Main Challenge: Design a nonland card that can both add mana and draw cards. Subchallenge 1: Your card is at least one color that isn't green or blue. Subchallenge 2: Your card contains the word "damage" in its text.
If you have questions about the challenge, please post in the MCC discussion thread. Best of luck!
Main Challenge: The card doesn't have to both add mana and draw cards all at once. For example, a card with a mana ability and cycling would qualify.
Subchallenge 1: For example, blue-red, black-green, and monowhite would all fit.
Design Deadline: All submissions are to be final and submitted by October 16th 11:59 PM EST
Judging Deadline: All judgements are to be final and completed by October 19th 11:59 PM 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.
Preplosion Cisducer2UR
Creature - Weird {R}
Whenever Preplosion Cisducer deals combat damage to a creature, add UU, UR, or RR. Until end of turn, you don’t lose this mana as steps and phases end.
Whenever Preplosion Cisducer deals combat damage to a player or planeswalker, draw a card.
3/3
Living Paradox2URG
Creature - Elemental (U)
When Living Paradox dies, shuffle it into your deck, then draw a card and add 2URG. It is a figment of its own imagination.
5/6
Unit AcceleratorUURR
Enchantment {R}
Whenever one or more creatures you control attack, add that much mana in any combination of U and/or R. Until end of turn, you don't lose this mana as steps and phases end.
Whenever a creature you control deals combat damage to a player, draw a card. At last, Izzet engineers found a practical application for their accelerators.
Yeah... When I read the description for this round, I thought about an enchantment that gives mana and draws cards during combat. Then I thought about accelerators. Only then I scrolled down and saw Cardz500's submission. Of course, I can't prove that Well, I still think that even if similar, those designs are not exactly identical, and I wanted to share mine with you, because I liked it
Touch the Horizon2GU
Enchantment {R}
At the beginning of your precombat main phase, draw a card and reveal it. Add mana equal to that card's mana cost. You can't cast that card this turn. (Mana cost includes color. If a mana symbol has multiple colors, choose one. If generic mana would be added, instead add that much C.)
Dark Ritualist3BB
Creature — Human Cleric (R)
Haste, menace
At the beginning of your postcombat main phase, if Dark Ritualist dealt combat damage to a player this turn, add BBB and draw a card. “Every drop of blood is an offer to Belzenlok to gain his favors.”
2/3
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.)
Live the Moment3RR
Enchantment (Mythic)
Whenever you draw a card, draw two cards instead.
Whenever you tap a land for mana, add two mana of that color instead.
At the end of each turn, discard your hand, sacrifice two lands and Live the Moment deals 5 damage to you. "The is wisdom in loseing everything to the moment, there is power in the understanding that there is nothing to return to."
- Jaya Ballard
Blightbog Baron2BBB
Creature - Demon (MR)
Whenever you tap a basic Swamp for mana, add B. Then if you have eight or more black mana in your mana pool, draw a card and you lose 1 life.
At the beginning of your upkeep, sacrifice a nonswamp land. The demon refused my soul, He wanted me to damn my own homeland, to spread his malice upon it."
- Lady Evelyn of Kastil
5/5
Private Mod Note
():
Rollback Post to RevisionRollBack
MtG is where you can hate white players or black players, and still not be racist.
Sinful GiftsBBRR
Enchantment (M)
Discard a random card from your hand: Add X mana in any combination of B and/or R, where X is the discarded card converted mana cost. If you discard a land this way draw a card and deals 1 damage to you. Activate this ability only once each turn.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Over time, all trips end up in the same place, at home."
Rummaging MolemanGR
Creature - Human Beast (u)
Vigilance t, Discard a card: Draw a card. If you discarded a land card this turn, add one mana of any color. For the molemen, what some see as treasure is just debris in the dirt.
2/1
Preplosion Cisducer2UR
Creature - Weird {R}
Whenever Preplosion Cisducer deals combat damage to a creature, add UU, UR, or RR. Until end of turn, you don’t lose this mana as steps and phases end.
Whenever Preplosion Cisducer deals combat damage to a player or planeswalker, draw a card.
3/3
Design .:. (2/3) Appeal: Pretty great limited card with potential for Standard, a spicey Spike card. Jxnny probably can have some fun with this as well. (3/3) Elegance: The card is easy to understand. Preplosion is a linguistic term and the other thing seems to be made up. Weirds do weird thing so I guess it makes sense anyways.
Development .:. (3/3) Viability: We have seen life loss based mana generation in red with Neheb, the Eternal. Drawing cards is pretty blue, of course. Rare seems about right. (3/3) Balance: This seems like a card that's interesting for Limited, Standard and EDH. It's always good in attacking, without being too strong.
Creativity .:. (2/3) Uniqueness: We have seen both, damage based mana generation and damage based card draw. So far not in combination, though. (3/3) Flavor: The name is true izzet word salad. Something, something, it sounds cool. Fitting for a weird.
Polish .:. (3/3) Quality: No flaws detected! (2/2) Main Challenge: Main challenge satisfied! (2/2) Subchallenges: Both subchallenges satisfied!
Total: 23/25
PsychosurgeXUURR
Sorcery {M}
Choose X —
Psychosurge deals 4 damage to any target.
Tap up to 4 target permanents.
Return target creature to its owner's hand.
Draw 2 cards.
Add RR.
Destroy target land.
Design .:. (2/3) Appeal: That's a sorcery to Txmmy's taste. Jxnny thrives to always play all modes to full effect. (2,5/3) Elegance: The card is easy to understand. The mana ability on a card you need to dump tons of mana into seems a little weird. If it was more mana, for the cards you eventually draw. But paying 5+ to add 2 ... ?
Development .:. (3/3) Viability: A very red blue mythic we have here. (3/3) Balance: Cards that versatile need to be evaluated very carefully. We know from cards like Cryptic Command, where each combination of modes in a vacuum is costed too high, that the ability to choose the best modes for a given situation makes more than up for that. 5 mana for any mode here is pretty meh to terrible. Dealing with up to six threats is pretty good, even if its partly only temporarily and for 7 mana. Pay the 8th mana for two additional cards, that's nice to have. Dealing with a land and, again, adding a tiny amount of mana seems not as relevant at any point in the game I'm able to resolve this spell. Maybe I'm wrong but that's why I think this cards truly only has 4 modes. Probably best in control style decks, and of course EDH and limited. Making it a sorcery was a good decision.
Creativity .:. (2/3) Uniqueness: We know charms, commands, confluences, and what not. This uber-charm is very splashy at least. (3/3) Flavor: The name fits.
Polish .:. (2,5/3) Quality: It should be "Up to four target permanents.", e.g. Aether Gale. (2/2) Main Challenge: Main challenge satisfied! (2/2) Subchallenges: Both subchallenges satisfied!
Total: 22/25
Zali, the Anarchist1BR
Legendary Creature — Human Warrior (MR)
Menace
Whenever Zali, the Anarchist deals combat damage to a player, reveal the top card of your library. You may put it into your hand. If you do, each player loses life equal to that card's converted mana cost. If you don't, put it into your graveyard and add CBR at the beginning of your postcombat main phase. "Ravnica is burning. Let's get in on the fun!"
3/3
Design .:. (3/3) Appeal: This is a competitively costed card, maybe even modern material? Spike approves. Playing with this card is like a mini game with some randomnes in it, I think both Txmmy and Jxnny would like that. (3/3) Elegance: The card is easy to understand and makes sense. I personally like the tension between keeping the card and not keeping it, the latter netting you the mana you could best use when you actually keep the card. Then again, how bad does it feel when you really want to keep the card but you can't cast it because you don't get the mana?
Development .:. (3/3) Viability: It's kind of damage based mana generation or pseudo card draw, both good fits for black red. Although I can almost hear the players complain, because a very good card appears at mythic again, I think it's an acceptable choice. (1/3) Balance: While it almost looks like one this card is not a "bad Bob". Evasive three mana 3/3 is a good starting point. As soon as this connects once, it already generates some effect that helps you winning the game. Dealing additional damge depending on the mana cost, or ramping you from 4 to 7 mana, both can be a big deal. There's no downside here (symmetric effects aren't automatically balanced), very power creepy.
Creativity .:. (2/3) Uniqueness: Combines a kind of Dark Confidant with kind of Neheb, the Eternal. (3/3) Flavor: Yes, Zali feels somewhat anarchistic.
Polish .:. (3/3) Quality: No flaws detected. (1/2) Main Challenge: Well, putting the top card of your library into your hand is technically different from drawing a card. While the actual uses wording we're actually used to, "Draw a card and reveal it. You may discard that card . . ." could be a thing for the sake of the challenge, see Fa'adiyah Seer. (2/2) Subchallenges: Both subchallenges satisfied!
Total: 21/25
Blightbog Baron2BBB
Creature - Demon (MR)
Whenever you tap a basic Swamp for mana, add B. Then if you have eight or more black mana in your mana pool, draw a card and you lose 1 life.
At the beginning of your upkeep, sacrifice a nonswamp land. The demon refused my soul, He wanted me to damn my own homeland, to spread his malice upon it."
- Lady Evelyn of Kastil
5/5
Design .:. (2/3) Appeal: Doubling all the manas on a big guy, feels kind of Txmmy. If it had a real downside I'd feel a little Jxnny, this way it's just too obvious and aggressive, no challenge for Jxnny. Absurdely powerful and playable. (2,5/3) Elegance: The card is easy to understand. The thought to be downside though is virtually no downside. Mana cost and first ability already tell you to play this in a mono black deck. In that deck the last ability doesn't do anything. Fells like there's missing the demonic consequence, "if you can't, suffer".
Development .:. (3/3) Viability: Super splashy black mythic. (1/3) Balance: So, when you cast this on turn 5, then sacrifice no swamp on turn 6, that leaves you with potentially six swamps. You now tap all of them, for 12 mana, in that process you draw 3 cards. You don't even have to attack, because your opponent will just concede. I think untapping with this once puts you ahead so much that this basically wins you the game on the spot. In multiplayer you/this become/s the prime target.
Creativity .:. (2/3) Uniqueness: There's the less broken but still mythic Nirkana Revenant. Plus some card draw. (3/3) Flavor: The actually like the flavor a lot.
Polish .:. (2/3) Quality: It should be "Then if you have eight or more unspent black mana" or something like that, see Omnath, Locus of Mana. Negated subtypes are written with a hyphen, so non-Swamp. (2/2) Main Challenge: Main challenge satisfied! (1/2) Subchallenges: Subchallenge A satisfied!
This was a very tough round to judge. Every card was good-to-great.
Design - (3/3) Appeal: Timmy likes a fatty that ramps. Johnny likes self-contained combo fuel if you can sac it. Spike likes self-replacing undercosted fat. (3/3) Elegance: One, triggered, ability that gives you a card back and its cost back - pretty grokkable.
Development - (2/3) Viability: Colors seem right; however, this seems significantly more like a rare than an uncommon, with self-recurring like Sanguine Sacrament, being on-curve, AND being three colors out of a wedge-set context. (2.5/3) Balance: While the power of this card is significantly held back by the fact that the mana doesn't get stored until end of turn or anything like that, and its controller might not have anything to do instant-speed when they get the mana, it still seems ripe for abuse, especially at uncommon in Limited terms.
Creativity - (2/3) Uniqueness: There are lots of creatures that draw a card for their controllers when they die. However, I think the precedent for "dies, shuffle back" is only Alabaster Dragon and the giving the mana cost back is a new twist, as is the self-replacement as a whole. (3/3) Flavor: Good.
Polish - (1.5/3) Quality: "Shuffle Living Paradox into ITS OWNER'S LIBRARY and add CCURG" (2/2) *Main Challenge: Clearly done. (1/2) Subchallenges: No "damage."
Total: 20/25
Design - (3/3) Appeal: This is an all-round card. Timmy likes big, game-changing cards like this, Johnny likes how much of an enabler this is for just about everything, Spike likes the sheer efficiency of doubling both his card draw and potentially his mana output. (2.5/3) Elegance: The memory issues here are a little tetchy but see quality for the rewording.
Development - (3/3) Viability: Colors are spot-on. I think this could easily have been mythic but rare is acceptable; it's not a clear-cut case like an Eldrazi Titan or planeswalker or somesuch. (2.5/3) Balance: Obviously ripe for abuse but thank Serra for that clause that stops you from just firing off what you just drew.
Creativity - (2.5/3) Uniqueness: Owes something to many cards, including everything that has a "howling" trigger and Elemental Resonance, but altogether a unique package. (2.5/3) Flavor: Great name but could have used flavor text to tie the abstract-ish name and mechanics together.
Polish - (2/3) Quality: Should really be worded "You can't cast spells with the same name as that card this turn." (2/2) *Main Challenge: Good. (1/2) Subchallenges: No "damage."
Total: 21/25
Design - (2/3) Appeal: Timmy likes beats and ramp. Johnny sees a lot that can be done with this. Spike questions the value of a five-mana creature that, while it has haste and a great triggered ability, is also small and quite easily dealt with by any opponent. (2.5/3) Elegance: I already anticipate the question this card would constantly prompt in Rulings: "If my Dark Ritualist dies before the beginning of the postcombat main phase, do I still draw and add mana?"
Development - (1.5/3) Viability: So black adding fast mana in this day and age is already sketchy. However, that can be excused by being a throwback card, which is obvious given the name and Dominaria flavor. Meanwhile, the card draw cannot so easily be justified in black. The color simply doesn't get repeated card draw without costing life. If this had a "Dark Ritualist deals 2 damage to you" in there it would feel much more black, it would have a 1/2/3 setup in the triggered ability (one card, two damage, three mana) and the cost could be pushed more to appeal to Spikes better. (3/3) Balance: Seems alright given the cost.
Creativity - (1.5/3) Uniqueness: Obviously has a lot of precedent but everything was put together in a way that hasn't been done before. (3/3) Flavor: Sublime.
Polish - (2.5/3) Quality: That "offer" in the flavor text should really be "offering"; it's not wrong as-is but it makes better sense to call it an offering. (2/2) *Main Challenge: Good. (2/2) Subchallenges: Done.
Total: 20/25
Design - (3/3) Appeal: (2.5/3) Elegance: Solid stuff. Maybe a bit memory-complex considering it's a "this turn" and not "in this way" that the ability checks for?
Development - (3/3) Viability: Red loots. Green gets vigilance. Both have a part in adding mana although this leans more towards green being a mana dork and not a ritual. And uncommon is the perfect place for this. (3/3) Balance: Looks like a great Limited uncommon that's also not OP. I could see it seeing Constructed play. Nice job.
Creativity - (1/3) Uniqueness: Owes a debt to all looters and all mana dorks, and in particular to Steward of Valeron, but the whole package works together in a somewhat unique way. (3/3) Flavor:I'm gay for Moleman. Strictly speaking, though, shouldn't this have been a Human Mole, since that's now a creature type?
Design - (3/3) Appeal: All-rounder card I think. Even Spike likes this for how explosive it is. (2.5/3) Elegance: A bit wordy, a fair number of triggers to keep track of, but not too bad.
Development - (2.5/3) Viability: This seems slightly more green than red. (2.5/3) Balance: Possibly abuseable but theoretically fine.
Design - (3/3) Appeal: Big effect for Timmy, combotastic for Johnny, and Spike wants to use it to win right away. (2.5/3) Elegance: A lot going on but it's all driving towards one point.
Development - (3/3) Viability: Monored is great but this almost seems like it could also be black-red. (2/3) Balance: Highly ripe for abuse; in decks that would abuse this card the drawback would not matter. However, it does require a lot of building around anyhow.
Polish - (2.5/3) Quality: Those should be replacement effects, not triggered abilities. (2/2) *Main Challenge: Done. (2/2) Subchallenges: Done.
Total: 21/25
Design - (2/3) Appeal: Definitely a Timmy/Johnny card as Spike does not like the randomness of this. (2/3) Elegance: Rather wordy and has a random element but ultimately is a grokkable, "gamble" card.
Development - (3/3) Viability: Everything is right in this category. (3/3) Balance: Randomness would almost completely curb the abuse factor.
Creativity - (2.5/3) Uniqueness: A pretty unique card all in all. (2.5/3) Flavor: Could have used flavor text but the name is fitting for the effect.
Polish - (2/3) Quality: Assorted minor grammar mistakes; should be "discard a card at random". (2/2) *Main Challenge: Good. (2/2) Subchallenges: Good.
October MCC 2018 Round 2 - Get the Beat Down
October is going to be midrange month!
Main Challenge: Design a nonland card that can both add mana and draw cards.
Subchallenge 1: Your card is at least one color that isn't green or blue.
Subchallenge 2: Your card contains the word "damage" in its text.
If you have questions about the challenge, please post in the MCC discussion thread. Best of luck!
Subchallenge 1: For example, blue-red, black-green, and monowhite would all fit.
Design Deadline: All submissions are to be final and submitted by October 16th 11:59 PM EST
Judging Deadline: All judgements are to be final and completed by October 19th 11:59 PM EST
(X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card?
(X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development -
(X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
(X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity -
(X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”?
(X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish -
(X/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
(X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
(X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
Judges:
void_nothing
Antiantiserum
egoblinsw
Contestants:
Flintlock
Gateways7
Hemlock
RaikouRider
StonerOfKruphix
netn10
Freyleyes
mirrodin71
bravelion83
Cardz5000
Forestsguy
Superbajt
A helpful tip for those formatting their cards:
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature - Weird {R}
Whenever Preplosion Cisducer deals combat damage to a creature, add UU, UR, or RR. Until end of turn, you don’t lose this mana as steps and phases end.
Whenever Preplosion Cisducer deals combat damage to a player or planeswalker, draw a card.
3/3
Creature - Elemental (U)
When Living Paradox dies, shuffle it into your deck, then draw a card and add 2URG.
It is a figment of its own imagination.
5/6
Enchantment {R}
Whenever one or more creatures you control attack, add that much mana in any combination of U and/or R. Until end of turn, you don't lose this mana as steps and phases end.
Whenever a creature you control deals combat damage to a player, draw a card.
At last, Izzet engineers found a practical application for their accelerators.
Yeah... When I read the description for this round, I thought about an enchantment that gives mana and draws cards during combat. Then I thought about accelerators. Only then I scrolled down and saw Cardz500's submission. Of course, I can't prove that Well, I still think that even if similar, those designs are not exactly identical, and I wanted to share mine with you, because I liked it
Enchantment {R}
At the beginning of your precombat main phase, draw a card and reveal it. Add mana equal to that card's mana cost. You can't cast that card this turn. (Mana cost includes color. If a mana symbol has multiple colors, choose one. If generic mana would be added, instead add that much C.)
Emille, Seven-Sting Dancer Shalin Nariya
Creature — Human Cleric (R)
Haste, menace
At the beginning of your postcombat main phase, if Dark Ritualist dealt combat damage to a player this turn, add BBB and draw a card.
“Every drop of blood is an offer to Belzenlok to gain his favors.”
2/3
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.)
Sorcery {M}
Choose X —
Enchantment (Mythic)
Whenever you draw a card, draw two cards instead.
Whenever you tap a land for mana, add two mana of that color instead.
At the end of each turn, discard your hand, sacrifice two lands and Live the Moment deals 5 damage to you.
"The is wisdom in loseing everything to the moment, there is power in the understanding that there is nothing to return to."
- Jaya Ballard
Creature - Demon (MR)
Whenever you tap a basic Swamp for mana, add B. Then if you have eight or more black mana in your mana pool, draw a card and you lose 1 life.
At the beginning of your upkeep, sacrifice a nonswamp land.
The demon refused my soul, He wanted me to damn my own homeland, to spread his malice upon it."
- Lady Evelyn of Kastil
5/5
Enchantment (M)
Discard a random card from your hand: Add X mana in any combination of B and/or R, where X is the discarded card converted mana cost. If you discard a land this way draw a card and deals 1 damage to you. Activate this ability only once each turn.
Creature - Human Beast (u)
Vigilance
t, Discard a card: Draw a card. If you discarded a land card this turn, add one mana of any color.
For the molemen, what some see as treasure is just debris in the dirt.
2/1
void_nothing:
Flintlock
RaikouRider
bravelion83
Hemlock
Antiantiserum:
Cardz5000
Freyleyes
StonerOfKruphix
Forestsguy
egoblinsw:
superbajt
netn10
mirrodin71
Top two per bracket move on.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature - Weird {R}
Whenever Preplosion Cisducer deals combat damage to a creature, add UU, UR, or RR. Until end of turn, you don’t lose this mana as steps and phases end.
Whenever Preplosion Cisducer deals combat damage to a player or planeswalker, draw a card.
3/3
Design .:.
(2/3) Appeal: Pretty great limited card with potential for Standard, a spicey Spike card. Jxnny probably can have some fun with this as well.
(3/3) Elegance: The card is easy to understand. Preplosion is a linguistic term and the other thing seems to be made up. Weirds do weird thing so I guess it makes sense anyways.
Development .:.
(3/3) Viability: We have seen life loss based mana generation in red with Neheb, the Eternal. Drawing cards is pretty blue, of course. Rare seems about right.
(3/3) Balance: This seems like a card that's interesting for Limited, Standard and EDH. It's always good in attacking, without being too strong.
Creativity .:.
(2/3) Uniqueness: We have seen both, damage based mana generation and damage based card draw. So far not in combination, though.
(3/3) Flavor: The name is true izzet word salad. Something, something, it sounds cool. Fitting for a weird.
Polish .:.
(3/3) Quality: No flaws detected!
(2/2) Main Challenge: Main challenge satisfied!
(2/2) Subchallenges: Both subchallenges satisfied!
Total: 23/25
Sorcery {M}
Choose X —
Design .:.
(2/3) Appeal: That's a sorcery to Txmmy's taste. Jxnny thrives to always play all modes to full effect.
(2,5/3) Elegance: The card is easy to understand. The mana ability on a card you need to dump tons of mana into seems a little weird. If it was more mana, for the cards you eventually draw. But paying 5+ to add 2 ... ?
Development .:.
(3/3) Viability: A very red blue mythic we have here.
(3/3) Balance: Cards that versatile need to be evaluated very carefully. We know from cards like Cryptic Command, where each combination of modes in a vacuum is costed too high, that the ability to choose the best modes for a given situation makes more than up for that. 5 mana for any mode here is pretty meh to terrible. Dealing with up to six threats is pretty good, even if its partly only temporarily and for 7 mana. Pay the 8th mana for two additional cards, that's nice to have. Dealing with a land and, again, adding a tiny amount of mana seems not as relevant at any point in the game I'm able to resolve this spell. Maybe I'm wrong but that's why I think this cards truly only has 4 modes. Probably best in control style decks, and of course EDH and limited. Making it a sorcery was a good decision.
Creativity .:.
(2/3) Uniqueness: We know charms, commands, confluences, and what not. This uber-charm is very splashy at least.
(3/3) Flavor: The name fits.
Polish .:.
(2,5/3) Quality: It should be "Up to four target permanents.", e.g. Aether Gale.
(2/2) Main Challenge: Main challenge satisfied!
(2/2) Subchallenges: Both subchallenges satisfied!
Total: 22/25
Legendary Creature — Human Warrior (MR)
Menace
Whenever Zali, the Anarchist deals combat damage to a player, reveal the top card of your library. You may put it into your hand. If you do, each player loses life equal to that card's converted mana cost. If you don't, put it into your graveyard and add CBR at the beginning of your postcombat main phase.
"Ravnica is burning. Let's get in on the fun!"
3/3
Design .:.
(3/3) Appeal: This is a competitively costed card, maybe even modern material? Spike approves. Playing with this card is like a mini game with some randomnes in it, I think both Txmmy and Jxnny would like that.
(3/3) Elegance: The card is easy to understand and makes sense. I personally like the tension between keeping the card and not keeping it, the latter netting you the mana you could best use when you actually keep the card. Then again, how bad does it feel when you really want to keep the card but you can't cast it because you don't get the mana?
Development .:.
(3/3) Viability: It's kind of damage based mana generation or pseudo card draw, both good fits for black red. Although I can almost hear the players complain, because a very good card appears at mythic again, I think it's an acceptable choice.
(1/3) Balance: While it almost looks like one this card is not a "bad Bob". Evasive three mana 3/3 is a good starting point. As soon as this connects once, it already generates some effect that helps you winning the game. Dealing additional damge depending on the mana cost, or ramping you from 4 to 7 mana, both can be a big deal. There's no downside here (symmetric effects aren't automatically balanced), very power creepy.
Creativity .:.
(2/3) Uniqueness: Combines a kind of Dark Confidant with kind of Neheb, the Eternal.
(3/3) Flavor: Yes, Zali feels somewhat anarchistic.
Polish .:.
(3/3) Quality: No flaws detected.
(1/2) Main Challenge: Well, putting the top card of your library into your hand is technically different from drawing a card. While the actual uses wording we're actually used to, "Draw a card and reveal it. You may discard that card . . ." could be a thing for the sake of the challenge, see Fa'adiyah Seer.
(2/2) Subchallenges: Both subchallenges satisfied!
Total: 21/25
Creature - Demon (MR)
Whenever you tap a basic Swamp for mana, add B. Then if you have eight or more black mana in your mana pool, draw a card and you lose 1 life.
At the beginning of your upkeep, sacrifice a nonswamp land.
The demon refused my soul, He wanted me to damn my own homeland, to spread his malice upon it."
- Lady Evelyn of Kastil
5/5
Design .:.
(2/3) Appeal: Doubling all the manas on a big guy, feels kind of Txmmy. If it had a real downside I'd feel a little Jxnny, this way it's just too obvious and aggressive, no challenge for Jxnny. Absurdely powerful and playable.
(2,5/3) Elegance: The card is easy to understand. The thought to be downside though is virtually no downside. Mana cost and first ability already tell you to play this in a mono black deck. In that deck the last ability doesn't do anything. Fells like there's missing the demonic consequence, "if you can't, suffer".
Development .:.
(3/3) Viability: Super splashy black mythic.
(1/3) Balance: So, when you cast this on turn 5, then sacrifice no swamp on turn 6, that leaves you with potentially six swamps. You now tap all of them, for 12 mana, in that process you draw 3 cards. You don't even have to attack, because your opponent will just concede. I think untapping with this once puts you ahead so much that this basically wins you the game on the spot. In multiplayer you/this become/s the prime target.
Creativity .:.
(2/3) Uniqueness: There's the less broken but still mythic Nirkana Revenant. Plus some card draw.
(3/3) Flavor: The actually like the flavor a lot.
Polish .:.
(2/3) Quality: It should be "Then if you have eight or more unspent black mana" or something like that, see Omnath, Locus of Mana. Negated subtypes are written with a hyphen, so non-Swamp.
(2/2) Main Challenge: Main challenge satisfied!
(1/2) Subchallenges: Subchallenge A satisfied!
Total: 18,5/25
Freyleyes 22,0
StonerOfKruphix 21,0
Forestsguy 18,5
(3/3) Appeal: Timmy likes a fatty that ramps. Johnny likes self-contained combo fuel if you can sac it. Spike likes self-replacing undercosted fat.
(3/3) Elegance: One, triggered, ability that gives you a card back and its cost back - pretty grokkable.
Development -
(2/3) Viability: Colors seem right; however, this seems significantly more like a rare than an uncommon, with self-recurring like Sanguine Sacrament, being on-curve, AND being three colors out of a wedge-set context.
(2.5/3) Balance: While the power of this card is significantly held back by the fact that the mana doesn't get stored until end of turn or anything like that, and its controller might not have anything to do instant-speed when they get the mana, it still seems ripe for abuse, especially at uncommon in Limited terms.
Creativity -
(2/3) Uniqueness: There are lots of creatures that draw a card for their controllers when they die. However, I think the precedent for "dies, shuffle back" is only Alabaster Dragon and the giving the mana cost back is a new twist, as is the self-replacement as a whole.
(3/3) Flavor: Good.
Polish -
(1.5/3) Quality: "Shuffle Living Paradox into ITS OWNER'S LIBRARY and add CCURG"
(2/2) *Main Challenge: Clearly done.
(1/2) Subchallenges: No "damage."
Total: 20/25
(3/3) Appeal: This is an all-round card. Timmy likes big, game-changing cards like this, Johnny likes how much of an enabler this is for just about everything, Spike likes the sheer efficiency of doubling both his card draw and potentially his mana output.
(2.5/3) Elegance: The memory issues here are a little tetchy but see quality for the rewording.
Development -
(3/3) Viability: Colors are spot-on. I think this could easily have been mythic but rare is acceptable; it's not a clear-cut case like an Eldrazi Titan or planeswalker or somesuch.
(2.5/3) Balance: Obviously ripe for abuse but thank Serra for that clause that stops you from just firing off what you just drew.
Creativity -
(2.5/3) Uniqueness: Owes something to many cards, including everything that has a "howling" trigger and Elemental Resonance, but altogether a unique package.
(2.5/3) Flavor: Great name but could have used flavor text to tie the abstract-ish name and mechanics together.
Polish -
(2/3) Quality: Should really be worded "You can't cast spells with the same name as that card this turn."
(2/2) *Main Challenge: Good.
(1/2) Subchallenges: No "damage."
Total: 21/25
(2/3) Appeal: Timmy likes beats and ramp. Johnny sees a lot that can be done with this. Spike questions the value of a five-mana creature that, while it has haste and a great triggered ability, is also small and quite easily dealt with by any opponent.
(2.5/3) Elegance: I already anticipate the question this card would constantly prompt in Rulings: "If my Dark Ritualist dies before the beginning of the postcombat main phase, do I still draw and add mana?"
Development -
(1.5/3) Viability: So black adding fast mana in this day and age is already sketchy. However, that can be excused by being a throwback card, which is obvious given the name and Dominaria flavor. Meanwhile, the card draw cannot so easily be justified in black. The color simply doesn't get repeated card draw without costing life. If this had a "Dark Ritualist deals 2 damage to you" in there it would feel much more black, it would have a 1/2/3 setup in the triggered ability (one card, two damage, three mana) and the cost could be pushed more to appeal to Spikes better.
(3/3) Balance: Seems alright given the cost.
Creativity -
(1.5/3) Uniqueness: Obviously has a lot of precedent but everything was put together in a way that hasn't been done before.
(3/3) Flavor: Sublime.
Polish -
(2.5/3) Quality: That "offer" in the flavor text should really be "offering"; it's not wrong as-is but it makes better sense to call it an offering.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Done.
Total: 20/25
(3/3) Appeal:
(2.5/3) Elegance: Solid stuff. Maybe a bit memory-complex considering it's a "this turn" and not "in this way" that the ability checks for?
Development -
(3/3) Viability: Red loots. Green gets vigilance. Both have a part in adding mana although this leans more towards green being a mana dork and not a ritual. And uncommon is the perfect place for this.
(3/3) Balance: Looks like a great Limited uncommon that's also not OP. I could see it seeing Constructed play. Nice job.
Creativity -
(1/3) Uniqueness: Owes a debt to all looters and all mana dorks, and in particular to Steward of Valeron, but the whole package works together in a somewhat unique way.
(3/3) Flavor: I'm gay for Moleman. Strictly speaking, though, shouldn't this have been a Human Mole, since that's now a creature type?
Polish -
(3/3) Quality: Nice.
(2/2) *Main Challenge: Good.
(1/2) Subchallenges: No "damage."
Total: 21.5/25
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
(3/3) Appeal: All-rounder card I think. Even Spike likes this for how explosive it is.
(2.5/3) Elegance: A bit wordy, a fair number of triggers to keep track of, but not too bad.
Development -
(2.5/3) Viability: This seems slightly more green than red.
(2.5/3) Balance: Possibly abuseable but theoretically fine.
Creativity -
(0.5/3) Uniqueness: Grand Warlord Radha + Edric, Spymaster of Trest, enchantment.
(3/3) Flavor: Solid.
Polish -
(3/3) Quality: Nothing wrong.
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Both done.
Total: 21/25
(3/3) Appeal: Big effect for Timmy, combotastic for Johnny, and Spike wants to use it to win right away.
(2.5/3) Elegance: A lot going on but it's all driving towards one point.
Development -
(3/3) Viability: Monored is great but this almost seems like it could also be black-red.
(2/3) Balance: Highly ripe for abuse; in decks that would abuse this card the drawback would not matter. However, it does require a lot of building around anyhow.
Creativity -
(1/3) Uniqueness: Kinda like the risky baby of Mana Reflection and Thought Reflection.
(3/3) Flavor: Grand.
Polish -
(2.5/3) Quality: Those should be replacement effects, not triggered abilities.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: Done.
Total: 21/25
(2/3) Appeal: Definitely a Timmy/Johnny card as Spike does not like the randomness of this.
(2/3) Elegance: Rather wordy and has a random element but ultimately is a grokkable, "gamble" card.
Development -
(3/3) Viability: Everything is right in this category.
(3/3) Balance: Randomness would almost completely curb the abuse factor.
Creativity -
(2.5/3) Uniqueness: A pretty unique card all in all.
(2.5/3) Flavor: Could have used flavor text but the name is fitting for the effect.
Polish -
(2/3) Quality: Assorted minor grammar mistakes; should be "discard a card at random".
(2/2) *Main Challenge: Good.
(2/2) Subchallenges: Good.
Total: 21/25
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝