically, if it IS the card is poorly designed. Actions/Words seems like a poor choice because of this.
queensauce - The black side is fine. Boring, and a bit on the weak side for an uncommon, but fine. The white card is a colour hoser which I just vehemently dislike. Even ignoring that, it's a very weak colour hoser. Having said all that, the cards have a FLOW to them that most cards don't. It's basically a 3 mana kill spell that requires it to be played differently depending on your target. This I like.
Random_Nation - I really enjoy both sides of this card. I'm a stickler for symmetry though so I feel like it should have been +1/+2 and +2/+1 or something, and that they both should have cost 1cc, but I really like the flavour and abilities of the card.
2) queensauce
3) Random_Nation
#1: Cythare
#2: Ninja Caterpie
#3: Jimmy Groove
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
CrustaceanCrusader- Lovely choice for the split card name. Up is obvious, but in a good way. It is pretty weak as a sorcery, but that's okay for a split card. Down is pushing the envelope a bit, power-wise, but is possibly okay being a sorcery. I do wish you had made the miniscule effort of actually correcting the typeline, though.
WhisperedThunder- The name made me chuckle. I'm really not crazy about the super-complex goblin tokens, though. I mean, a token with a tap ability that makes the board more complex and involves a coin flip AND could sacrifice itself? Mash, on the other hand, I'm a big, big fan of. It is a clever card and the name works beautifully with the effect. It may be a little strong, but not by too much.
Eventide Sojourner- I like the name choice, and it matches the card effects pretty well. I'm slightly concerned about the cost on High. It is an absolute bomb in limited, so I'd prefer it be 2U. Mighty is fine as far as power goes. The name and concept work quite well. Overall, I really like this card. Good job.
shadowfuryix- I enjoyed this name quite a bit. I'm not sure how much I like them with these effects, though. Flotsam is a bit of a stretch, but it works. It is also a pretty clever way to get a creature half onto a split card, so nice job. Flotsam is pushing complexity, though. Someone, somewhere will think this works like a Lhurgoyf, so the card probably needs a phrasing like "as you cast Flotsam," a la Jaws of Stone. I'm struggling to make a connection between the word Jetsam and what the card does. It is pretty complex and powerful for an uncommon, but would probably be okay. I prefer the effect in blue, but that's just my preference.
yarn- The names aren't bad, but not great, either. Left seems really powerful. Compare it to Unmake and Brittle Effigy. I'd feel better if this were 2WW or something. I'm not in love with Right. The effect is good, and the power level seems fine. The name, used in this context ("I'm right and you're wrong.") feels more blue to me than green. Seeing Right as a counterspell with the white half of Left would have felt better to me, but I may just be nitpicking.
PsiJet- I don't really like the name here. The phrase I think of is "Actions speak louder than words," not "Actions and words." All split cards probably shouldn't be held to that naming convention forever, but this misses the mark quite a bit for me. Kicker on a split card is interesting, though I worry very seriously about cramping the text box. You basically can't include reminder text at all, which is probably bad for an uncommon. Even without reminder text, Words is really hard to read. I don't really like a flat +2/+2 bonus in read, and, really, Actions seems more white to me. Words is a tad too complicated for the payoff.
queensauce- I love the name! Death is a good fit for a black spell, too. "Destroy target creature" would have been a bit better (adjusting the cost accordingly, of course), but that's just my opinion. Your Death is quite good and very flavorful. While Taxes is a nice mirror to the Death half, it doesn't mesh with the name that well. I was expecting something that actually taxes your opponent, such as making spells cost more or making them pay for their stuff or something. As is, it just looks like black creatures don't like paying taxes, I guess. Weird concept, but not a bad design overall.
Random_Nation- The name is good and fits your spell effects quite well. I really appreciate how clean your card is, and how the effects work in a similar fashion, but can play very differently depending on your deck. Heroes can really hurt someone, but will probably just clear out some creatures instead (which is still great). Villains, on the other hand, seems like it could just steal the win from your opponent, which feels dastardly and underhanded (perfect fit!). I'm a little concerned about the costs, but those could easily be adjusted after playing this. Nice work.
3. queensauce
2. Random_Nation
1. Eventide Sojourner
HM CC, BTW.
Mechanic Creator's Contest III- Winner
[Clan Flamingo]
The names are not great, maybe Forward//Back or something? Sorcery regeneration is weird, and the way the colors are distributed is as well.
Æthermage
Names are breaking convention, but the effects are a pretty good match.
Krey
I don't know if we wanted to make Overrun more splashable, that part is probably too good while the other half is pathetically weak. It could have easily been X damage to each creature you control, which would have mirrored a little better.
Koopa
Naming conventions check, "creature or planeswalker" is probably controversial but it works for me. The other half is just Recollect, could have made it more interesting by mirroring the types?
yewlas
Oh boy...nothing much in terms of mechanical innovation here
Socrates
Pride is cute, Joy I think could have been just one or the other of those effects, or maybe just 1 life, seems like it is pushing it a bit, it's Meadowboon + Festival of Trokin. Feels very Ajani split though.
Mitt Romney
Having gone through elementary school in Indiana, I am well aware of this slogan, but I have a hard time considering joke names in the CCL. The copy effect is fine but the other half doesn't have much to do with it.
Cypher28
I'm not sure exactly where you are going with the names, but the design space is kind of interesting. Black has been able to tap before, although it has always seemed strange, adding white in is ok. The second half should probably be a rare because of the global effect, and maybe just do both of those things, 7 mana is pretty huge. Effect//larger version of the effect is more in the realm of kicker than split cards.
TheMallen
Just FYI, the "2" for the tokens should be written out. Good name choice and the colors are fine, but there is a bit of a disconnect, and this would be a hard card to put in any deck, at least the Dissension cards shared one color between the sides so they were only wedge. Also, welcome to the boards!
2. Koopa
3. Æthermage