Main Challenge: Design a card that can increase exactly one creature's power and toughness by a minimum of 4 each. Subchallenge 1: Your card also grants at least one keyword ability to one or more creatures. Subchallenge 2: Your card also grants at least one non-keyworded ability to one or more creature.
If you have questions about the challenge, please post in the MCC discussion thread. Best of luck!
Main Challenge: "+X/+X" doesn't count unless it somehow has a minimum bound of 4.
Subchallenges: The abilities granted don't have to be to the same creature that got pumped. Battle Mastery is an example of something that grants a keyword ability, Sixth Sense is an example of something that grants a nonkeyword ability.
Design Deadline: All submissions are to be final and submitted by November 6th 11:59 PM EST
Judging Deadline: All judgements are to be final and completed by November 9th 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.
Asura's Raiments4
Artifact - Equipment {M}
Equipped creature gets +4/+4, has vigilance, and has "You may assign this creature's combat damage divided as you choose among any number of attacking or blocking creatures defending player controls."
Equip 4
Private Mod Note
():
Rollback Post to RevisionRollBack
A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
Loa of Kings2GG
Legendary Creature - Spirit Troll {M}
Hexproof
Spirit bond — Sacrifice a creature. (Sacrifice a creature: Pair Loa of Kings with another unpaired legendary creature. Spirit bond only if this creature is unpaired.)
As long as Loa of Kings is paired with another creature, that creature gets +5/+5 and has trample. "I stand before you, as I did before your father, and his father. Do you accept my blessing little one?"
3/2
Bone-Claw ShamanBRGW
Creature - Ogre Shaman {U}
Vigilance, haste Warband — Whenever each creature you control that is able to attack does so, Bone-Claw Shaman has base power and toughness 6/6 until end of turn and gains trample until end of turn.
2/2
Wealth of Experiences4GU
Enchantment - Aura (r)
Enchant creature
When Wealth of Experiences enters the battlefield, draw four cards.
Enchanted creature gets +1/+1 for each card in your hand and has hexproof. Outsmart and outlive.
Asura's Raiments4
Artifact - Equipment {M}
Equipped creature gets +4/+4, has vigilance, and has "You may assign this creature's combat damage divided as you choose among any number of attacking or blocking creatures defending player controls."
Equip 4
Design .:. (1/3) Appeal: Txmmy finds this one very appealing. (2/3) Elegance: It's clear what the card's supposed to do. But the defending player never has attacking creatures, outside of maybe un-magic. So that reads a bit weird. I'd write "attacking or blocking creatures your opponents control." or even only "attacking or blocking creatures." if you don't mind the option to hurt your own things. Or leave out the attacking creatures if you want to stay with defending player.
Development .:. (3/3) Viability: This feels splashy and powerful enough to be a mythic equipment. (3/3) Balance: A creature equipped with this is an pretty good attacker and blocker, making it very hard for your opponent to attack or block profitably. At mythic level this seems appropriate.
Creativity .:. (3/3) Uniqueness: Only one card, Butcher Orgg, has a similar ability. Making an equipment out of it is a cool idea. (2,5/3) Flavor: Asura are demons in hinduism I just learned. So this is some demonic clothing? Flavor not clearly discernable by the info provided.
Polish .:. (2,5/3) Quality: When listing things equipped creature "has" only one "has" is necessary, e.g. Avarice Amulet. (2/2) Main Challenge: Main challenge satisfied! (2/2) Subchallenges: Subchallenges satisfied!
Total: 21/25
Loa of Kings2GG
Legendary Creature - Spirit Troll {M}
Hexproof
Spirit bond — Sacrifice a creature. (Sacrifice a creature: Pair Loa of Kings with another unpaired legendary creature. Spirit bond only if this creature is unpaired.)
As long as Loa of Kings is paired with another creature, that creature gets +5/+5 and has trample. "I stand before you, as I did before your father, and his father. Do you accept my blessing little one?"
3/2
Design .:. (2/3) Appeal: Txmmy likes this card because it delivers some good hexproof power. Jxnny wants to find out what legendary creatures best to pair here. (3/3) Elegance: The card is easy to understand and makes sense.
Development .:. (3/3) Viability: Sacrificing creatures for something and the other abilities are all in green's part of the pie. (3/3) Balance: The card is powerful but needs legendary creatures to really work. I'd like to compare this to legendary sorceries, also powerful in nature but not as easy to use. +5/+5 is a lot but probably all right after sacrificing a thing and still needing another thing on the board.
Creativity .:. (3/3) Uniqueness: Compared to souldbond, spirit bond can be activated at any time but works only with legendary creatures. That's a nice twist. (3/3) Flavor: First asura, now loa. New words : ) The latter being a voodoo term. The card seems to fit to what I read about loa on wikipedia.
Polish .:. (3/3) Quality: Nice, the em dash. You don't see that often with custom cards. You'd need that in the type line too though. No real flaws detected. (2/2) Main Challenge: Main challenge satisfied! (1/2) Subchallenges: Subchallenge 1 satisfied!
Total: 23/25
Bone-Claw ShamanBRGW
Creature - Ogre Shaman {U}
Vigilance, haste Warband — Whenever each creature you control that is able to attack does so, Bone-Claw Shaman has base power and toughness 6/6 until end of turn and gains trample until end of turn.
2/2
Design .:. (1/3) Appeal: What a weird txmmy creature. (3/3) Elegance: The card is easy to understand and makes sense.
Development .:. (2,5/3) Viability: I don't see what's black about this. Mechanics wise vigilance, haste and trample recently appeared on Gishath, Sun's Avatar but could also appear on a mono green creature. The two existing non-blue cards both have to do something with combat/damage. I would have to guess that warband is an ability supposed to appear in the non-blue colors. In that case I could get behind the color choice here. (3/3) Balance: With the more specific raid variant on a four-colored creature we have the potential to attack for six on turn four if no other creatures are on the field. Six trampling damage and still being able to block next combat no less. This is pretty good on uncommon level. Casting a 4+ colored spell should be difficult in limited/sealed and even constructed most of the time. I think this is fine.
Creativity .:. (3/3) Uniqueness: The trigger condition here is in the vein of raid but also completely new. (3/3) Flavor: This war shaman feels right.
Polish .:. (3/3) Quality: Nice, the em dash. You don't see that often with custom cards. You'd need that in the type line too though. That doesn't really qualify as flaw. As the trigger condition here was never before used on a printed card I go with my gut feeling and say it reads acceptable. Besides that, "until end of turn" is only needed once here at the end, e.g. Abandon Reason. Or not, see [Battlegate Mimic's oracle text. (2/2) Main Challenge: Main challenge satisfied! (1/2) Subchallenges: Subchallenge 1 satisfied!
Total: 21,5/25
Wealth of Experiences4GU
Enchantment - Aura (r)
Enchant creature
When Wealth of Experiences enters the battlefield, draw four cards.
Enchanted creature gets +1/+1 for each card in your hand and has hexproof. Outsmart and outlive.
Design .:. (2/3) Appeal: Txmmy likes this powerful enchantment. The hexproof makes this a bomb in limited, good for Spike. (3/3) Elegance: The card is easy to understand and makes sense.
Development .:. (3/3) Viability: Good for a green blue rare. (3/3) Balance: This card solves the problem a lot of auras have in limited/sealed in that the creatures they are enchanting can be removed, making it extra painful to lose an enchanted creature. Hexproof is good against this and while we're at it, why not refill our hand a little? Comparing this to Righteous Authority we have one more mana and four cards at a time, instead of an additional card each own turn. Powerful but about fair.
Creativity .:. (2/3) Uniqueness: The aforementioned card is pretty similar to this. (3/3) Flavor: Gaining strength through experience is depicted well here.
Polish .:. (3/3) Quality: No flaws detected! (2/2) Main Challenge: Main challenge satisfied! (1/2) Subchallenges: Subchallenge 1 satisfied!
Design - (3/3) Appeal: Timmy obviously is going to love +4/+4 and mass butchery, Johnny likes funky Equipment and unique abilities to work with, and Spike likes making his threats into mass removal. (2.5/3) Elegance: Changing combat damage assignments can get a little bit unusual but overall this card is fairly elegant (except... for the outright problem in the wording, which I'll get to later).
Development - (2/3) Viability: Feels like an Equipment, yes. Feels mythic, yes. This sort of seems like it needs to be legendary for both flavor and balance reasons, and the wording seems to have changed mid-design: "any number of attacking or blocking creatures defending player controls" doesn't make any sense. Defending player can't control attacking creatures. So is this mean to be "any number of attacking or blocking creatures", or "any number of creatures defending player controls"? I feel like I can't assess this card fairly not knowing which version it was supposed to be. (2/3) Balance: See above. The card is very strong, especially in Limited. Is it the second coming of Batterskull? I wouldn't be so hyperbolic, but again, both the versions have problems: "any number of attacking or blocking creatures" makes it too easy to stall the board defensively and "any number of creatures defending player controls" removes the idea that keeping creatures out of combat is a way to keep them "safe".
Creativity - (2.5/3) Uniqueness:Butcher Orgg is the only real precedent. (2.5/3) Flavor: Sure, this seems like it somehow belongs to one of the top Bant Angels. Could have used short flavor text.
Polish - (2/3) Quality: Significant quality problem in that, as noted above, I'm not sure what this card's text is actually supposed to be. (2/2) *Main Challenge: Done. (2/2) Subchallenges: And both done, the only one to satisfy both.
Total: 20.5/25
Design - (3/3) Appeal: Timmy likes this for obvious reasons. Johnny wants to figure out the best legends to pair with. Spike likes hexproof beaters that boost up other beaters. (2.5/3) Elegance: Spirit bond seems like a little bit of an overcomplicated soulbond variant, but overall the card is elegant.
Development - (3/3) Viability: Color and rarity and even type spot-on. (3/3) Balance: Big bomb, but takes work to use. No complaints from me here. Probably mostly a Commander card (for sort of obvious reasons).
Creativity - (2/3) Uniqueness: Obviously spirit bond cribs heavily from soulbond - and seems like a worse version in multiple respects, but obviously not all - but this does feel like more than just a "Wolfir Silverheart variant". (3/3) Flavor: Love the flavor here - invoking Vodun mythology just feels right somehow.
Polish - (3/3) Quality: Looks alright to me. (2/2) *Main Challenge: Done. (1/2) Subchallenges: Grants a keyword but no non-keyword abilities.
Total: 22.5/25
Design - (1.5/3) Appeal: Timmy definitely appreciates a 6/6 with haste, vigilance, and trample. Johnny doesn't see that much to work with. Spike finds the concept appealing but the mana cost over-restrictive. (2.5/3) Elegance: This feels like it's setting P/T rather than granting +4/+4 just to be different rather than for any compelling reason.
Development - (1.5/3) Viability: This card doesn't need to be black mechanically (at bare minimum) or white flavorfully. Actually it could have been red-white or, better yet, red-green without issue. Four-color feels contrived and slapped-on here. (3/3) Balance: Sure, nothing wrong here. A possible star in Limited, if you can cast it in the first place.
Creativity - (3/3) Uniqueness: Warband is an interesting sidegrade to battalion that uses that old but seemingly deprecated chestnut of being "able to" attack from a bunch of old Imp cards and stuff. And of course, setting to 6/6 is unusual (as is four-color) even if they both seem to be there kind of at random. (1/3) Flavor: That name really isn't telling me what's going on, or why the card is four colors (no indication it belongs to a specific faction or anything like that), or why a card with that name is white. Really could have used flavor text here.
Polish - (3/3) Quality: Looking good. (2/2) *Main Challenge: Done. (1/2) Subchallenges: Only grants a keyword.
Total: 18.5/25
Design - (3/3) Appeal: Timmy likes big pump and big card draw. Johnny has a lot to work with here (Strionic Resonator shenanigans being only one possibility). Spike is leery of Auras but a huge ETB trigger and granting hexproof might draw him in. (3/3) Elegance: Nothing inelegant here, I'd say.
Development - (3/3) Viability: A resounding "yup" to colors and rarity. (2/3) Balance: This card is, at least, insane in Limited. Four cards and a build-your-own-bomb situation for six mana has the potential to be serious anywhere, but there's the balancing factor of requiring the creature to survive to get enchanted. If it does, however, hexproof all but assures it's all over.
Creativity - (1/3) Uniqueness: A very Chinese-menu card put together from familiar effects, in this case Tidings + Empyrial Armor, or if you prefer Righteous Authority with the draws up front. (2.5/3) Flavor: Neat, if a bit on-the-nose.
Polish - (3/3) Quality: Looks good. (2/2) *Main Challenge: Done. (1/2) Subchallenges: Grants hexproof but no non-keyword abilities.
October MCC 2018 Round 4 - Get Swole
October is going to be midrange month!
Main Challenge: Design a card that can increase exactly one creature's power and toughness by a minimum of 4 each.
Subchallenge 1: Your card also grants at least one keyword ability to one or more creatures.
Subchallenge 2: Your card also grants at least one non-keyworded ability to one or more creature.
If you have questions about the challenge, please post in the MCC discussion thread. Best of luck!
Subchallenges: The abilities granted don't have to be to the same creature that got pumped. Battle Mastery is an example of something that grants a keyword ability, Sixth Sense is an example of something that grants a nonkeyword ability.
Design Deadline: All submissions are to be final and submitted by November 6th 11:59 PM EST
Judging Deadline: All judgements are to be final and completed by November 9th 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
Contestants:
Hemlock
RaikouRider
Freyleyes
Cardz5000
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.͇̣̙̝
Artifact - Equipment {M}
Equipped creature gets +4/+4, has vigilance, and has "You may assign this creature's combat damage divided as you choose among any number of attacking or blocking creatures defending player controls."
Equip 4
Emille, Seven-Sting Dancer Shalin Nariya
Legendary Creature - Spirit Troll {M}
Hexproof
Spirit bond — Sacrifice a creature. (Sacrifice a creature: Pair Loa of Kings with another unpaired legendary creature. Spirit bond only if this creature is unpaired.)
As long as Loa of Kings is paired with another creature, that creature gets +5/+5 and has trample.
"I stand before you, as I did before your father, and his father. Do you accept my blessing little one?"
3/2
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature - Ogre Shaman {U}
Vigilance, haste
Warband — Whenever each creature you control that is able to attack does so, Bone-Claw Shaman has base power and toughness 6/6 until end of turn and gains trample until end of turn.
2/2
Enchantment - Aura (r)
Enchant creature
When Wealth of Experiences enters the battlefield, draw four cards.
Enchanted creature gets +1/+1 for each card in your hand and has hexproof.
Outsmart and outlive.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Artifact - Equipment {M}
Equipped creature gets +4/+4, has vigilance, and has "You may assign this creature's combat damage divided as you choose among any number of attacking or blocking creatures defending player controls."
Equip 4
Design .:.
(1/3) Appeal: Txmmy finds this one very appealing.
(2/3) Elegance: It's clear what the card's supposed to do. But the defending player never has attacking creatures, outside of maybe un-magic. So that reads a bit weird. I'd write "attacking or blocking creatures your opponents control." or even only "attacking or blocking creatures." if you don't mind the option to hurt your own things. Or leave out the attacking creatures if you want to stay with defending player.
Development .:.
(3/3) Viability: This feels splashy and powerful enough to be a mythic equipment.
(3/3) Balance: A creature equipped with this is an pretty good attacker and blocker, making it very hard for your opponent to attack or block profitably. At mythic level this seems appropriate.
Creativity .:.
(3/3) Uniqueness: Only one card, Butcher Orgg, has a similar ability. Making an equipment out of it is a cool idea.
(2,5/3) Flavor: Asura are demons in hinduism I just learned. So this is some demonic clothing? Flavor not clearly discernable by the info provided.
Polish .:.
(2,5/3) Quality: When listing things equipped creature "has" only one "has" is necessary, e.g. Avarice Amulet.
(2/2) Main Challenge: Main challenge satisfied!
(2/2) Subchallenges: Subchallenges satisfied!
Total: 21/25
Legendary Creature - Spirit Troll {M}
Hexproof
Spirit bond — Sacrifice a creature. (Sacrifice a creature: Pair Loa of Kings with another unpaired legendary creature. Spirit bond only if this creature is unpaired.)
As long as Loa of Kings is paired with another creature, that creature gets +5/+5 and has trample.
"I stand before you, as I did before your father, and his father. Do you accept my blessing little one?"
3/2
Design .:.
(2/3) Appeal: Txmmy likes this card because it delivers some good hexproof power. Jxnny wants to find out what legendary creatures best to pair here.
(3/3) Elegance: The card is easy to understand and makes sense.
Development .:.
(3/3) Viability: Sacrificing creatures for something and the other abilities are all in green's part of the pie.
(3/3) Balance: The card is powerful but needs legendary creatures to really work. I'd like to compare this to legendary sorceries, also powerful in nature but not as easy to use. +5/+5 is a lot but probably all right after sacrificing a thing and still needing another thing on the board.
Creativity .:.
(3/3) Uniqueness: Compared to souldbond, spirit bond can be activated at any time but works only with legendary creatures. That's a nice twist.
(3/3) Flavor: First asura, now loa. New words : ) The latter being a voodoo term. The card seems to fit to what I read about loa on wikipedia.
Polish .:.
(3/3) Quality: Nice, the em dash. You don't see that often with custom cards. You'd need that in the type line too though. No real flaws detected.
(2/2) Main Challenge: Main challenge satisfied!
(1/2) Subchallenges: Subchallenge 1 satisfied!
Total: 23/25
Creature - Ogre Shaman {U}
Vigilance, haste
Warband — Whenever each creature you control that is able to attack does so, Bone-Claw Shaman has base power and toughness 6/6 until end of turn and gains trample until end of turn.
2/2
Design .:.
(1/3) Appeal: What a weird txmmy creature.
(3/3) Elegance: The card is easy to understand and makes sense.
Development .:.
(2,5/3) Viability: I don't see what's black about this. Mechanics wise vigilance, haste and trample recently appeared on Gishath, Sun's Avatar but could also appear on a mono green creature. The two existing non-blue cards both have to do something with combat/damage. I would have to guess that warband is an ability supposed to appear in the non-blue colors. In that case I could get behind the color choice here.
(3/3) Balance: With the more specific raid variant on a four-colored creature we have the potential to attack for six on turn four if no other creatures are on the field. Six trampling damage and still being able to block next combat no less. This is pretty good on uncommon level. Casting a 4+ colored spell should be difficult in limited/sealed and even constructed most of the time. I think this is fine.
Creativity .:.
(3/3) Uniqueness: The trigger condition here is in the vein of raid but also completely new.
(3/3) Flavor: This war shaman feels right.
Polish .:.
(3/3) Quality: Nice, the em dash. You don't see that often with custom cards. You'd need that in the type line too though. That doesn't really qualify as flaw. As the trigger condition here was never before used on a printed card I go with my gut feeling and say it reads acceptable.
Besides that, "until end of turn" is only needed once here at the end, e.g. Abandon Reason.Or not, see [Battlegate Mimic's oracle text.(2/2) Main Challenge: Main challenge satisfied!
(1/2) Subchallenges: Subchallenge 1 satisfied!
Total: 21,5/25
Wealth of Experiences4GU
Enchantment - Aura (r)
Enchant creature
When Wealth of Experiences enters the battlefield, draw four cards.
Enchanted creature gets +1/+1 for each card in your hand and has hexproof.
Outsmart and outlive.
Design .:.
(2/3) Appeal: Txmmy likes this powerful enchantment. The hexproof makes this a bomb in limited, good for Spike.
(3/3) Elegance: The card is easy to understand and makes sense.
Development .:.
(3/3) Viability: Good for a green blue rare.
(3/3) Balance: This card solves the problem a lot of auras have in limited/sealed in that the creatures they are enchanting can be removed, making it extra painful to lose an enchanted creature. Hexproof is good against this and while we're at it, why not refill our hand a little? Comparing this to Righteous Authority we have one more mana and four cards at a time, instead of an additional card each own turn. Powerful but about fair.
Creativity .:.
(2/3) Uniqueness: The aforementioned card is pretty similar to this.
(3/3) Flavor: Gaining strength through experience is depicted well here.
Polish .:.
(3/3) Quality: No flaws detected!
(2/2) Main Challenge: Main challenge satisfied!
(1/2) Subchallenges: Subchallenge 1 satisfied!
Total: 22/25
Hemlock 22,0
Cardz5000 21,5
RaikouRider 21,0
(3/3) Appeal: Timmy obviously is going to love +4/+4 and mass butchery, Johnny likes funky Equipment and unique abilities to work with, and Spike likes making his threats into mass removal.
(2.5/3) Elegance: Changing combat damage assignments can get a little bit unusual but overall this card is fairly elegant (except... for the outright problem in the wording, which I'll get to later).
Development -
(2/3) Viability: Feels like an Equipment, yes. Feels mythic, yes. This sort of seems like it needs to be legendary for both flavor and balance reasons, and the wording seems to have changed mid-design: "any number of attacking or blocking creatures defending player controls" doesn't make any sense. Defending player can't control attacking creatures. So is this mean to be "any number of attacking or blocking creatures", or "any number of creatures defending player controls"? I feel like I can't assess this card fairly not knowing which version it was supposed to be.
(2/3) Balance: See above. The card is very strong, especially in Limited. Is it the second coming of Batterskull? I wouldn't be so hyperbolic, but again, both the versions have problems: "any number of attacking or blocking creatures" makes it too easy to stall the board defensively and "any number of creatures defending player controls" removes the idea that keeping creatures out of combat is a way to keep them "safe".
Creativity -
(2.5/3) Uniqueness: Butcher Orgg is the only real precedent.
(2.5/3) Flavor: Sure, this seems like it somehow belongs to one of the top Bant Angels. Could have used short flavor text.
Polish -
(2/3) Quality: Significant quality problem in that, as noted above, I'm not sure what this card's text is actually supposed to be.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: And both done, the only one to satisfy both.
Total: 20.5/25
(3/3) Appeal: Timmy likes this for obvious reasons. Johnny wants to figure out the best legends to pair with. Spike likes hexproof beaters that boost up other beaters.
(2.5/3) Elegance: Spirit bond seems like a little bit of an overcomplicated soulbond variant, but overall the card is elegant.
Development -
(3/3) Viability: Color and rarity and even type spot-on.
(3/3) Balance: Big bomb, but takes work to use. No complaints from me here. Probably mostly a Commander card (for sort of obvious reasons).
Creativity -
(2/3) Uniqueness: Obviously spirit bond cribs heavily from soulbond - and seems like a worse version in multiple respects, but obviously not all - but this does feel like more than just a "Wolfir Silverheart variant".
(3/3) Flavor: Love the flavor here - invoking Vodun mythology just feels right somehow.
Polish -
(3/3) Quality: Looks alright to me.
(2/2) *Main Challenge: Done.
(1/2) Subchallenges: Grants a keyword but no non-keyword abilities.
Total: 22.5/25
(1.5/3) Appeal: Timmy definitely appreciates a 6/6 with haste, vigilance, and trample. Johnny doesn't see that much to work with. Spike finds the concept appealing but the mana cost over-restrictive.
(2.5/3) Elegance: This feels like it's setting P/T rather than granting +4/+4 just to be different rather than for any compelling reason.
Development -
(1.5/3) Viability: This card doesn't need to be black mechanically (at bare minimum) or white flavorfully. Actually it could have been red-white or, better yet, red-green without issue. Four-color feels contrived and slapped-on here.
(3/3) Balance: Sure, nothing wrong here. A possible star in Limited, if you can cast it in the first place.
Creativity -
(3/3) Uniqueness: Warband is an interesting sidegrade to battalion that uses that old but seemingly deprecated chestnut of being "able to" attack from a bunch of old Imp cards and stuff. And of course, setting to 6/6 is unusual (as is four-color) even if they both seem to be there kind of at random.
(1/3) Flavor: That name really isn't telling me what's going on, or why the card is four colors (no indication it belongs to a specific faction or anything like that), or why a card with that name is white. Really could have used flavor text here.
Polish -
(3/3) Quality: Looking good.
(2/2) *Main Challenge: Done.
(1/2) Subchallenges: Only grants a keyword.
Total: 18.5/25
(3/3) Appeal: Timmy likes big pump and big card draw. Johnny has a lot to work with here (Strionic Resonator shenanigans being only one possibility). Spike is leery of Auras but a huge ETB trigger and granting hexproof might draw him in.
(3/3) Elegance: Nothing inelegant here, I'd say.
Development -
(3/3) Viability: A resounding "yup" to colors and rarity.
(2/3) Balance: This card is, at least, insane in Limited. Four cards and a build-your-own-bomb situation for six mana has the potential to be serious anywhere, but there's the balancing factor of requiring the creature to survive to get enchanted. If it does, however, hexproof all but assures it's all over.
Creativity -
(1/3) Uniqueness: A very Chinese-menu card put together from familiar effects, in this case Tidings + Empyrial Armor, or if you prefer Righteous Authority with the draws up front.
(2.5/3) Flavor: Neat, if a bit on-the-nose.
Polish -
(3/3) Quality: Looks good.
(2/2) *Main Challenge: Done.
(1/2) Subchallenges: Grants hexproof but no non-keyword abilities.
Total: 20.5/25
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝