Two-player magic is ruled by cheap spells, generally costing three or less. But Commander is not a format like that one! Instead of being dominated by Brainstorm, Abrupt Decay, or Smuggler's Copter, Commander is home to behemoths such as the Eldrazi Titans. Today, we'll be looking at the larger side of the mana spectrum.
Main Challenge: Design a creature card with converted mana cost 7 or greater.
Subchallenge 1: The card does not have an ability that makes itself cost less mana to cast.
Subchallenge 2: The card has, X, *, or X somewhere in its text.
If you are unsure about if your entry is within the rules for this week's challenge, please check the clarifications, or PM me!
Subchallenge 1: Your submission cannot reduce its casting cost below its converted mana cost. Examples that would not work: Metalwork Colossus, Broodstar. However, alternate casting costs are allowed (such as Elder Deep-Fiend and Allosaurus Rider). Convoke is an alternate method of paying mana, not a cost reduction, so it technically qualifies
Subchallenge 2: Your submission can have X, *, or x in its mana cost, its text box, or its power and toughness.
Design Deadline: All submissions are to be final and submitted by November 19th 23:59 PST
Judging Deadline: All Judgements are to be final and completed by November 22nd 23:59 PST
Design - (X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? (X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development - (X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity? (X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity - (X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”? (X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish - (X/3) Quality: Points deducted for incorrect spelling, grammar, and templating. (X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge? (X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
A reminder to everyone: In the MCC, putting rarity on cards is mandatory! If you don't put a rarity on your card, expect huge deductions in both Viability AND Quality.
Also, you should format your text cards accordingly to the forum rules (see the "this formatting looks best" spoiler in the linked OP). Again, expect deductions in Quality otherwise.
Emperor Sphinx5UU
Creature - Sphinx (Mythic Rare)
Ward against red and against green (This card can't be the target of red or green spells or abilities from red or green sources, even if this card isn't on the battlefield.)
Flying
At the beginning of each player's end step, untap all nonland permanents you control.
5/5
Shaping Force5GU
Creature - Elemental (M)
You may play an additional land on each of your turns.
You may have lands you play enter the battlefield as a copy of any other permanent. On Zendikar, nature is at its most creative.
6/6
Unstable Elemental4RRRR
Creature - Elemental {M}
Trample
Unstable Elemental’s power and toughness are each equal to 16 minus the number of lands you control. Disrupting the bond between the elemental and its land can have dire consequence.
16-*/16-*
Walking Continent6GG
Creature - Elemental Avatar (M)
Walking Continent's power and toughness are each equal to the number of lands you control.
Trample
When Walking continent enters the battlefield, you gain X life and draw X cards, where X is its power. It leaves behind it a trail of live just as massive as itself.
*/*
Bringer of Thousand Melodies5UU
Creature - Leviatan (Rare)
Hexproof
At the beginning of each player's upkeep, that player draw cards until he or she have seven cards in his or her hand. Its mere presence makes the young, calm and the monks of the Bodayan find true enlightenment.
5/5
Scions of Griselbrand4BBB
Creature - Demon (R)
Flying, menace
Whenever an opponent draws a card except the first he or she draws in each of his or her draw steps, you may draw a card. XBBB: target opponent draws X cards and loses X life.
6/6
I have to say Vertain, your submission is REALLY good. I want that printed.
Utopia Elemental4GGG
Creature - Elemental {M}
Vigilance
Permanents you control have "T: Add one mana of any color to your mana pool." It leaves an endless trail of lotus blooms in its wake.
7/7
Gear Tyrant7
Artifact Creature - Giant (R)
Whenever Gear Tyrant enters the battlefield or attacks, you may search your library for an equipment card with converted mana cost X or less, were X is Gear Tyrant's power. Put that equipment onto the battlefield attached to Gear Tyrant, then shuffle your library. There's always a bigger weapon.
4/4
Ormendahl Relentless13BBB
Legendary Creature - Demon (M)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or one mana of that creature's color.)
Flying, Lifelink, Indestructible, Haste
When Ormendahl Relentless enters the battlefield, each opponent discards a number of cards and sacrifices a number of creatures equal to the number of creatures you control. xBB, reveal Ormendahl Relentless from your hand: Create X 1/1 white and black Human Cleric creature tokens. Activate this ability only during an opponent's end step and only once each turn.
9/7
They didn't care that he was the savior of Fort Keff, the great hunter of Ondu, the champion of Kabira. To them, he was just another piece of flesh, a thing with life to be drained away.
Radiant Adjudicator3RRWW
Creature — Angel (R)
Flying
When Radiant Adjudicator is turned face up, destroy all creatures with toughness X or greater.
Morph XRRWW(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Harmony through judgment.
7/2
The round is officially closed, as of 8 hours ago. Those who did not submit a card for this round, I apologize but you will not be able to make it to the next round.
Gear Tyrant7
Artifact Creature - Giant (R)
Whenever Gear Tyrant enters the battlefield or attacks, you may search your library for an equipment card with converted mana cost X or less, were X is Gear Tyrant's power. Put that equipment onto the battlefield attached to Gear Tyrant, then shuffle your library. There's always a bigger weapon.
4/4
Design (2.5/3) Appeal - Timmy likes this. Johnny can do something with the Equipment fetching ability. Between the deckbuilding this card requires and the base mana-to-P/T ratio, Spike isn't that interested, even if with the right Equipment he might play this. (3/3) Elegance - Good enough.
Development (2.5/3) Viability - The effect feels more white than colorless, but I see nothing broken in allowing other colors to do this at a high enough mana cost. Rarity feels right. (2/3) Balance - In limited it all turns to: would you play this anyway if you do not open a playable Equipment? I probably would not. On the other side, in constructed this can be pretty good with the right Equipment in your deck. This with Swords or Umezawa's Jitte looks very good to say the least, and definitely worth its mana cost. In Commander, powerful Equipment do get used, and this is a natural complement.
Creativity (2/3) Uniqueness - The effect can definitely generate memorable games, even if we've already seen similar effects, especially for Auras, but what works for Auras works for Equipment too. That itself is not a particularly original twist. (2.5/3) Flavor - The name is fine and the flavor text works even though it feels a bit too generic.
Polish (2/3) Quality - "Equipment" is a subtype, so it should be capitalized in both instances (-1 total). (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
Ormendahl Relentless13BBB
Legendary Creature - Demon (M)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or one mana of that creature's color.)
Flying, Lifelink, Indestructible, Haste
When Ormendahl Relentless enters the battlefield, each opponent discards a number of cards and sacrifices a number of creatures equal to the number of creatures you control. xBB, reveal Ormendahl Relentless from your hand: Create X 1/1 white and black Human Cleric creature tokens. Activate this ability only during an opponent's end step and only once each turn.
9/7
Design (2.5/3) Appeal - This card is clearly made for Timmy, and Timmy just loves it. Johnny might use the token generation somehow. The mana cost is just too high for Spike to care, even with convoke. (0/3) Elegance - This is just too long. It's not printable as is: eleven lines (from MSE) is just too much, and it's even in the expanded M15 frame! Suggestions to stay within the ten lines limit: remove convoke's reminder text (you could potentially do that on a mythic) and the superfluous instances of "a number of" (see Quality).
Development (2/3) Viability - Convoke has already been in black in M15 and all the rest is something black can do. Rarity is definitely right. The only reason why this is not viable to print is text length (see Elegance), that impacts here too. (2/3) Balance - Limited bomb that can affect the board even before it enters the battlefield. If you pay the full mana cost this is fine in constructed, but I have a feeling this would be cheated into play in a lot of different ways, and that is not good. I'd say this needs an anti-reanimation clause even if today reanimation spells cost more (paying five or six mana instead of sixteen is very relevant anyway) and even if it makes the card even more wordy, but you already need to cut something anyway. Any card that says "each opponent" is relevant in multiplayer and specifically Commander, and this card makes no exception.
Creativity (2/3) Uniqueness - I can't say this isn't memorable, even though the explicitly reference to the original Ormendahl makes this feel more like a simple twist on that card rather than a card with its own identity. (2.5/3) Flavor - The name is good and I really appreciate the mechanical link between this version of the character and the original Ormendahl, Profane Prince: the keyword abilities and P/T are all the same and that just has to be intentional. Convoke is also a very nice way to represent his cultists worshipping him. Creating Cleric tokens only adds to that. There is obviously no room for flavor text unfortunately.
Polish (0/3) Quality - I absolutely hate the sentence "Your creatures can help cast this spell" in convoke's reminder text, but unfortunately I can't punish you for that. In a list of keywords, only the first one is capitalized and only if it's at the beginning of a line (three times -0.5 = -1.5). The word "reveal" should be capitalized as it's the first word of a new cost (very well known thing, -1). No need for the two instances of "a number of" ("discards cards and sacrifices creatures equal to...", see Jagged Poppet, -0.5). (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met. Convoke is allowed based on the clarifications.
Radiant Adjudicator3RRWW
Creature — Angel (R)
Flying
When Radiant Adjudicator is turned face up, destroy all creatures with toughness X or greater.
Morph XRRWW(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Harmony through judgment.
7/2
Design (1.5/3) Appeal - Timmy looks quite excited by this card. I don't see anything for Johnny here. Spike is turned down by the mana costs, but he likes the effect in itself. (2.5/3) Elegance - Once you understand how morph works (not a given for less experienced players, but reminder text helps there), this card is very easily understandable and more intuitive than the rules that would be needed to make it work (more on this in a moment).
Development (1/3) Viability - There are problems here. Only rarity is right. First, I see no red at all in this card, this could and should have been a monowhite card. Also, I had and still have doubts on how this works. I searched the CR in depth looking for a rule tying the value of X in the triggered ability to the X in the morph cost, but I found nothing. That didn't surprise me, it's the same old thing about the value of X not being passed from a mana cost to a triggered ability, just with a morph cost instead of the card's mana cost, and in fact monstrosity required a special rule just for Polukranos, World Eater to work but there is no such rule for morph. In my opinion, this card shouldn't work in the rules. Yet, Bane of the Living and Warbreak Trumpeter exist, and they only work because their rulings say they do. This should not happen in Magic in my opinion and it is something that should totally be clarified in the CR. Luckily for you, the existence of those rulings on those two cards forces me to accept this card as working, but that's the only reason. It should not work in the rules. (2/3) Balance - Limited bomb. In constructed, the low toughness hurts. It helps because X can be as low as 2 for this to be able to unmorph and survive, but then a single 2-damage burn spell is enough to kill this, and there are plenty. That's not exactly what you want for such a high cost in constructed. The effect looks quite relevant in multiplayer and Commander specifically.
Creativity (3/3) Uniqueness - According to Gatherer, no existing card has a Wrath effect as a "turned-face-up" ability. This feels like a nice mirror and complement to the aforementioned Bane of the Living: this destroys everything from X up, while the Bane destroys everything from X down. (1.5/3) Flavor - From the name it's not that clear if the word "Radiant" is meant to just be an adjective or if this card represents the character Radiant from Serra's Realm, even if she is already depicted in one card. Except for that ambiguity the name is fine. The flavor text is fine too, but it also feels monowhite to me, just like the mechanics. This could be a red Angel like the mad ones on Innistrad, but then it should also have some red mechanics.
Polish (2/3) Quality - The 3 in the reminder text should be a mana symbol (serious mistake, -1). (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
Scions of Griselbrand4BBB
Creature - Demon (R)
Flying, menace
Whenever an opponent draws a card except the first he or she draws in each of his or her draw steps, you may draw a card. XBBB: target opponent draws X cards and loses X life.
6/6
Design (3/3) Appeal - Timmy really likes this. Strange abilities like the ones on this cards are very appealing to Johnny. Spike likes the interaction of the last two abilities on a body big and relevant enough for its mana cost. (2.5/3) Elegance - That interaction I just mentioned can be something that takes a little thought to process, but that's the only thing I can say here. The rest is perfect.
Development (2.5/3) Viability - The triggered ability feels like a small bend in black. Such abilities are usually blue, but black also has card draw, even if usually tied to life, and this ability has a black feel indeed. Rarity is the least it can be, rare is fine but I could also see this at mythic. (3/3) Balance - Limited bomb. I can easily see this in constructed, especially Standard. In multiplayer this gets even better, as the more opponents you have the more cards you expect to draw out of this. This is obviously also true in Commander. This card looks very very good, but I don't think it's broken at such a high and restrictive mana cost.
Creativity (3/3) Uniqueness - The triggered ability is definitely original, even if it vaguely reminds me of Consecrated Sphinx's ability. The activated ability is also very original: you are usually the one to draw cards for life, not your opponent. That has never been done before (I checked Gatherer). (2/3) Flavor - The name is good and there is indeed a little mechanical reference to the original Griselbrand: the draw X and lose X life is reminiscent of Griselbrand's activated ability. I want to prize that connection. No flavor text even though MSE shows me up to three lines could easily fit.
Polish (1.5/3) Quality - It should be "except the first one..." (see Notion Thief, -0.5). The word "target" should be capitalized because it's the first word of the effect of an activated ability (very well known thing, -1). (2/2) Main Challenge - Good. (2/2) Subchallenges - Both met.
Total: 21.5/25
Raptorchan: 21.5
Jimmy Groove: 20.5
Turbler: 17.5
JDAEnzio: 15
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.)
Emperor Sphinx5UU
Creature - Sphinx (Mythic Rare)
Ward against red and against green (This card can't be the target of red or green spells or abilities from red or green sources, even if this card isn't on the battlefield.)
Flying
At the beginning of each player's end step, untap all nonland permanents you control.
5/5
Design -
(2/3) Appeal: In Commander, Spike likes really objectively powerful cards. This is one of them because it has great protection and untaps most of your permanents for free at little to no cost. Timmy likes his big beefy fliers, but he doesn't like that he can't play this in a deck with red or green enchantments/sorceries/instants; he is peeved he cannot grow his Sphinx even larger with most pump spells. Maybe he will learn to accept that fact when some of his opponents can't attack it either. I don't think Johnny really cares, but we might find a way to abuse the un-tapping.
(3/3) Elegance: Clean, short, to the point. Play it, swing with it, and hope it doesn't die to a black, white, or blue removal spell.
Development -
(3/3) Viability: Ward is certainly an ability that could only be printed on Mythics to balance the cost to power ratio. Otherwise, this looks printable in a standalone Commander product, otherwise it might break Limited or Sealed.
(1.5/3) Balance: In reference to the Appeal and Viability sections, this card is either too strong or too weak. It is hard to judge without playtesting, as this card cannot reasonably be put in a deck using red or green alongside blue. In multiplayer games there will hopefully be a balance of colors, but you cannot guarantee your opponents will show up with enough removal spells to get the Sphinx off the table. As well, the ability to untap all your permanents is very strong, and if this gets cheated into play early with mana rocks or ramp spells, it could warp the game in your favor (and gives the Sphinx pseudo-vigilance, which is even better on a creature with a strong protection effect).
Creativity -
(2/3) Uniqueness: Certainly a different design than most Sphinxes, but there are plenty of Sphinxes already. Ward is a new keyword to put on anything, though it is another form of hexproof-like protection, and Seedborn Muse / Prophet of Kruphix have already filled a role of untapping a player's permanents.
(2.5/3) Flavor: This feels Mythic and I like the flavor of a Sphinx ruling over an area with the harshness of his riddles and the powers of its mind magic. However, there looks like there would be room for flavor text and it is missing to make this a tight flavor package.
Polish -
(3/3) Quality: I'm not sure exactly how Ward would be worded, as I am not even a Rules Advisor level judge, but it looks correct if you just mash up the wording of color protection and super-Shroud. Everything else looks fine.
(2/2) *Main Challenge: All met.
(0/2) Subchallenges: Nope!
Total: `19/25
*An entry with 0 points here is subject to disqualification.
Unstable Elemental4RRRR
Creature - Elemental {M}
Trample
Unstable Elemental’s power and toughness are each equal to 16 minus the number of lands you control. Disrupting the bond between the elemental and its land can have dire consequence.
16-*/16-*
Design -
(1/3) Appeal: Most archetypes aren't really sure what is going on here with this card. Spike doesn't care because it's too expensive, has a prohibitive mana cost, and has a fairly significant downside if he doesn't ramp into it fast enough. Johnny doesn't really care because this card doesn't really combo with anything but land destruction, and most people think land destruction in Commander is rude. Timmy loves this for its beefy size throughout most of the game, its large mana cost, and the fact that it has a form of evasion with Trample. Without Trample, I don't think anyone would care.
(3/3) Elegance: Clean and easy to understand, even with the stars in the power and toughness. People already play with Goyf, they can handle this.
Development -
(2/3) Viability: Based on the appeal, card text and overall flavor I can see a card like this getting printed, but I don't think it has a wide enough appeal or uniqueness to be given Mythic status. Bump it down to Rare and print away!
(2/3) Balance: Timmy likes ramping, and this is a great fatty to ramp into with mana rocks like Gilded Lotus, because of the card's inherent prohibitive mana cost. I don't think this is too strong for multiplayer Commander games, and may in fact be too weak because it can only really be played ina mono red deck (and the only real ramp red gets access to is rituals and colorless rocks, which there are plenty of though). This is will have to be extensively playtested for balance if someone could do something broken with it like giving it haste when it is a 12/12 etc.
Creativity -
(2/3) Uniqueness: There have been creatures before who lose power and toughness as a drawback, and a lot of red fatties have trample already plus additional abilities.
(1.5/3) Flavor: This feels bland for what could have been a potentially splashy Mythic. The name and flavor match up, but it feels too simple for an Elemental of such large scale (I assume this thing is gigantic!). The mana cost adds good flavor too, noting that this elemental could burst at any second and is truly out of control, and in its earth element.
Polish -
(3/3) Quality: No problems here from what I see. Everything is worded correctly.
(2/2) *Main Challenge: All met.
(2/2) Subchallenges: All met.
Total: 18.5/25
*An entry with 0 points here is subject to disqualification.
Shaping Force5GU
Creature - Elemental (M)
You may play an additional land on each of your turns.
You may have lands you play enter the battlefield as a copy of any other permanent. On Zendikar, nature is at its most creative.
6/6
Design -
(3/3) Appeal: Spike likes making copies of more of his most powerful things, and can greatly benefit from being able to play more lands; however, he does not enjoy that this is expensive and multicolored, however he will work his hardest to be able to make this castable. Timmy likes the extra ramp, the beefy body, the large converted mana cost, and most of all, being able to make more copies of his biggest things. Johnny might have TOO much fun with this one.
(3/3) Elegance: Very easy to read and understand. This is a giant green and blue fatty
Development -
(1/3) Viability: This is a beginning point to the Balance section. This card is already objectively powerful just by reading the text: Your land can become ANYTHING? No one would pass up the opportunity to play this in all of their blue and green decks. This card certainly feels Mythic, the effect is Mythic acceptable and nothing else. I really don't think you can print this card as-is because of Balance issues.
(0.5/3) Balance: This has got to be broken. In U/G and Temur colors it is too easy to ramp into this card, and it gives double the value on turn you put it into play if you haven't yet drawn a land. I cannot possibly see a case where turning your lands into non-lands is a downside, and the copy the land turns into comes into play untapped. This card even gets around Hexproof and Shroud because it is not a triggered ability, since lands do not go onto the stack when they are put into play. Thankfully this does not trigger on a land entering the battefield from anywhere, but combines too well with itself and other permanents. Oh, and I just realized this card is not Legendary either, so you can play a land to make a copy of Shaping Force to play nother land and make more free land drops. Sorry, this is too much for me even if this creature costs 7 mana.
Creativity -
(2/3) Uniqueness: There are already multiple creatures and spells that let you play additional lands in green. Vesuva is currently the only land that comes into play as a copy of something else, and this card takes the ability to turn a land into something else into a whole different bracket.
(3/3) Flavor: The name and flavor text, along with the abilities perfectly its Zendikar's theme and not any other plane. Turning lands into anything else is a very flavorful ability, and one only best suited for a Mythic Elemental or Spellshaper. May the elementals of Zendikar rejoice.
Polish -
(3/3) Quality: No problems here.
(2/2) *Main Challenge: All met.
(0/2) Subchallenges: Nope!
Total: 17.5/25
*An entry with 0 points here is subject to disqualification.
Walking Continent6GG
Creature - Elemental Avatar (M)
Walking Continent's power and toughness are each equal to the number of lands you control.
Trample
When Walking continent enters the battlefield, you gain X life and draw X cards, where X is its power. It leaves behind it a trail of live just as massive as itself.
*/*
Design -
(2.5/3) Appeal: Spike doesn't like how much mana this guy costs, but he love extra resources from playing his creates, and especially drawing cards in a color where most of its draw ability is stapled onto the color's big flavorful creatures (Soul of the Harvest etc.). Timmy like a fat guy that keeps getting bigger as the game goes on, and a card that look balanced in both the early and later game. Johnny might find a way to play a bunch cards to let him draw a bunch of cards in one turn, then find some sort of combo to win the next turn; he might be able to make this work but he's not 100% sure.
(3/3) Elegance: Easy to read with a bunch of simple abilities. It reads like a beefy green creature
Development -
(3/3) Viability: Certainly feels Mythic: An elemental creature the size of a continent. That by itself is the selling point, but the flavor also makes this a candidate for Mythic status. The combination of abilities is also probably too powerful to print at Rare in anything not a Commander product, as it could draw a lot of cards real fast.
(2.5/3) Balance: A card that is effective when ramped into early or hard-cast late game. It provides a solid threat and also a buffer against other aggressive strategies. In a multiplayer Commander game this card may go under the targeting radar for a while until it gets too big, then you've just successfully baited a removal spell that could have been used on something else. This card is all up-side at all points in the game, and might be too powerful, but who knows.
Creativity -
(1.5/3) Uniqueness: Dakkon Blackblade takes the spot for being the first card with P/T based around the number of lands you control, but he's from Legends and doesn't really count. Molimo, Maro-Sorcerer is the oldest green fatty with similar abilities, so this card is just a 2016 balanced copy of Molimo. Life gain and card draw are already on some of green's fatties, and most green fatties have Trample if they are representing some sort of Goliath creature (Avatar of Might, Createrhoof Behemoth), etc. This card is a balanced combination of the abilities though.
(3/3) Flavor: The battles of Elementals on Zendikar continues! At least this is the plane where I imagine this Elemental residing. The name and flavor fit well with the overall theme of the card, and I can imagine all the abilties fitting well into a cohesive art piece.
Polish -
(2/3) Quality: Minor ding for a spelling error in your flavor text: "live" shoudl be changed to "life". I believe that is what you meant to write (-0.5 points). The first line of text should come after the Trample keywrod, because the phrase does not deal with reducing or changing the mana cost of the card (-0.5 points). Please see my card examples under Creativity.
(2/2) *Main Challenge: All met.
(2/2) Subchallenges: All met.
Total: 21.5/25
*An entry with 0 points here is subject to disqualification.
There was initially a tie with Marco and Freleyes that I had to break so that two players could advance. Freleyes, please do join us next month
Design -
(3/3) Appeal: This is actually a grand slam - Timmy, Johnny, and Spike all see the appeal, although it's less so Timmy or less so Spike depending on the angle you look at it from. In the end, Timmy minds the symmetricality of the effect less.
(2.5/3) Elegance: Pretty well put together. Just one evergreen keyword plus the triggered ability; all clean lines here. Although the hexproof may come back to bite you, as it were.
Development -
(2.5/3) Viability: This is very strongly blue, and rare is fine, but this is one of those cases where it seems likely that R&D would want it at mythic.
(1.5/3) Balance: Hexproof is worrisome here. Making a large (or at least semi-large, depending on what the finishers are like in the environment around it) beater with such a powerful upkeep triggered ability immune to targeted removal is a scary thought.
Creativity -
(1.5/3) Uniqueness: This is a lot like a tweaked Damia, Sage of Stone, which is fine, but doesn't tread any really new ground.
(2/3) Flavor: The name and flavor text are a bit abstract, and the type feels odd out of context, to say the least; far from being a Leviathan, if not for the lack of flying, this would seem like a Sphinx any day.
Polish -
(1.5/3) Quality: Quite a few errors here. "Leviathan" misspelled, "that player draw" instead of "draws", and lack of serial comma in the flavor text.
(2/2) *Main Challenge: Looks good.
(1/2) Subchallenges: No cost reduction, but no X either.
Total: 17.5/25
*An entry with 0 points here is subject to disqualification.
Design -
(3/3) Appeal: Do I have to explain what Timmy likes? This could be a 3-point card in this category in sheer strength of Timmy appeal alone, for me, even if Johnny-Spikes didn't want to do degenerate things with cheating this out and abusing the awesome pseudo-kicker ETB thing.
(2.5/3) Elegance: That mana cost looks real cool, but it's hard to parse unless you can remember it's 2 plus Titanic Ultimatum.
Development -
(2.5/3) Viability: Red would be the first color that could be dropped from this outside of an Alara setting, but the X cost feels spiritually connected to red.
(2.5/3) Balance: If you're paying what you have to pay to hardcast this card you deserve the effect, but with the right combo this could be cheated out and end the game very easily. The key there is having the right combo, and most of the necessary other combo pieces are already degenerate with things like Emrakul, the Aeons Torn or Iona, Shield of Emeria, or just are inherently broken on their own.
Creativity -
(2/3) Uniqueness: Obviously the whole thing is a big callback to Godsire, but hey, I love that card, and also the ETB ability feels unique for the sheer scale of it.
(2.5/3) Flavor: See previous comment. Also, flavor text is pedestrian but fine.
Polish -
(3/3) Quality: The first clause of the flavor text sounds a little... off... but there's nothing grammatically wrong with it.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Got both!
Total: 22/25
*An entry with 0 points here is subject to disqualification.
Design -
(3/3) Appeal: Timmy loves this because of just how big everything about it is, and using this as a capstone to a ramp deck is a basically Johnny-Spike project anyhow.
(3/3) Elegance: Man, this is just tasty. Everything falls into place with the cost, stats, and abilities.
Development -
(3/3) Viability: Vigilance is technically one of green's signature creature keywords but it seems to never really get it a lot, but this card has a very, very good excuse to have it. Very green, very mythic.
(2.5/3) Balance: The genius of a gamebreaking ability like the one on this card is that it doesn't do a heck of a lot unless your side of the board is absolutely crammed with permanents, so cheating this out early probably won't get you a lot.
Creativity -
(2/3) Uniqueness: There's a little precedent here, but very little - this is very funky in the same way Flame Fusillade is and I love it. There's a shared lineage with Cryptolith Rite, but the two cards play so differently it's almost not worth bringing up.
(3/3) Flavor: I guess It leaves an endless trail of Manaliths in its wake isn't as catchy as the more inaccurate flavor text you put.
Polish -
(3/3) Quality: Good looks.
(2/2) *Main Challenge: Great.
(1/2) Subchallenges: No cost reduction, but again, no X.
Total: 22.5/25
*An entry with 0 points here is subject to disqualification.
(A big thanks to bravelion83 for this month's banner, which is an elaboration on the art of the cards Ishai, Ojutai Dragonspeaker by Zack Stella and Kynaios and Tiro of Meletis by Willian Murai)
November 2016 MCC Round 2 — A Commanding Position
Two-player magic is ruled by cheap spells, generally costing three or less. But Commander is not a format like that one! Instead of being dominated by Brainstorm, Abrupt Decay, or Smuggler's Copter, Commander is home to behemoths such as the Eldrazi Titans. Today, we'll be looking at the larger side of the mana spectrum.
Main Challenge: Design a creature card with converted mana cost 7 or greater.
Subchallenge 1: The card does not have an ability that makes itself cost less mana to cast.
Subchallenge 2: The card has, X, *, or X somewhere in its text.
If you are unsure about if your entry is within the rules for this week's challenge, please check the clarifications, or PM me!
Subchallenge 1: Your submission cannot reduce its casting cost below its converted mana cost. Examples that would not work: Metalwork Colossus, Broodstar. However, alternate casting costs are allowed (such as Elder Deep-Fiend and Allosaurus Rider). Convoke is an alternate method of paying mana, not a cost reduction, so it technically qualifies
Subchallenge 2: Your submission can have X, *, or x in its mana cost, its text box, or its power and toughness.
Design Deadline: All submissions are to be final and submitted by November 19th 23:59 PST
Judging Deadline: All Judgements are to be final and completed by November 22nd 23:59 PST
(X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card?
(X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development -
(X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
(X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity -
(X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”?
(X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish -
(X/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
(X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
(X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
Judges:
Folza
void_nothing
bravelion83
necarg?
admirableadmiral?
Players:
proudawesome
turbler
Jimmy Groove
scrad_the_wanderer
Vertain
JDAEnzio
glurman
BlyddenL
Raptorchan
Freyleyes
Marco
StonerOfKruphix
netn10
RaikouRider
brainpo
doomfish
Additionally, please note the following:
Good luck contestants!
Creature - Sphinx (Mythic Rare)
Ward against red and against green (This card can't be the target of red or green spells or abilities from red or green sources, even if this card isn't on the battlefield.)
Flying
At the beginning of each player's end step, untap all nonland permanents you control.
5/5
Creature - Elemental (M)
You may play an additional land on each of your turns.
You may have lands you play enter the battlefield as a copy of any other permanent.
On Zendikar, nature is at its most creative.
6/6
Creature - Elemental {M}
Trample
Unstable Elemental’s power and toughness are each equal to 16 minus the number of lands you control.
Disrupting the bond between the elemental and its land can have dire consequence.
16-*/16-*
Creature - Elemental Avatar (M)
Walking Continent's power and toughness are each equal to the number of lands you control.
Trample
When Walking continent enters the battlefield, you gain X life and draw X cards, where X is its power.
It leaves behind it a trail of live just as massive as itself.
*/*
Creature - Leviatan (Rare)
Hexproof
At the beginning of each player's upkeep, that player draw cards until he or she have seven cards in his or her hand.
Its mere presence makes the young, calm and the monks of the Bodayan find true enlightenment.
5/5
Creature - Demon (R)
Flying, menace
Whenever an opponent draws a card except the first he or she draws in each of his or her draw steps, you may draw a card.
XBBB: target opponent draws X cards and loses X life.
6/6
Utopia Elemental 4GGG
Creature - Elemental {M}
Vigilance
Permanents you control have "T: Add one mana of any color to your mana pool."
It leaves an endless trail of lotus blooms in its wake.
7/7
Emille, Seven-Sting Dancer Shalin Nariya
Artifact Creature - Giant (R)
Whenever Gear Tyrant enters the battlefield or attacks, you may search your library for an equipment card with converted mana cost X or less, were X is Gear Tyrant's power. Put that equipment onto the battlefield attached to Gear Tyrant, then shuffle your library.
There's always a bigger weapon.
4/4
Legendary Creature - Demon (M)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or one mana of that creature's color.)
Flying, Lifelink, Indestructible, Haste
When Ormendahl Relentless enters the battlefield, each opponent discards a number of cards and sacrifices a number of creatures equal to the number of creatures you control.
xBB, reveal Ormendahl Relentless from your hand: Create X 1/1 white and black Human Cleric creature tokens. Activate this ability only during an opponent's end step and only once each turn.
9/7
But the people behind the barrier knew.
Creature — Angel (R)
Flying
When Radiant Adjudicator is turned face up, destroy all creatures with toughness X or greater.
Morph XRRWW (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
Harmony through judgment.
7/2
Marco
Freleyes
Vertain
scrad_the_wanderer
void_nothing:
netn10
stonerofkruphix
raikourider
bravelion83:
Jimmy Groove
JDAEnzio
Turbler
Raptorchan
Design
(2.5/3) Appeal - Timmy likes this. Johnny can do something with the Equipment fetching ability. Between the deckbuilding this card requires and the base mana-to-P/T ratio, Spike isn't that interested, even if with the right Equipment he might play this.
(3/3) Elegance - Good enough.
Development
(2.5/3) Viability - The effect feels more white than colorless, but I see nothing broken in allowing other colors to do this at a high enough mana cost. Rarity feels right.
(2/3) Balance - In limited it all turns to: would you play this anyway if you do not open a playable Equipment? I probably would not. On the other side, in constructed this can be pretty good with the right Equipment in your deck. This with Swords or Umezawa's Jitte looks very good to say the least, and definitely worth its mana cost. In Commander, powerful Equipment do get used, and this is a natural complement.
Creativity
(2/3) Uniqueness - The effect can definitely generate memorable games, even if we've already seen similar effects, especially for Auras, but what works for Auras works for Equipment too. That itself is not a particularly original twist.
(2.5/3) Flavor - The name is fine and the flavor text works even though it feels a bit too generic.
Polish
(2/3) Quality - "Equipment" is a subtype, so it should be capitalized in both instances (-1 total).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 20.5/25
Design
(2.5/3) Appeal - This card is clearly made for Timmy, and Timmy just loves it. Johnny might use the token generation somehow. The mana cost is just too high for Spike to care, even with convoke.
(0/3) Elegance - This is just too long. It's not printable as is: eleven lines (from MSE) is just too much, and it's even in the expanded M15 frame! Suggestions to stay within the ten lines limit: remove convoke's reminder text (you could potentially do that on a mythic) and the superfluous instances of "a number of" (see Quality).
Development
(2/3) Viability - Convoke has already been in black in M15 and all the rest is something black can do. Rarity is definitely right. The only reason why this is not viable to print is text length (see Elegance), that impacts here too.
(2/3) Balance - Limited bomb that can affect the board even before it enters the battlefield. If you pay the full mana cost this is fine in constructed, but I have a feeling this would be cheated into play in a lot of different ways, and that is not good. I'd say this needs an anti-reanimation clause even if today reanimation spells cost more (paying five or six mana instead of sixteen is very relevant anyway) and even if it makes the card even more wordy, but you already need to cut something anyway. Any card that says "each opponent" is relevant in multiplayer and specifically Commander, and this card makes no exception.
Creativity
(2/3) Uniqueness - I can't say this isn't memorable, even though the explicitly reference to the original Ormendahl makes this feel more like a simple twist on that card rather than a card with its own identity.
(2.5/3) Flavor - The name is good and I really appreciate the mechanical link between this version of the character and the original Ormendahl, Profane Prince: the keyword abilities and P/T are all the same and that just has to be intentional. Convoke is also a very nice way to represent his cultists worshipping him. Creating Cleric tokens only adds to that. There is obviously no room for flavor text unfortunately.
Polish
(0/3) Quality - I absolutely hate the sentence "Your creatures can help cast this spell" in convoke's reminder text, but unfortunately I can't punish you for that. In a list of keywords, only the first one is capitalized and only if it's at the beginning of a line (three times -0.5 = -1.5). The word "reveal" should be capitalized as it's the first word of a new cost (very well known thing, -1). No need for the two instances of "a number of" ("discards cards and sacrifices creatures equal to...", see Jagged Poppet, -0.5).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met. Convoke is allowed based on the clarifications.
Total: 19/25
Design
(1.5/3) Appeal - Timmy looks quite excited by this card. I don't see anything for Johnny here. Spike is turned down by the mana costs, but he likes the effect in itself.
(2.5/3) Elegance - Once you understand how morph works (not a given for less experienced players, but reminder text helps there), this card is very easily understandable and more intuitive than the rules that would be needed to make it work (more on this in a moment).
Development
(1/3) Viability - There are problems here. Only rarity is right. First, I see no red at all in this card, this could and should have been a monowhite card. Also, I had and still have doubts on how this works. I searched the CR in depth looking for a rule tying the value of X in the triggered ability to the X in the morph cost, but I found nothing. That didn't surprise me, it's the same old thing about the value of X not being passed from a mana cost to a triggered ability, just with a morph cost instead of the card's mana cost, and in fact monstrosity required a special rule just for Polukranos, World Eater to work but there is no such rule for morph. In my opinion, this card shouldn't work in the rules. Yet, Bane of the Living and Warbreak Trumpeter exist, and they only work because their rulings say they do. This should not happen in Magic in my opinion and it is something that should totally be clarified in the CR. Luckily for you, the existence of those rulings on those two cards forces me to accept this card as working, but that's the only reason. It should not work in the rules.
(2/3) Balance - Limited bomb. In constructed, the low toughness hurts. It helps because X can be as low as 2 for this to be able to unmorph and survive, but then a single 2-damage burn spell is enough to kill this, and there are plenty. That's not exactly what you want for such a high cost in constructed. The effect looks quite relevant in multiplayer and Commander specifically.
Creativity
(3/3) Uniqueness - According to Gatherer, no existing card has a Wrath effect as a "turned-face-up" ability. This feels like a nice mirror and complement to the aforementioned Bane of the Living: this destroys everything from X up, while the Bane destroys everything from X down.
(1.5/3) Flavor - From the name it's not that clear if the word "Radiant" is meant to just be an adjective or if this card represents the character Radiant from Serra's Realm, even if she is already depicted in one card. Except for that ambiguity the name is fine. The flavor text is fine too, but it also feels monowhite to me, just like the mechanics. This could be a red Angel like the mad ones on Innistrad, but then it should also have some red mechanics.
Polish
(2/3) Quality - The 3 in the reminder text should be a mana symbol (serious mistake, -1).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 17.5/25
Design
(3/3) Appeal - Timmy really likes this. Strange abilities like the ones on this cards are very appealing to Johnny. Spike likes the interaction of the last two abilities on a body big and relevant enough for its mana cost.
(2.5/3) Elegance - That interaction I just mentioned can be something that takes a little thought to process, but that's the only thing I can say here. The rest is perfect.
Development
(2.5/3) Viability - The triggered ability feels like a small bend in black. Such abilities are usually blue, but black also has card draw, even if usually tied to life, and this ability has a black feel indeed. Rarity is the least it can be, rare is fine but I could also see this at mythic.
(3/3) Balance - Limited bomb. I can easily see this in constructed, especially Standard. In multiplayer this gets even better, as the more opponents you have the more cards you expect to draw out of this. This is obviously also true in Commander. This card looks very very good, but I don't think it's broken at such a high and restrictive mana cost.
Creativity
(3/3) Uniqueness - The triggered ability is definitely original, even if it vaguely reminds me of Consecrated Sphinx's ability. The activated ability is also very original: you are usually the one to draw cards for life, not your opponent. That has never been done before (I checked Gatherer).
(2/3) Flavor - The name is good and there is indeed a little mechanical reference to the original Griselbrand: the draw X and lose X life is reminiscent of Griselbrand's activated ability. I want to prize that connection. No flavor text even though MSE shows me up to three lines could easily fit.
Polish
(1.5/3) Quality - It should be "except the first one..." (see Notion Thief, -0.5). The word "target" should be capitalized because it's the first word of the effect of an activated ability (very well known thing, -1).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 21.5/25
Raptorchan: 21.5
Jimmy Groove: 20.5
Turbler: 17.5
JDAEnzio: 15
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.)
Emperor Sphinx 5UU
Creature - Sphinx (Mythic Rare)
Ward against red and against green (This card can't be the target of red or green spells or abilities from red or green sources, even if this card isn't on the battlefield.)
Flying
At the beginning of each player's end step, untap all nonland permanents you control.
5/5
Design -
(2/3) Appeal: In Commander, Spike likes really objectively powerful cards. This is one of them because it has great protection and untaps most of your permanents for free at little to no cost. Timmy likes his big beefy fliers, but he doesn't like that he can't play this in a deck with red or green enchantments/sorceries/instants; he is peeved he cannot grow his Sphinx even larger with most pump spells. Maybe he will learn to accept that fact when some of his opponents can't attack it either. I don't think Johnny really cares, but we might find a way to abuse the un-tapping.
(3/3) Elegance: Clean, short, to the point. Play it, swing with it, and hope it doesn't die to a black, white, or blue removal spell.
Development -
(3/3) Viability: Ward is certainly an ability that could only be printed on Mythics to balance the cost to power ratio. Otherwise, this looks printable in a standalone Commander product, otherwise it might break Limited or Sealed.
(1.5/3) Balance: In reference to the Appeal and Viability sections, this card is either too strong or too weak. It is hard to judge without playtesting, as this card cannot reasonably be put in a deck using red or green alongside blue. In multiplayer games there will hopefully be a balance of colors, but you cannot guarantee your opponents will show up with enough removal spells to get the Sphinx off the table. As well, the ability to untap all your permanents is very strong, and if this gets cheated into play early with mana rocks or ramp spells, it could warp the game in your favor (and gives the Sphinx pseudo-vigilance, which is even better on a creature with a strong protection effect).
Creativity -
(2/3) Uniqueness: Certainly a different design than most Sphinxes, but there are plenty of Sphinxes already. Ward is a new keyword to put on anything, though it is another form of hexproof-like protection, and Seedborn Muse / Prophet of Kruphix have already filled a role of untapping a player's permanents.
(2.5/3) Flavor: This feels Mythic and I like the flavor of a Sphinx ruling over an area with the harshness of his riddles and the powers of its mind magic. However, there looks like there would be room for flavor text and it is missing to make this a tight flavor package.
Polish -
(3/3) Quality: I'm not sure exactly how Ward would be worded, as I am not even a Rules Advisor level judge, but it looks correct if you just mash up the wording of color protection and super-Shroud. Everything else looks fine.
(2/2) *Main Challenge: All met.
(0/2) Subchallenges: Nope!
Total: `19/25
*An entry with 0 points here is subject to disqualification.
Unstable Elemental 4RRRR
Creature - Elemental {M}
Trample
Unstable Elemental’s power and toughness are each equal to 16 minus the number of lands you control.
Disrupting the bond between the elemental and its land can have dire consequence.
16-*/16-*
Design -
(1/3) Appeal: Most archetypes aren't really sure what is going on here with this card. Spike doesn't care because it's too expensive, has a prohibitive mana cost, and has a fairly significant downside if he doesn't ramp into it fast enough. Johnny doesn't really care because this card doesn't really combo with anything but land destruction, and most people think land destruction in Commander is rude. Timmy loves this for its beefy size throughout most of the game, its large mana cost, and the fact that it has a form of evasion with Trample. Without Trample, I don't think anyone would care.
(3/3) Elegance: Clean and easy to understand, even with the stars in the power and toughness. People already play with Goyf, they can handle this.
Development -
(2/3) Viability: Based on the appeal, card text and overall flavor I can see a card like this getting printed, but I don't think it has a wide enough appeal or uniqueness to be given Mythic status. Bump it down to Rare and print away!
(2/3) Balance: Timmy likes ramping, and this is a great fatty to ramp into with mana rocks like Gilded Lotus, because of the card's inherent prohibitive mana cost. I don't think this is too strong for multiplayer Commander games, and may in fact be too weak because it can only really be played ina mono red deck (and the only real ramp red gets access to is rituals and colorless rocks, which there are plenty of though). This is will have to be extensively playtested for balance if someone could do something broken with it like giving it haste when it is a 12/12 etc.
Creativity -
(2/3) Uniqueness: There have been creatures before who lose power and toughness as a drawback, and a lot of red fatties have trample already plus additional abilities.
(1.5/3) Flavor: This feels bland for what could have been a potentially splashy Mythic. The name and flavor match up, but it feels too simple for an Elemental of such large scale (I assume this thing is gigantic!). The mana cost adds good flavor too, noting that this elemental could burst at any second and is truly out of control, and in its earth element.
Polish -
(3/3) Quality: No problems here from what I see. Everything is worded correctly.
(2/2) *Main Challenge: All met.
(2/2) Subchallenges: All met.
Total: 18.5/25
*An entry with 0 points here is subject to disqualification.
Shaping Force 5GU
Creature - Elemental (M)
You may play an additional land on each of your turns.
You may have lands you play enter the battlefield as a copy of any other permanent.
On Zendikar, nature is at its most creative.
6/6
Design -
(3/3) Appeal: Spike likes making copies of more of his most powerful things, and can greatly benefit from being able to play more lands; however, he does not enjoy that this is expensive and multicolored, however he will work his hardest to be able to make this castable. Timmy likes the extra ramp, the beefy body, the large converted mana cost, and most of all, being able to make more copies of his biggest things. Johnny might have TOO much fun with this one.
(3/3) Elegance: Very easy to read and understand. This is a giant green and blue fatty
Development -
(1/3) Viability: This is a beginning point to the Balance section. This card is already objectively powerful just by reading the text: Your land can become ANYTHING? No one would pass up the opportunity to play this in all of their blue and green decks. This card certainly feels Mythic, the effect is Mythic acceptable and nothing else. I really don't think you can print this card as-is because of Balance issues.
(0.5/3) Balance: This has got to be broken. In U/G and Temur colors it is too easy to ramp into this card, and it gives double the value on turn you put it into play if you haven't yet drawn a land. I cannot possibly see a case where turning your lands into non-lands is a downside, and the copy the land turns into comes into play untapped. This card even gets around Hexproof and Shroud because it is not a triggered ability, since lands do not go onto the stack when they are put into play. Thankfully this does not trigger on a land entering the battefield from anywhere, but combines too well with itself and other permanents. Oh, and I just realized this card is not Legendary either, so you can play a land to make a copy of Shaping Force to play nother land and make more free land drops. Sorry, this is too much for me even if this creature costs 7 mana.
Creativity -
(2/3) Uniqueness: There are already multiple creatures and spells that let you play additional lands in green. Vesuva is currently the only land that comes into play as a copy of something else, and this card takes the ability to turn a land into something else into a whole different bracket.
(3/3) Flavor: The name and flavor text, along with the abilities perfectly its Zendikar's theme and not any other plane. Turning lands into anything else is a very flavorful ability, and one only best suited for a Mythic Elemental or Spellshaper. May the elementals of Zendikar rejoice.
Polish -
(3/3) Quality: No problems here.
(2/2) *Main Challenge: All met.
(0/2) Subchallenges: Nope!
Total: 17.5/25
*An entry with 0 points here is subject to disqualification.
Walking Continent 6GG
Creature - Elemental Avatar (M)
Walking Continent's power and toughness are each equal to the number of lands you control.
Trample
When Walking continent enters the battlefield, you gain X life and draw X cards, where X is its power.
It leaves behind it a trail of live just as massive as itself.
*/*
Design -
(2.5/3) Appeal: Spike doesn't like how much mana this guy costs, but he love extra resources from playing his creates, and especially drawing cards in a color where most of its draw ability is stapled onto the color's big flavorful creatures (Soul of the Harvest etc.). Timmy like a fat guy that keeps getting bigger as the game goes on, and a card that look balanced in both the early and later game. Johnny might find a way to play a bunch cards to let him draw a bunch of cards in one turn, then find some sort of combo to win the next turn; he might be able to make this work but he's not 100% sure.
(3/3) Elegance: Easy to read with a bunch of simple abilities. It reads like a beefy green creature
Development -
(3/3) Viability: Certainly feels Mythic: An elemental creature the size of a continent. That by itself is the selling point, but the flavor also makes this a candidate for Mythic status. The combination of abilities is also probably too powerful to print at Rare in anything not a Commander product, as it could draw a lot of cards real fast.
(2.5/3) Balance: A card that is effective when ramped into early or hard-cast late game. It provides a solid threat and also a buffer against other aggressive strategies. In a multiplayer Commander game this card may go under the targeting radar for a while until it gets too big, then you've just successfully baited a removal spell that could have been used on something else. This card is all up-side at all points in the game, and might be too powerful, but who knows.
Creativity -
(1.5/3) Uniqueness: Dakkon Blackblade takes the spot for being the first card with P/T based around the number of lands you control, but he's from Legends and doesn't really count. Molimo, Maro-Sorcerer is the oldest green fatty with similar abilities, so this card is just a 2016 balanced copy of Molimo. Life gain and card draw are already on some of green's fatties, and most green fatties have Trample if they are representing some sort of Goliath creature (Avatar of Might, Createrhoof Behemoth), etc. This card is a balanced combination of the abilities though.
(3/3) Flavor: The battles of Elementals on Zendikar continues! At least this is the plane where I imagine this Elemental residing. The name and flavor fit well with the overall theme of the card, and I can imagine all the abilties fitting well into a cohesive art piece.
Polish -
(2/3) Quality: Minor ding for a spelling error in your flavor text: "live" shoudl be changed to "life". I believe that is what you meant to write (-0.5 points). The first line of text should come after the Trample keywrod, because the phrase does not deal with reducing or changing the mana cost of the card (-0.5 points). Please see my card examples under Creativity.
(2/2) *Main Challenge: All met.
(2/2) Subchallenges: All met.
Total: 21.5/25
*An entry with 0 points here is subject to disqualification.
There was initially a tie with Marco and Freleyes that I had to break so that two players could advance. Freleyes, please do join us next month
Marco: 19
Freleyes: 18.5
Vertain: 17.5
scrad_the_wanderer: 21.5
Design -
(3/3) Appeal: This is actually a grand slam - Timmy, Johnny, and Spike all see the appeal, although it's less so Timmy or less so Spike depending on the angle you look at it from. In the end, Timmy minds the symmetricality of the effect less.
(2.5/3) Elegance: Pretty well put together. Just one evergreen keyword plus the triggered ability; all clean lines here. Although the hexproof may come back to bite you, as it were.
Development -
(2.5/3) Viability: This is very strongly blue, and rare is fine, but this is one of those cases where it seems likely that R&D would want it at mythic.
(1.5/3) Balance: Hexproof is worrisome here. Making a large (or at least semi-large, depending on what the finishers are like in the environment around it) beater with such a powerful upkeep triggered ability immune to targeted removal is a scary thought.
Creativity -
(1.5/3) Uniqueness: This is a lot like a tweaked Damia, Sage of Stone, which is fine, but doesn't tread any really new ground.
(2/3) Flavor: The name and flavor text are a bit abstract, and the type feels odd out of context, to say the least; far from being a Leviathan, if not for the lack of flying, this would seem like a Sphinx any day.
Polish -
(1.5/3) Quality: Quite a few errors here. "Leviathan" misspelled, "that player draw" instead of "draws", and lack of serial comma in the flavor text.
(2/2) *Main Challenge: Looks good.
(1/2) Subchallenges: No cost reduction, but no X either.
Total: 17.5/25
*An entry with 0 points here is subject to disqualification.
Design -
(3/3) Appeal: Do I have to explain what Timmy likes? This could be a 3-point card in this category in sheer strength of Timmy appeal alone, for me, even if Johnny-Spikes didn't want to do degenerate things with cheating this out and abusing the awesome pseudo-kicker ETB thing.
(2.5/3) Elegance: That mana cost looks real cool, but it's hard to parse unless you can remember it's 2 plus Titanic Ultimatum.
Development -
(2.5/3) Viability: Red would be the first color that could be dropped from this outside of an Alara setting, but the X cost feels spiritually connected to red.
(2.5/3) Balance: If you're paying what you have to pay to hardcast this card you deserve the effect, but with the right combo this could be cheated out and end the game very easily. The key there is having the right combo, and most of the necessary other combo pieces are already degenerate with things like Emrakul, the Aeons Torn or Iona, Shield of Emeria, or just are inherently broken on their own.
Creativity -
(2/3) Uniqueness: Obviously the whole thing is a big callback to Godsire, but hey, I love that card, and also the ETB ability feels unique for the sheer scale of it.
(2.5/3) Flavor: See previous comment. Also, flavor text is pedestrian but fine.
Polish -
(3/3) Quality: The first clause of the flavor text sounds a little... off... but there's nothing grammatically wrong with it.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Got both!
Total: 22/25
*An entry with 0 points here is subject to disqualification.
Design -
(3/3) Appeal: Timmy loves this because of just how big everything about it is, and using this as a capstone to a ramp deck is a basically Johnny-Spike project anyhow.
(3/3) Elegance: Man, this is just tasty. Everything falls into place with the cost, stats, and abilities.
Development -
(3/3) Viability: Vigilance is technically one of green's signature creature keywords but it seems to never really get it a lot, but this card has a very, very good excuse to have it. Very green, very mythic.
(2.5/3) Balance: The genius of a gamebreaking ability like the one on this card is that it doesn't do a heck of a lot unless your side of the board is absolutely crammed with permanents, so cheating this out early probably won't get you a lot.
Creativity -
(2/3) Uniqueness: There's a little precedent here, but very little - this is very funky in the same way Flame Fusillade is and I love it. There's a shared lineage with Cryptolith Rite, but the two cards play so differently it's almost not worth bringing up.
(3/3) Flavor: I guess It leaves an endless trail of Manaliths in its wake isn't as catchy as the more inaccurate flavor text you put.
Polish -
(3/3) Quality: Good looks.
(2/2) *Main Challenge: Great.
(1/2) Subchallenges: No cost reduction, but again, no X.
Total: 22.5/25
*An entry with 0 points here is subject to disqualification.
RaikouRider 22.5
StonerOfKruphix 22
netn10 17.5
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝