Teferi's stay on Ravnica was uneventful after switftly dispatching the street lackeys. Preferring to recover without further interruptions, he stayed out of the limelight. Word of a fearsome foreigner spread quickly, and the many thugs of the shadows gave him wide berth after his incident. He spent days living low, avoiding too much attention. Six days after his arrival, he sat in a tavern, eating the cheapest meal on the menu. "Nutrition does not require flavor," he asserted to himself. Still, the bread was stale and the cheese bitter, no matter how much he tried to ignore it. The funds from the goons' bounty was quickly depleting, and he knew he would be forced to planeswalk soon. Still, his spark had not recovered enough to made the journey. The more that he thought about it, the foggier his memory of the incident was... how did his spark become injured in the first place? Teferi was buried deep in contemplation and the occasional bite of food when the door swung open, blasting warm summer air into the tavern. His back was turned to the door, yet he knew trouble had just walked through it without having to turn his head.
"So I'm guessing you're here to get revenge for your underling, are you?" Teferi bemused. The intruder paused, flabbergasted that Teferi had managed to surmise so much with his back turned. "He was my brother, actually. He didn't make it through security. The Boros lopped off his head for trying to escape. And it's all your fault..." the figure croaked. Teferi turned and saw the goblin crime lord known as Krenko. He'd seen his face before on a wanted poster. The fee offered for his reward was exorbitant. Teferi was struggling to comprehend how such an unimposing figure could command such a massive bounty. "What's one brother lost among dozens? I'm sure you have plenty more where he came from" Teferi quipped, turning his back to the infuriated goblin. The prize for Krenko's capture was large, but Teferi had not finished eating yet.
Krenko's face hardened, rage swirling in his eyes. He started stepping towards Teferi, unsheathing his sword. "You'll pay for that." he threatened. The patrons of the bar gasped at the sight of weapons being drawn, backing away swiftly from the scene lest they be included in it. Teferi, however, remained completely unperturbed.
"At your hands? Not likely." Teferi chuckled, taking a sip from his glass of water.
Krenko scowled, then sheathed his sword. The planeswalker was right. Krenko snickered anyways, grinning at his own 'genius'. Teferi was right, but he didn't know everything. "Well it's probably a good thing that I brought a friend, then."
Teferi froze mid-bite, not daring to miss a single sound due to the crunching of his bread. A shadow, a wraith, a phantom. Something sinister had just entered the bar unnoticed, and it took considerable skill to elude Teferi's detection. He suddenly leapt to his feet, spinning in a seemingly random direction. He fired a psionic blast into a shadowy corner of the bar, causing a small explosion at its destination. A gorgon hiding in the shadows ducked to avoid the attack, its malevolent silence broken only by its baleful stare. Teferi turned to Krenko, the fire of anger being the first emotion to embrace his visage that afternoon.
"You don't know what you've done" he growled. Though he had more to say, he lacked the time to complete his remark; Vraska wasted no time at all in her attack.
Main Challenge: Design a card that could be played in response to Hero's Downfall to prevent a creature and/or a planeswalker from being destroyed by it.Teferi had only moments to react, seconds to prepare a defensive spell before Vraska's next attack.
Subchallenge 1: Your card does not target the creature and/or planeswalker that is being saved from Hero's Downfall.Teferi was not adept at using typical defensive magic. He knew that his best chances lied in getting creative with his defenses. Subchallenge 2: Your card cannot counter Hero's Downfall and does not have the words "hexproof", "protection", or "indestructible".Vraska would be expecting common defensive spells. Teferi would have the highest chance of success with something she wasn't anticipating.
Please message me about any questions you might have about the challenges. Other than that, have fun, and good luck!
Main Challenge: In order to qualify for the main challenge, your card must preserve a prospective creature and/or planeswalker that is being targeted by Hero's Downfall. Your card does not have to save creautres if it can save planeswalkers, and it does not have to save planeswalkers if it can save creatures. In order to qualify, your card must prevent the targeted creature or planeswalker from being sent to the graveyard, and have it remain on the battlefield or have it return to the battlefield at a later time. Cards that permanently render the creature useless in spite of saving it do not qualify (such as Darksteel Mutation or Imprisoned in the Moon if those cards had flash).
Subchallenge 2: Counterspells would include cards like Dispel, Cancel, and Dissipate. Unsubstantiate would pass the main challenge, as it does not specifically counter a spell.
Design Deadline: All submissions are to be final and submitted by December 16th 23:59 EST
Judging Deadline: All Judgements are to be final and completed by December 19th 23:59 EST
Design - (X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? (X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development - (X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity? (X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity - (X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”? (X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish - (X/3) Quality: Points deducted for incorrect spelling, grammar, and templating. (X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge? (X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
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.
Delay the Inevitable
Instant (U)
Put target spell or nonland permanent on top of its owner's library. "Although the hour is bleak and defeat seems inescapable, perhaps we can put it off another day?"
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Distorter of Eons3UU
Creature - Eldrazi (M)
Devoid
Flash
When Distorter of Eons enters the battlefield, end the turn.
When Distorter of Eons leaves the battlefield, target opponent takes an extra turn after this one.
4/3
Hold in AmberWU
Enchantment (R)
Flash
When Hold in Amber enters the battlefield, exile target spell until Hold in Amber leaves the battlefield. (That spell returns to the stack under its owner's control, and its owner may choose new modes and targets for it.) One moment in time, preserved forever.
Planned Retreat2UU
Instant (R)
Until end of turn, if a permanent you control would be put into a graveyard, return it to its owner's hand instead. Mercenaries never die. They just go to hell to regroup.
Illusionary ScapegoatUU
Creature - Illusion (U)
Flash
When Illusionary Scapegoat enters the battlefield, you may charge a target of target spell or ability to Illusionary Scapegoat. Vraska cackled in triumph as Teferi fell to her attack, only to scream in anger a moment later as the image of the corpse flickered away.
2/2
Wild Ricochet1R
Instant (U)
Reselect the target of target spell with a single target at random. (Select from among all legal targets.)
Draw a card. Boros officers quickly learned that it's a very bad idea to try to arrest Rakdos guild members in public places.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Attenuate1U
Instant (R)
Change the text of target instant or sorcery spell by replacing all instances of "destroy" and "exile" with "tap."
Draw a card. "I thought that'd hurt a lot more. No wait, that's a lie."
—Dack Fayden
Substitute EntityUU
Instant (R)
Return a permanent you control to its owner's hand, then create a token that's a copy of it. The characteristics 'invaluable' and 'expendable' are not mutually exclusive.
SpotlightWU
Enchantment — Aura (R)
Flash
Enchant creature
When Spotlight enters the battlefield, change a target of target spell or ability to enchanted creature.
While choosing targets as part of casting a spell or activating an ability, your opponents must choose enchanted creature if able.
Deflection Screen1UU
Enchantment — Aura (U)
Flash
Enchant creature
Whenever enchanted creature becomes the target of a spell or ability, you may change the target. Not all problems need to be solved by one person. Sometimes it’s just easier to share them with others.
(2/3) Appeal: Spike likes it. Johnny might see combo potential.
(3/3) Elegance: No problems here.
Development -
(3/3) Viability: No problems here.
(2/3) Balance: When compared to Mizzium Meddler, this is weak, in that it's easier to kill due to its lower toughness. The mana cost is okay.
Creativity -
(1/3) Uniqueness: It's a 2/2 Mizzium Meddler.
(3/3) Flavor: No problems here.
Polish -
(2/3) Quality: “... you may change a target...”
(2/2) Main Challenge: Met
(2/2) Subchallenges: Both met.
Total: 20/25
Design -
(1/3) Appeal: Spike likes it.
(3/3) Elegance: No problems here.
Development -
(2/3) Viability: One question: Do I have to pay the mana to cast the exiled spell? I think the reason Spell Queller is worded as is is because it removes that question. With that, I think your card should be worded the same way.
(2/3) Balance: Since it can exile any spell, I think it should cost 1 more.
Creativity -
(1/3) Uniqueness: Kinda like Spell Queller without the legs.
(3/3) Flavor: No problems here.
Polish -
(3/3) Quality: See Viability.
(2/2) Main Challenge: Met.
(2/2) Subchallenges: Both met.
Total: 19/25
Design -
(3/3) Appeal: Spike likes it. Johnny sees combo potential.
(3/3) Elegance: No problems here.
Development -
(2/3) Viability: I get the feeling it's worded as is so you get the bonus point. I'm certain Wizards would not print a card like this.
(1/3) Balance: This is definitely undercosted for what it does, since it rescues your permanent and makes a copy. Imagine having two Blightsteel Colossuses. It should cost 3 or 4 more.
Creativity -
(1/3) Uniqueness: It's Rescue with a nasty surprise.
(3/3) Flavor: No problems here.
Polish -
(3/3) Quality: No problems here.
(2/2) Main Challenge: Met.
(2/2) Subchallenges: Both met.
Total: 20/25
Design -
(1.5/3) Appeal: Spike likes it. Timmy might like it.
(3/3) Elegance: No problems here.
Development -
(3/3) Viability: No problems here.
(2/3) Balance: For the same mana cost, I can cast Summary Dismissal, which can exile the spells instead of just returning them. This could cost 1 less.
Creativity -
(2/3) Uniqueness: It's Unsubstantiate with steroids.
(2/3) Flavor: Some flavour text would have been nice.
Polish -
(1.5/3) Quality: Rarity should be on the second line. Also, it should be “Return all other spells...”
(2/2) Main Challenge: Met.
(2/2) Subchallenges: Both met
Total: 19/25
Jimmy Groove: 20
FortunalmperatrixMundi: 19 Vertain: 20
Legend: 19
As always, no complaints, and it's not final until the deadline has passed.
Design
(0/3) Appeal: I'm not really sure who this appeals to. You can't really build around this card which lessens its appeal to Johnny, Timmy doesn't like letting the other player draw cards, and Spike likes letting the other player draw cards even less.
(3/3) Elegance: Crisp.
Development
(3/3) Viability: Azorius works. Uncommon is fine.
(1/3) Balance: Pure card disadvantage. Not only are you down when you play this card, it's also a gold card and thus should be more powerful. If you had added another effect to it, such as life gain, then the card would be closer to a reasonable power level.
Creativity
(1.5/3) Uniqueness: Too similar to Spell Crumple for my tastes.
(2.5/3) Flavor: The flavor text doesn't quite mesh with the feel of the Azorius. It's a little too happy-go-lucky for such an austere guild. Otherwise the name and the mechanics work together well.
Polish
(3/3) Quality:
(2/2) Main Challenge:
(2/2) Subchallenges:
Total: 18/25
Design
(2/3) Appeal: Johnny loves this. Spike is interested in the applications of such a unique trick.
(2.5/3) Elegance: It's a little weird at first glance, but not too complex.
Development
(1.5/3) Viability: This should absolutely be a rare. It's far too complex for an uncommon, given how nuanced and niche its rules interactions are.
(3/3) Balance: This card has a lot of applications, the least of which being a fog. There are a lot of unique ways to make use of this card, but it's slightly expensive otherwise.
Creativity
(3/3) Uniqueness: Not sure I've ever seen anything like it before.
(2.5/3) Flavor: I'm not really a fan of the name; it doesn't convey the concept that creatures are becoming lands.
Polish
(2/3) Quality: The correct wording is "Until end of turn, each creature becomes a colorless Island land." (Polymorphist's Jest) Also, I strongly believe that there should be some reminder text for the card, especially given how it's an uncommon; something like "(They have "t: Add U to your mana pool" and lose all other abilities.)"
(2/2) Main Challenge:
(2/2) Subchallenges:
Total: 21.5/25
Design
(3/3) Appeal: Johnny likes using this in unusual ways. Spike loves the value. Timmy loves stealing things.
(2/3) Elegance: A lot to read, but it's not too complex.
Development
(3/3) Viability: Blue and rare. Check and check.
(2/3) Balance: In the right situation this card is very powerful, but otherwise it's not very good. In limited, that's perfectly acceptable for a blue rare. In constructed, this card is a huge swing when it lands. The fact that it's a creature and not a spell lends itself to abusability; aside from the intrinsic value of getting a 2/2 in addition to your spell, you can also do things like blink or tutor for the creature much more easily. With that in mind, I'd say that this card does perhaps a bit too much. I think dropping the ability that lets you redirect other abilities would bring the card more in line, power-wise.
Creativity
(2.5/3) Uniqueness: It reminds me perhaps a bit too much of Insidiuous Will
(2.5/3) Flavor: I'm not a huge fan of the name, and the flavor is a little cliche for my tastes. That's not to say it's bad; the card functions well as a whole.
Polish
(2/3) Quality: The correct wording for the second ability is "You may choose new targets for target activated or triggered ability." Though functionally slightly different, it's more in line with the way the card would be worded.
(2/2) Main Challenge:
(2/2) Subchallenges:
Total: 21/25
Design
(2.5/3) Appeal: Spike loves how this can be hugely valuable in the right circumstances. Johnny can't wait to somehow abuse this card. Timmy likes effects that mess with turns, but he's not thrilled about giving an opponent an extra one.
(3/3) Elegance: Simple wording for a deceptively simple effect.
Development
(3/3) Viability: Blue and mythic are right on the money. This card is practically the poster-child for a mythic rare.
(1/3) Balance: I can't help but feel that 3UU is too low for this effect. It's incredibly powerful and highly abusable. I think that this effect should have costed triple blue at the very least, if not 3UUU. Additionally, the combo with Eldrazi Displacer (stack the triggers such that the "end turn" one resolves first) means that you can actually skip someone's turn every turn for the rest of the game. I feel as though you should have incorporated a safety measure to prevent this ("When Distorter of Eons enters the battlefield, if you cast it from your hand, end the turn.")
Creativity
(2.5/3) Uniqueness: A bit similar to Thought-Knot Seer, but in a fresh vein.
(2.5/3) Flavor: The flavor as a package is quite excellent, even if there isn't any flavor text. I could easily see this seeing print.
Polish
(3/3) Quality:
(2/2) Main Challenge:
(2/2) Subchallenges:
Design -
(3/3) Appeal: Timmy likes how quickly this can turn the game around and also the possibility of stealing an OP Aura like Eldrazi Conscription or other such shenanigans. Johnny generally likes mucking with targets, and Spikes likes the efficiency and versatility.
(2.5/3) Elegance: Elegant as the concept is, it's pretty freakin' wordy.
Development -
(2.5/3) Viability: It's hard to know what color the must-target ability is in nowadays; the Flagbearers were a long time ago. But white is your precedent. This feels okay at rare but could pass for uncommon.
(3/3) Balance: This is strong in the right situation, but it definitely is situational - optimal use requires something like a Pacifism aimed at your creature, rather than hard removal.
Creativity -
(2/3) Uniqueness: There's precedent in Coalition Flag, and in Captured by the Consulate. Otherwise pretty unique stuff.
(2/3) Flavor: Name's appropriate but a little too on-the-nose, and not even a short line of flavor text to speak of.
Polish -
(3/3) Quality: Looks good.
(2/2) *Main Challenge: Filled.
(2/2) Subchallenges: Technically this does target a creature, but you're meant to put it on an opposing creature in order to dodge removal, so it gets a pass.
Total: 22/25
Design -
(2/3) Appeal: This is largely a Limited card so it derives most of its appeal from there; Spike probably sees the most value in this because it's such a "value"-focused card in the first place.
(2.5/3) Elegance: Short, sweet, and I'm not sure if it works as worded in the rules.
Development -
(3/3) Viability: Blue's obviously fine; uncommon seems about right.
(2/3) Balance: This is pretty underpowered, even in Limited; it's pretty good as a self-replacing Deflection variant when you have only one removal target and your opponents have one or more, but otherwise it's just (hopefully) going to save your best guy at the expense of your second-best, like a Fanatical Devotion activation or something.
Creativity -
(2.5/3) Uniqueness: Obviously target changing is pretty venerable, but I've hardly ever seen it done like this even in custom cards.
(2/3) Flavor: The name's okay but this really could have used flavor text.
Design -
(3/3) Appeal: Timmy likes saving his best stuff from removal, Johnny likes Stupid Targeting Tricks, Spike likes 2-for-1s.
(3/3) Elegance: Pretty slick.
Development -
(3/3) Viability: Blue is definitely right on the money, and so is uncommon.
(3/3) Balance: The ability this grants is strong - but it's a three-mana Aura. That's a lot to spend for something that's purely an upgrade to something you've already got out.
Creativity -
(3/3) Uniqueness: Nothing quite like this one out there.
(3/3) Flavor: I like the name and there is flavor text on this one.
Polish -
(3/3) Quality: Fine.
(2/2) *Main Challenge: Passed.
(1/2) Subchallenges: No countering or forbidden keywords, but this is meant to target the saved creature.
Total: 24/25
Design -
(2.5/3) Appeal: Timmy likes universal effects as well as saving stuff from removal, Johnny is glad to be able to reuse triggers, and Spike begrudgingly plays this, questioning the value of spending four mana on something that only turns hard removal into soft removal rather than countering the hard removal outright.
(3/3) Elegance: Not a lot of words needed here.
Development -
(2.5/3) Viability: Second Sunrise, No Rest for the Wicked, and similar suggest that this is more a white or even a black effect than it is blue, although it's not crazy to imagine it in blue.
(3/3) Balance: Looks fairly costed, in that it'll save a lot of stuff but has a stiff cost for "just" self-bounce.
Creativity -
(2/3) Uniqueness: Draws on familiar sources, but still feels unique in terms of color and scope.
(2.5/3) Flavor: Name feels blue, flavor text not so much.
Voxzorz
A Stitch in Time 2U
Instant (Rare)
Each permanent you control phases out.
Draw a card.
"Until our previous meeting."
Design -
(1/3) Appeal: Timmy is scratching his head, Johnny will play “real” flicker effects that already exist (as phasing does not help combo at all) probably the same attitude for Spikes, if they would even bother.
(3/3) Elegance: As simple as it gets. Well, phasing is going to confuse the S out of newbies, but that’s their cross to bear, not yours.
Development -
(2/3) Viability: Phasing is a distinctly blue ability (and inexplicably in green as well) so that’s all in order. This could be an uncommon. As phasing in does not trigger ETB abilities, there would be no overpoweredness associated with the ability.
(3/3) Balance: No balance issues
Creativity -
(1/3) Uniqueness: This doesn’t strike me as unique aside from the fact that it uses phasing rather than the modern templating seen on Eerie Interlude or Ghostway. So clearly the idea has been implemented before.
(1.5/3) Flavor: Adding the word “A” does not a new card name make sir. An oversight I’m sure. Flavor text is…. befuddling, but I understand what was attempted. Phasing and Terferi have kinship.
Polish -
(3/3) Quality: No issues
(2/2) *Main Challenge: Main challenge met.
(2/2) Subchallenges: Subchallenges met.
Total: 18.5/25
IcariiFA
Attenuate 1U
Instant (R)
Change the text of target instant or sorcery spell by replacing all instances of "destroy" and "exile" with "tap."
Draw a card.
"I thought that'd hurt a lot more. No wait, that's a lie."
—Dack Fayden
Design -
(3/3) Appeal: Each demographic wants to protect their board state. Timmy’s big creature, John’s combo piece, and Spike’s win con. Also Spike looooooooves to draw cards. Eh, who doesn’t?
(3/3) Elegance: The name and ability are in perfect sync. Very hard to misunderstand this.
Development -
(3/3) Viability: Rare is correct, as spells of this caliber and unique function usually are. Blue is the color of spell disempowerment and it’s not a rules headache.
(3/3) Balance: This is very strong, better than Remand strong, but it is very narrow, considerably worse than Remand narrow. That being the case, it appears perfectly balanced. Plus there are instances where an opponent tapping down something would be tantamount to destroying it, so this won’t always save you.
Creativity -
(3/3) Uniqueness: Text swapping abilities are rare and mostly affect colors. In that regard this is still fresh design space, manipulating the text of spells in order to empower them or this case, disempower them. Loved this as soon as I read it.
(3/3) Flavor: Name perfectly describes the effect, flavor text has Dack’s snark.
Polish -
(3/3) Quality: I don’t know what to do here. Overload reminder text uses quotes, but all other templating of this type (most notably Magical Hacker) do not. I won’t fault you for it seeing as Overload is far newer than Magical Hacker..
(2/2) *Main Challenge: Main Challenge met.
(2/2) Subchallenges: Subchallenges met.
Congrats.
Total: 25/25
Doomfish
Wild Ricochet 1R
Instant (U)
Reselect the target of target spell with a single target at random. (Select from among all legal targets.)
Draw a card.
Boros officers quickly learned that it's a very bad idea to try to arrest Rakdos guild members in public places.
Design -
(1.5/3) Appeal: Things happening at random is unappealing to each demographic. With the possible exception of Johnny.
(2.5/3) Elegance: Aside from the odd use of “Reselect” it is easy to understand.
Development -
(3/3) Viability: Color is fine, encompassing red’s ability to create chaos and uncertainty. Definetly an uncommon.
(3/3) Balance: No rarity or balance issues.
Creativity -
(1.5/3) Uniqueness: Deflection effects are nothing new. The result being random is only present on one card in the Magic library as far as I can tell (Grip of Chaos) Nothing extraordinarily new here.
(1/3) Flavor: This name has already been used on a card. Flavor text is fine.
Polish -
(2/3) Quality: Though not necessarily wrong, since it is templated similarly as Grip of Chaos, the card is more akin to Reroute due to it being an Instant. So I believe “Reselect” should simply read “Change”
(1/2) *Main Challenge: The challenge was for the card to prevent the target from being destroyed. This card MAY prevent that, but won’t unequivocally stop it from happening.
(2/2) Subchallenges: Subchallenges met.
Total: 17.5/25
Flatline
Delay the Inevitable
Instant (U)
Put target spell or nonland permanent on top of its owner's library.
"Although the hour is bleak and defeat seems inescapable, perhaps we can put it off another day?"
Design -
(2/3) Appeal: This might cost to much for effect for Spike.
(3/3) Elegance: Simple and straightforward.
Development -
(3/3) Viability: This could probably just be blue, but adding white takes nothing away from it and makes it more balanced cost wise.
(3/3) Balance: The casting cost of this card saves it from being unbalanced. Typical “super bounce” costs 3 (Temporal Spring etc.) “Countering” then “wasting” a draw is strong, so 4 mana with the color requirements looks good.
Creativity -
(2/3) Uniqueness: Non-counter counters and “super bounce” have been seen in the past. This meshes them both eloquently.
(2.5/3) Flavor: Name describes the effect very well. I can picture some generals standing around a table while the quote is spoken in regards to a spell (ala Master Warcraft) Though it fails a little when describing tucking a permanent. I’m admittedly being real finicky here.
Polish -
(3/3) Quality: No issues.
(2/2) *Main Challenge: Main challenge met.
(2/2) Subchallenges: Subchallenges met.
Teferi's stay on Ravnica was uneventful after switftly dispatching the street lackeys. Preferring to recover without further interruptions, he stayed out of the limelight. Word of a fearsome foreigner spread quickly, and the many thugs of the shadows gave him wide berth after his incident. He spent days living low, avoiding too much attention. Six days after his arrival, he sat in a tavern, eating the cheapest meal on the menu. "Nutrition does not require flavor," he asserted to himself. Still, the bread was stale and the cheese bitter, no matter how much he tried to ignore it. The funds from the goons' bounty was quickly depleting, and he knew he would be forced to planeswalk soon. Still, his spark had not recovered enough to made the journey. The more that he thought about it, the foggier his memory of the incident was... how did his spark become injured in the first place? Teferi was buried deep in contemplation and the occasional bite of food when the door swung open, blasting warm summer air into the tavern. His back was turned to the door, yet he knew trouble had just walked through it without having to turn his head.
"So I'm guessing you're here to get revenge for your underling, are you?" Teferi bemused. The intruder paused, flabbergasted that Teferi had managed to surmise so much with his back turned. "He was my brother, actually. He didn't make it through security. The Boros lopped off his head for trying to escape. And it's all your fault..." the figure croaked. Teferi turned and saw the goblin crime lord known as Krenko. He'd seen his face before on a wanted poster. The fee offered for his reward was exorbitant. Teferi was struggling to comprehend how such an unimposing figure could command such a massive bounty. "What's one brother lost among dozens? I'm sure you have plenty more where he came from" Teferi quipped, turning his back to the infuriated goblin. The prize for Krenko's capture was large, but Teferi had not finished eating yet.
Krenko's face hardened, rage swirling in his eyes. He started stepping towards Teferi, unsheathing his sword. "You'll pay for that." he threatened. The patrons of the bar gasped at the sight of weapons being drawn, backing away swiftly from the scene lest they be included in it. Teferi, however, remained completely unperturbed.
"At your hands? Not likely." Teferi chuckled, taking a sip from his glass of water.
Krenko scowled, then sheathed his sword. The planeswalker was right. Krenko snickered anyways, grinning at his own 'genius'. Teferi was right, but he didn't know everything. "Well it's probably a good thing that I brought a friend, then."
Teferi froze mid-bite, not daring to miss a single sound due to the crunching of his bread. A shadow, a wraith, a phantom. Something sinister had just entered the bar unnoticed, and it took considerable skill to elude Teferi's detection. He suddenly leapt to his feet, spinning in a seemingly random direction. He fired a psionic blast into a shadowy corner of the bar, causing a small explosion at its destination. A gorgon hiding in the shadows ducked to avoid the attack, its malevolent silence broken only by its baleful stare. Teferi turned to Krenko, the fire of anger being the first emotion to embrace his visage that afternoon.
"You don't know what you've done" he growled. Though he had more to say, he lacked the time to complete his remark; Vraska wasted no time at all in her attack.
Main Challenge: Design a card that could be played in response to Hero's Downfall to prevent a creature and/or a planeswalker from being destroyed by it. Teferi had only moments to react, seconds to prepare a defensive spell before Vraska's next attack.
Subchallenge 1: Your card does not target the creature and/or planeswalker that is being saved from Hero's Downfall. Teferi was not adept at using typical defensive magic. He knew that his best chances lied in getting creative with his defenses.
Subchallenge 2: Your card cannot counter Hero's Downfall and does not have the words "hexproof", "protection", or "indestructible". Vraska would be expecting common defensive spells. Teferi would have the highest chance of success with something she wasn't anticipating.
Please message me about any questions you might have about the challenges. Other than that, have fun, and good luck!
Main Challenge: In order to qualify for the main challenge, your card must preserve a prospective creature and/or planeswalker that is being targeted by Hero's Downfall. Your card does not have to save creautres if it can save planeswalkers, and it does not have to save planeswalkers if it can save creatures. In order to qualify, your card must prevent the targeted creature or planeswalker from being sent to the graveyard, and have it remain on the battlefield or have it return to the battlefield at a later time. Cards that permanently render the creature useless in spite of saving it do not qualify (such as Darksteel Mutation or Imprisoned in the Moon if those cards had flash).
Subchallenge 2: Counterspells would include cards like Dispel, Cancel, and Dissipate. Unsubstantiate would pass the main challenge, as it does not specifically counter a spell.
Design Deadline: All submissions are to be final and submitted by December 16th 23:59 EST
Judging Deadline: All Judgements are to be final and completed by December 19th 23:59 EST
(X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card?
(X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development -
(X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
(X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity -
(X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”?
(X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish -
(X/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
(X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
(X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
admirableadmiral
StonerOfKruphix
Turbler
Tesco(black)lotus
Remba
void_nothing
Shinike1729
RaikouRider
proudawesome
Raptorchan
Pseudofate
Voxzorz
IcariiFA
doomfish
Flatline
Moss_Elemental
Jimmy Groove
FortunalmperatrixMundi
Vertain
Legend
A helpful tip for those formatting their cards:
Instant (U)
Put target spell or nonland permanent on top of its owner's library.
"Although the hour is bleak and defeat seems inescapable, perhaps we can put it off another day?"
Instant (U)
Creatures become colorless Island lands until end of turn.
Vark always hated swimming.
Creature - Eldrazi (M)
Devoid
Flash
When Distorter of Eons enters the battlefield, end the turn.
When Distorter of Eons leaves the battlefield, target opponent takes an extra turn after this one.
4/3
Enchantment (R)
Flash
When Hold in Amber enters the battlefield, exile target spell until Hold in Amber leaves the battlefield. (That spell returns to the stack under its owner's control, and its owner may choose new modes and targets for it.)
One moment in time, preserved forever.
2UU
Instant
Return each other spell to its owner's hand.
Draw a card.
Instant (Rare)
Each permanent you control phases out.
Draw a card.
"Until our previous meeting."
Creature - Human Wizard Rogue [Rare]
Flash
When Mage of Mischief enters the battlefield, choose one —
2/2
Instant (R)
Until end of turn, if a permanent you control would be put into a graveyard, return it to its owner's hand instead.
Mercenaries never die. They just go to hell to regroup.
Creature - Illusion (U)
Flash
When Illusionary Scapegoat enters the battlefield, you may charge a target of target spell or ability to Illusionary Scapegoat.
Vraska cackled in triumph as Teferi fell to her attack, only to scream in anger a moment later as the image of the corpse flickered away.
2/2
Instant (U)
Reselect the target of target spell with a single target at random. (Select from among all legal targets.)
Draw a card.
Boros officers quickly learned that it's a very bad idea to try to arrest Rakdos guild members in public places.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Instant (R)
Change the text of target instant or sorcery spell by replacing all instances of "destroy" and "exile" with "tap."
Draw a card.
"I thought that'd hurt a lot more. No wait, that's a lie."
—Dack Fayden
Instant (R)
Return a permanent you control to its owner's hand, then create a token that's a copy of it.
The characteristics 'invaluable' and 'expendable' are not mutually exclusive.
Enchantment — Aura (R)
Flash
Enchant creature
When Spotlight enters the battlefield, change a target of target spell or ability to enchanted creature.
While choosing targets as part of casting a spell or activating an ability, your opponents must choose enchanted creature if able.
Enchantment — Aura (U)
Flash
Enchant creature
Whenever enchanted creature becomes the target of a spell or ability, you may change the target.
Not all problems need to be solved by one person. Sometimes it’s just easier to share them with others.
( ancestral on Custom Magic Discord server )
( mproud on reddit )
Instant {U}
The controller of target spell or ability chooses new targets for it, if able.
Draw a card.
Emille, Seven-Sting Dancer Shalin Nariya
(2/3) Appeal: Spike likes it. Johnny might see combo potential.
(3/3) Elegance: No problems here.
Development -
(3/3) Viability: No problems here.
(2/3) Balance: When compared to Mizzium Meddler, this is weak, in that it's easier to kill due to its lower toughness. The mana cost is okay.
Creativity -
(1/3) Uniqueness: It's a 2/2 Mizzium Meddler.
(3/3) Flavor: No problems here.
Polish -
(2/3) Quality: “... you may change a target...”
(2/2) Main Challenge: Met
(2/2) Subchallenges: Both met.
Total: 20/25
(1/3) Appeal: Spike likes it.
(3/3) Elegance: No problems here.
Development -
(2/3) Viability: One question: Do I have to pay the mana to cast the exiled spell? I think the reason Spell Queller is worded as is is because it removes that question. With that, I think your card should be worded the same way.
(2/3) Balance: Since it can exile any spell, I think it should cost 1 more.
Creativity -
(1/3) Uniqueness: Kinda like Spell Queller without the legs.
(3/3) Flavor: No problems here.
Polish -
(3/3) Quality: See Viability.
(2/2) Main Challenge: Met.
(2/2) Subchallenges: Both met.
Total: 19/25
(3/3) Appeal: Spike likes it. Johnny sees combo potential.
(3/3) Elegance: No problems here.
Development -
(2/3) Viability: I get the feeling it's worded as is so you get the bonus point. I'm certain Wizards would not print a card like this.
(1/3) Balance: This is definitely undercosted for what it does, since it rescues your permanent and makes a copy. Imagine having two Blightsteel Colossuses. It should cost 3 or 4 more.
Creativity -
(1/3) Uniqueness: It's Rescue with a nasty surprise.
(3/3) Flavor: No problems here.
Polish -
(3/3) Quality: No problems here.
(2/2) Main Challenge: Met.
(2/2) Subchallenges: Both met.
Total: 20/25
(1.5/3) Appeal: Spike likes it. Timmy might like it.
(3/3) Elegance: No problems here.
Development -
(3/3) Viability: No problems here.
(2/3) Balance: For the same mana cost, I can cast Summary Dismissal, which can exile the spells instead of just returning them. This could cost 1 less.
Creativity -
(2/3) Uniqueness: It's Unsubstantiate with steroids.
(2/3) Flavor: Some flavour text would have been nice.
Polish -
(1.5/3) Quality: Rarity should be on the second line. Also, it should be “Return all other spells...”
(2/2) Main Challenge: Met.
(2/2) Subchallenges: Both met
Total: 19/25
FortunalmperatrixMundi: 19
Vertain: 20
Legend: 19
As always, no complaints, and it's not final until the deadline has passed.
(0/3) Appeal: I'm not really sure who this appeals to. You can't really build around this card which lessens its appeal to Johnny, Timmy doesn't like letting the other player draw cards, and Spike likes letting the other player draw cards even less.
(3/3) Elegance: Crisp.
Development
(3/3) Viability: Azorius works. Uncommon is fine.
(1/3) Balance: Pure card disadvantage. Not only are you down when you play this card, it's also a gold card and thus should be more powerful. If you had added another effect to it, such as life gain, then the card would be closer to a reasonable power level.
Creativity
(1.5/3) Uniqueness: Too similar to Spell Crumple for my tastes.
(2.5/3) Flavor: The flavor text doesn't quite mesh with the feel of the Azorius. It's a little too happy-go-lucky for such an austere guild. Otherwise the name and the mechanics work together well.
Polish
(3/3) Quality:
(2/2) Main Challenge:
(2/2) Subchallenges:
Total: 18/25
(2/3) Appeal: Johnny loves this. Spike is interested in the applications of such a unique trick.
(2.5/3) Elegance: It's a little weird at first glance, but not too complex.
Development
(1.5/3) Viability: This should absolutely be a rare. It's far too complex for an uncommon, given how nuanced and niche its rules interactions are.
(3/3) Balance: This card has a lot of applications, the least of which being a fog. There are a lot of unique ways to make use of this card, but it's slightly expensive otherwise.
Creativity
(3/3) Uniqueness: Not sure I've ever seen anything like it before.
(2.5/3) Flavor: I'm not really a fan of the name; it doesn't convey the concept that creatures are becoming lands.
Polish
(2/3) Quality: The correct wording is "Until end of turn, each creature becomes a colorless Island land." (Polymorphist's Jest) Also, I strongly believe that there should be some reminder text for the card, especially given how it's an uncommon; something like "(They have "t: Add U to your mana pool" and lose all other abilities.)"
(2/2) Main Challenge:
(2/2) Subchallenges:
Total: 21.5/25
(3/3) Appeal: Johnny likes using this in unusual ways. Spike loves the value. Timmy loves stealing things.
(2/3) Elegance: A lot to read, but it's not too complex.
Development
(3/3) Viability: Blue and rare. Check and check.
(2/3) Balance: In the right situation this card is very powerful, but otherwise it's not very good. In limited, that's perfectly acceptable for a blue rare. In constructed, this card is a huge swing when it lands. The fact that it's a creature and not a spell lends itself to abusability; aside from the intrinsic value of getting a 2/2 in addition to your spell, you can also do things like blink or tutor for the creature much more easily. With that in mind, I'd say that this card does perhaps a bit too much. I think dropping the ability that lets you redirect other abilities would bring the card more in line, power-wise.
Creativity
(2.5/3) Uniqueness: It reminds me perhaps a bit too much of Insidiuous Will
(2.5/3) Flavor: I'm not a huge fan of the name, and the flavor is a little cliche for my tastes. That's not to say it's bad; the card functions well as a whole.
Polish
(2/3) Quality: The correct wording for the second ability is "You may choose new targets for target activated or triggered ability." Though functionally slightly different, it's more in line with the way the card would be worded.
(2/2) Main Challenge:
(2/2) Subchallenges:
Total: 21/25
(2.5/3) Appeal: Spike loves how this can be hugely valuable in the right circumstances. Johnny can't wait to somehow abuse this card. Timmy likes effects that mess with turns, but he's not thrilled about giving an opponent an extra one.
(3/3) Elegance: Simple wording for a deceptively simple effect.
Development
(3/3) Viability: Blue and mythic are right on the money. This card is practically the poster-child for a mythic rare.
(1/3) Balance: I can't help but feel that 3UU is too low for this effect. It's incredibly powerful and highly abusable. I think that this effect should have costed triple blue at the very least, if not 3UUU. Additionally, the combo with Eldrazi Displacer (stack the triggers such that the "end turn" one resolves first) means that you can actually skip someone's turn every turn for the rest of the game. I feel as though you should have incorporated a safety measure to prevent this ("When Distorter of Eons enters the battlefield, if you cast it from your hand, end the turn.")
Creativity
(2.5/3) Uniqueness: A bit similar to Thought-Knot Seer, but in a fresh vein.
(2.5/3) Flavor: The flavor as a package is quite excellent, even if there isn't any flavor text. I could easily see this seeing print.
Polish
(3/3) Quality:
(2/2) Main Challenge:
(2/2) Subchallenges:
Total: 21.5/25
Design -
(3/3) Appeal: Timmy likes how quickly this can turn the game around and also the possibility of stealing an OP Aura like Eldrazi Conscription or other such shenanigans. Johnny generally likes mucking with targets, and Spikes likes the efficiency and versatility.
(2.5/3) Elegance: Elegant as the concept is, it's pretty freakin' wordy.
Development -
(2.5/3) Viability: It's hard to know what color the must-target ability is in nowadays; the Flagbearers were a long time ago. But white is your precedent. This feels okay at rare but could pass for uncommon.
(3/3) Balance: This is strong in the right situation, but it definitely is situational - optimal use requires something like a Pacifism aimed at your creature, rather than hard removal.
Creativity -
(2/3) Uniqueness: There's precedent in Coalition Flag, and in Captured by the Consulate. Otherwise pretty unique stuff.
(2/3) Flavor: Name's appropriate but a little too on-the-nose, and not even a short line of flavor text to speak of.
Polish -
(3/3) Quality: Looks good.
(2/2) *Main Challenge: Filled.
(2/2) Subchallenges: Technically this does target a creature, but you're meant to put it on an opposing creature in order to dodge removal, so it gets a pass.
Total: 22/25
Design -
(2/3) Appeal: This is largely a Limited card so it derives most of its appeal from there; Spike probably sees the most value in this because it's such a "value"-focused card in the first place.
(2.5/3) Elegance: Short, sweet, and I'm not sure if it works as worded in the rules.
Development -
(3/3) Viability: Blue's obviously fine; uncommon seems about right.
(2/3) Balance: This is pretty underpowered, even in Limited; it's pretty good as a self-replacing Deflection variant when you have only one removal target and your opponents have one or more, but otherwise it's just (hopefully) going to save your best guy at the expense of your second-best, like a Fanatical Devotion activation or something.
Creativity -
(2.5/3) Uniqueness: Obviously target changing is pretty venerable, but I've hardly ever seen it done like this even in custom cards.
(2/3) Flavor: The name's okay but this really could have used flavor text.
Polish -
(3/3) Quality: Looks good.
(2/2) *Main Challenge: Passed.
(2/2) Subchallenges: Both done.
Total: 21/25
Design -
(3/3) Appeal: Timmy likes saving his best stuff from removal, Johnny likes Stupid Targeting Tricks, Spike likes 2-for-1s.
(3/3) Elegance: Pretty slick.
Development -
(3/3) Viability: Blue is definitely right on the money, and so is uncommon.
(3/3) Balance: The ability this grants is strong - but it's a three-mana Aura. That's a lot to spend for something that's purely an upgrade to something you've already got out.
Creativity -
(3/3) Uniqueness: Nothing quite like this one out there.
(3/3) Flavor: I like the name and there is flavor text on this one.
Polish -
(3/3) Quality: Fine.
(2/2) *Main Challenge: Passed.
(1/2) Subchallenges: No countering or forbidden keywords, but this is meant to target the saved creature.
Total: 24/25
(2.5/3) Appeal: Timmy likes universal effects as well as saving stuff from removal, Johnny is glad to be able to reuse triggers, and Spike begrudgingly plays this, questioning the value of spending four mana on something that only turns hard removal into soft removal rather than countering the hard removal outright.
(3/3) Elegance: Not a lot of words needed here.
Development -
(2.5/3) Viability: Second Sunrise, No Rest for the Wicked, and similar suggest that this is more a white or even a black effect than it is blue, although it's not crazy to imagine it in blue.
(3/3) Balance: Looks fairly costed, in that it'll save a lot of stuff but has a stiff cost for "just" self-bounce.
Creativity -
(2/3) Uniqueness: Draws on familiar sources, but still feels unique in terms of color and scope.
(2.5/3) Flavor: Name feels blue, flavor text not so much.
Polish -
(3/3) Quality: Looks good.
(2/2) *Main Challenge: Passed
(2/2) Subchallenges: Both done.
Total: 22.5/25
shinike1729 22
RaikouRider 21
proudawesome 24
Raptorchan 22.5
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
A Stitch in Time 2U
Instant (Rare)
Each permanent you control phases out.
Draw a card.
"Until our previous meeting."
Design -
(1/3) Appeal: Timmy is scratching his head, Johnny will play “real” flicker effects that already exist (as phasing does not help combo at all) probably the same attitude for Spikes, if they would even bother.
(3/3) Elegance: As simple as it gets. Well, phasing is going to confuse the S out of newbies, but that’s their cross to bear, not yours.
Development -
(2/3) Viability: Phasing is a distinctly blue ability (and inexplicably in green as well) so that’s all in order. This could be an uncommon. As phasing in does not trigger ETB abilities, there would be no overpoweredness associated with the ability.
(3/3) Balance: No balance issues
Creativity -
(1/3) Uniqueness: This doesn’t strike me as unique aside from the fact that it uses phasing rather than the modern templating seen on Eerie Interlude or Ghostway. So clearly the idea has been implemented before.
(1.5/3) Flavor: Adding the word “A” does not a new card name make sir. An oversight I’m sure. Flavor text is…. befuddling, but I understand what was attempted. Phasing and Terferi have kinship.
Polish -
(3/3) Quality: No issues
(2/2) *Main Challenge: Main challenge met.
(2/2) Subchallenges: Subchallenges met.
Total: 18.5/25
Attenuate 1U
Instant (R)
Change the text of target instant or sorcery spell by replacing all instances of "destroy" and "exile" with "tap."
Draw a card.
"I thought that'd hurt a lot more. No wait, that's a lie."
—Dack Fayden
Design -
(3/3) Appeal: Each demographic wants to protect their board state. Timmy’s big creature, John’s combo piece, and Spike’s win con. Also Spike looooooooves to draw cards. Eh, who doesn’t?
(3/3) Elegance: The name and ability are in perfect sync. Very hard to misunderstand this.
Development -
(3/3) Viability: Rare is correct, as spells of this caliber and unique function usually are. Blue is the color of spell disempowerment and it’s not a rules headache.
(3/3) Balance: This is very strong, better than Remand strong, but it is very narrow, considerably worse than Remand narrow. That being the case, it appears perfectly balanced. Plus there are instances where an opponent tapping down something would be tantamount to destroying it, so this won’t always save you.
Creativity -
(3/3) Uniqueness: Text swapping abilities are rare and mostly affect colors. In that regard this is still fresh design space, manipulating the text of spells in order to empower them or this case, disempower them. Loved this as soon as I read it.
(3/3) Flavor: Name perfectly describes the effect, flavor text has Dack’s snark.
Polish -
(3/3) Quality: I don’t know what to do here. Overload reminder text uses quotes, but all other templating of this type (most notably Magical Hacker) do not. I won’t fault you for it seeing as Overload is far newer than Magical Hacker..
(2/2) *Main Challenge: Main Challenge met.
(2/2) Subchallenges: Subchallenges met.
Congrats.
Total: 25/25
Wild Ricochet 1R
Instant (U)
Reselect the target of target spell with a single target at random. (Select from among all legal targets.)
Draw a card.
Boros officers quickly learned that it's a very bad idea to try to arrest Rakdos guild members in public places.
Design -
(1.5/3) Appeal: Things happening at random is unappealing to each demographic. With the possible exception of Johnny.
(2.5/3) Elegance: Aside from the odd use of “Reselect” it is easy to understand.
Development -
(3/3) Viability: Color is fine, encompassing red’s ability to create chaos and uncertainty. Definetly an uncommon.
(3/3) Balance: No rarity or balance issues.
Creativity -
(1.5/3) Uniqueness: Deflection effects are nothing new. The result being random is only present on one card in the Magic library as far as I can tell (Grip of Chaos) Nothing extraordinarily new here.
(1/3) Flavor: This name has already been used on a card. Flavor text is fine.
Polish -
(2/3) Quality: Though not necessarily wrong, since it is templated similarly as Grip of Chaos, the card is more akin to Reroute due to it being an Instant. So I believe “Reselect” should simply read “Change”
(1/2) *Main Challenge: The challenge was for the card to prevent the target from being destroyed. This card MAY prevent that, but won’t unequivocally stop it from happening.
(2/2) Subchallenges: Subchallenges met.
Total: 17.5/25
Delay the Inevitable
Instant (U)
Put target spell or nonland permanent on top of its owner's library.
"Although the hour is bleak and defeat seems inescapable, perhaps we can put it off another day?"
Design -
(2/3) Appeal: This might cost to much for effect for Spike.
(3/3) Elegance: Simple and straightforward.
Development -
(3/3) Viability: This could probably just be blue, but adding white takes nothing away from it and makes it more balanced cost wise.
(3/3) Balance: The casting cost of this card saves it from being unbalanced. Typical “super bounce” costs 3 (Temporal Spring etc.) “Countering” then “wasting” a draw is strong, so 4 mana with the color requirements looks good.
Creativity -
(2/3) Uniqueness: Non-counter counters and “super bounce” have been seen in the past. This meshes them both eloquently.
(2.5/3) Flavor: Name describes the effect very well. I can picture some generals standing around a table while the quote is spoken in regards to a spell (ala Master Warcraft) Though it fails a little when describing tucking a permanent. I’m admittedly being real finicky here.
Polish -
(3/3) Quality: No issues.
(2/2) *Main Challenge: Main challenge met.
(2/2) Subchallenges: Subchallenges met.
Total: 22.5/25
Voxzorz 18.5/25
IcariiFA 25/25
Doomfish 17.5/25
Flatline 22.5/25
How you should approach every game of Magic.
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