Isareth's Mastery1BB
Enchantment (M)
When Isareth's Mastery enters the battlefield, put target creature card from a graveyard onto the battlefield under your control with a corpse counter on it. If that creature would leave the battlefield, exile it instead of putting it anywhere else.
At the beginning of each end step, if you control no creatures with a corpse counter on them, return Isareth's Mastery to its owner's hand. "A good necromancer never runs out of servants."
Kruphix, God of Value and Eldrazi. GU Gahiji: Wider is better. (Now with 40% more tokens!) RGW Daxos brought some frienchantments! WB Kynaios and Tiro: Four strong arms to hug you better. RGWU Saskia: You better not tell her that pointing is rude. BRGW Sidisi the Zombeesi, the Unmilled, Breaker of Graves, Mother of Zambambos. (Zombie tribal)BGU Omnath, The Angriest Elemental Ever & His Spike-Handed Buddies.RG (Retired but forever in my heart)
Infernal Pact 3BB
Legendary Enchantment (M)
At the beginning of each player’s upkeep, that player exiles a number of cards from the top of his or her library equal to one plus the number of cards that player owns exiled by Infernal Pact.
You may cast cards exiled by Infernal Pact.
If a player owns 7 or more cards exiled by Infernal Pact, you lose the game. In this game, three of the wrong kind is a death sentence. Literally.
Ignite Soul4R
Enchantment {M}
Whenever a nontoken creature enters the battlefield under your control, gains haste and "When this creature dies, it deals 1 damage to any target". Exile it at the beginning of the next end step. The brightest fire can't last forever.
Multani's Teachings1GG
Enchantment — Saga (M) (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Search your library for an creature card, reveal it, and put it into your hand. Then shuffle your library.
III — Until end of turn, creature spells you cast cost X less to cast, where X is equal to the number of lands and creatures you control.
Design - (1.5/3) Appeal: Timmy and Spike both somewhat enjoy creature search and discount for their own reasons. You overdid it for Johnny. What's fun in a combo that tutors and casts itself? (2.5/3) Elegance: III is a nearly full generic discount for the majority of cases (maybe except Eldrazi). Counting is basically a trinket text and nuisance.
Development - (2/3) Viability: Those are green effects and such blatant OP card needs to be mythic for sure. Double tutor for 3 mana definitely breaks design rules. (0/3) Balance: Combo that tutors and casts itself.
Creativity - (2/3) 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”? (1/3) Flavor: How are the teachings a saga? Is Multani a storyteller now? How are the mechanics of this card related to Multani at all? They are all very generic green and quite explosive, while Multani always had a theme of growing with resources.
Polish - (2/3) Quality:An creature (2/2) Main Challenge:OK (2/2) Sub-challenges:OK
Total: 15/25
Intellectual Domination 2UUU
Enchantment (M)
Whenever you cast an instant spell, you may counter target spell. I don't believe that "No" quite covers it.
Design - (2/3) Appeal: Timmy isn't happy to play reactively and not impact the battlefield. One exception would be griefer Timmy probably, which likes counterspells. Spike isn't happy to play 5 mana enchantment and be vulnerable for whole turn, but loves what waits just after it. Johnny is quite happy to try and break it fully. (3/3) Elegance: Short, elegant text.
Development - (2.5/3) Viability: Very blue and mythic. Repeatable counterspell, especially at 5 mana, is a break of design rules. (1/3) Balance: You may be quite fragile the turn you cast this, but if you untap, you basically already won. This is too much.
Creativity - (3/3) Uniqueness: This feels very unique. (2.5/3) Flavor: The flavor text doesn't fit this card for me. You don't counter stronger, you counter with more ease and more reliably.
I shouldn't... But I have alternative flavor text for this Quidquid Latine dictum sit, altum videtur.
Polish - (2.5/3) Quality: Why is name blue? You deliberately added something that hurts your score. (2/2) Main Challenge: OK (2/2) Sub-challenges: OK
Total: 18.5/25
Lingering Devastation5BB
Legendary Enchantment (M)
When Lingering Devastation enters the battlefield, destroy all creatures.
Creatures get -2/-2. When Boltan realized he would fail to conquer all of Zanbae, he unleashed a spell so powerful that its affect would be felt for centuries.
Design - (2/3) Appeal: This card "does nothing" (Null Rod), so Timmy is not happy. Johnny and Spike both like symmetric effects to break them. (2.5/3) Elegance: When I read "Lingering Devastation", I think about something like Engineered Plague or Abyss. I wouldn't say that it starts with Wrath of God. Also, having Wrath of God on ETB effect is a little odd.
Development - (3/3) Viability: Black mythic with acceptable rules. (2/3) Balance: Doing nothing is a dangerous thing, this could easily be a I WIN button against some decks.
Creativity - (2.5/3) Uniqueness: Symmetric Elesh Norn, Grand Cenobite is new and interesting. (2/3) Flavor: This card has an affect? that's sweet.
I get what this spell is about, as mechanics and flavor text tells me, but the name tells a little different story. Also, I don't care about Boltan or Zanbae, I need some more info on them to get attached.
Polish - (2.5/3) Quality: I'm quite sure it should be "all creatures", that's what my search tells me. (2/2) Main Challenge: OK (2/2) Sub-challenges: OK
Total: 20/25
One As All3GG
Enchantment (M)
Each land is a Plains, Island, Swamp, Mountain, and Forest in addition to its other land types.
Creatures you control are lands in addition to their other types. On that day in the face of annihilation, Dominaria unleashed it's full potential.
Design - (1/3) Appeal: Timmy is kinda OK with the ramp and fixing. Johnny quite likes the change of the rules, but there isn't much to do afterward. There's nothing here for Spike. (1.5/3) Elegance: TBH, I'm not exactly sure if this card works as you want it to (and I'm not going to study rules for layers to make sure). I think it does, though. Either way, if the order of the abilities was switched, it would be much easier to understand what you wanted it to do.
Development - (2.5/3) Viability: This is green. I assume rules work, they are just confusing. I don't believe this is a mythic effect, though, it feels much more like a rare. (2/3) Balance: This is very weak. This is basically Cryptolith Rite. Adding Chromatic Lantern effect isn't worth 2G, even if it also works with Cabal Coffers or something similar.
Creativity - (1.5/3) Uniqueness: Making Cryptolith Rite stranger and slapping Chromatic Lantern on it doesn't feel that fresh to me. (2/3) Flavor: I would get Spirit Bomb style flavor for this... But creatures becoming lands are very strange. Did Dominaria devour them all so they became a part of the plane? Again, Cryptolith Rite would make much more sense.
Polish - (2/3) Quality: It's instead of its. It's probably technically correct, but I feel "On that day, in the face of annihilation" would sound much better. (1.5/2) Main Challenge: Enchantment, but to rare for me. (2/2) Sub-challenges: OK
Total: 16/25
Reflection of Destiny2UUU
Enchantment (M)
Players play with the top card of their library revealed.
As long as the top card of the active player's library is not an instant or sorcery, Reflection of Destiny is a copy of that card, except its name is Reflection of Destiny, it retains its abilities, and it's an enchantment in addition to its other types.
Reflection of Destiny gets +2/+2 as long as it's a creature.
Design - (2/3) Appeal: Too random for Spike. Timmy likes it for this, and Johnny can try to use some additional cards to make it even better. (1.5/3) Elegance: Even if it's understandable what this card does, the text is very long, and using non-standard words. "Retains" is only on reminder text, and "active player" is only in Oracle text for old cards. Self-boost seems a little tacked on.
Development - (3/3) Viability: This is a blue mythic. Using forbidden words was already mentioned. I thought about a situation where there is no card in a library or no active player, but then it's just not copying anything, so we are clear. (2/3) Balance: Very swingy, and potentially dangerous on your turn where you have the most use of it and most control on it. Probably fine in general though.
Creativity - (2.5/3) Uniqueness: Natural progression on recent clones from library, but feels fresh and interesting. (2/3) Flavor: Buff doesn't fit this card to me, and isn't explained in any way why the reflection is more powerful than the real thing.
Polish - (2.5/3) Quality: their libraries (2/2) Main Challenge: OK (2/2) Sub-challenges: OK
Total: 19.5/25
Verdant WellspringGG
Legendary Enchantment {M}
Whenever a land enters the battlefield tapped under your control, add one mana of any type that land could produce.
Sacrifice Verdant Wellspring: Untap all lands you control. Design - (2/3) Appeal: Timmy and Spike are lukewarm, rituals and slight mana increase are OK for them, Johnny is quite happy. (2/3) Elegance: There is a gigantic mismatch between the power level of triggered and sacrifice ability. The triggered is basically trinket when you look at super ritual. The connection between them is quite weak.
Development - (2/3) Viability: This is mythic, and green would be the color for it. Untap all lands is not an effect for two mana, though. (0/3) Balance: 2 mana to untap all lands? Even better, it can be paid on a previous turn to get even more mana on that turn? It's not even close to being correct.
Creativity - (2/3) Uniqueness:Amulet of Vigor/Lotus Cobra variant with OP Rude Awakening. (1.5/3) Flavor: Very generic but correct green card. The name doesn't suggest at all that this is legnedary.
Polish - (3/3) Quality: OK (2/2) Main Challenge: OK (2/2) Sub-challenges: OK
Total: 17.5/25
Isareth's Mastery1BB
Enchantment (M)
When Isareth's Mastery enters the battlefield, put target creature card from a graveyard onto the battlefield under your control with a corpse counter on it. If that creature would leave the battlefield, exile it instead of putting it anywhere else.
At the beginning of each end step, if you control no creatures with a corpse counter on them, return Isareth's Mastery to its owner's hand. "A good necromancer never runs out of servants."
Design - (3/3) Appeal: Reanimation is nice for all psychographics. Repeatable reanimation is even better. (3/3) Elegance: At the first glance, this card looks like it should be an aura, but then I noticed that there are major differences, and reanimating auras are extremely wordy. In the end, there is a lot of words here, but they are all quite important and understandable.
Development - (3/3) Viability:Black mythic. No problems with rules. (1/3) Balance: Reanimation at 3 is probably too much for today standards. Repeatable reanimation for 3 is just wrong.
Creativity - (1.5/3) Uniqueness: Basically reanimation spell that reanimates itself. (2.5/3) Flavor: I find it strange that this card doesn't follow original Isareth's reanimation style.
Polish - (3/3) Quality: OK (2/2) Main Challenge: OK (2/2) Sub-challenges: OK
Dang it is it too late to reformat my submission? I’m so used to formatting my cards the correct way, the way WotC formats theirs (and even has GDS entrants format their submissions), that I forgot to do it the incorrect way, the “MCC way”, or “MTGS way” or whatever it’s called. I can’t tell you how frustrating it is to be knocked for doing things the right way. Story of my life though.
Design -
(3/3) Appeal: Timmy likes to play stuff for free. Johnny can make this card work. Spike does see this card as an extremely powerful build around, especially in older formats.
(3/3) Elegance: This seems all fine to me. No ambiguities for me.
Development -
(3/3) Viability: The effect sure does feel mythic. Cards being all five colors allow for effects to move away from the color theme of the card.
(1/3) Balance: The fact that this isn’t legendary allows for a massive power swing, allowing this card’s effect to stack, pull it self and revive other copies. The delayed gain vs an instant effect does bring the power down a bit. It would need some help in standard formats to be overly powerful, but in older formats with more access to more colors allows this to be played to easy.
Creativity -
(2/3) Uniqueness: The combination of effects does feel new and fresh, but they are still generic effects.
(2/3) Flavor: The name and effect fit together, and I do like the flavour text capturing the idea and power of the card. With all this said, gaining the power of the gods should feel legendary, i.e. be a legendary card.
Polish -
(3/3) Quality: I think that it should be “return target card from your graveyard to your hand”, but given how the effects chain together, and not fizzle, I think that is perfectly fine. Forbidden Crypt’s oracle text.
(2/2) Main Challenge: Mythic Enchantment
(1/2) Sub-challenges: Not Monocolored (-1)
Total: 20/25
Design -
(2/3) Appeal: Timmy likes his it when his cards are indestructible. Johnny is not to keen on such a basic concept. Spike might find this useful, since it protects itself as well, for a decent cost.
(3/3) Elegance: Very Easy to understand. (Wording will be addressed in Quality)
Development -
(3/3) Viability: This effect is compliant with white. Mythic seems fine for this.
(2/3) Balance: Avacyn, Angel of Hope did/still see her fair share of play, she was a strong one. This is really strong, but if we compare with Avacyn, she had a body to go with that effect. That said, it is still easier removing an indestructible creature that grants indestructible to all your permanents than it is to do so with an enchantment.
Creativity -
(0/3) Uniqueness: I am sorry to say this, but this is exactly Avacyn, Angel of Hope without it being a creature.
(3/3) Flavor: It fits well with the theme of Avacyn, being a form of her will / presence. The flav text captures that excellently.
Polish -
(1/3) Quality: It should be “permanents you control have indestructible.” Gains should be used when giving it for a set time, and not for being an continues effect (-1). “-Avacynian Priest” should be on a new line. (-1)
(2/2) Main Challenge: Mythic enchantment.
(2/2) Sub-challenges: Both met.
Total: 18/25
Design -
(1.5/3) Appeal: This is a bit to slow for Timmy. Johnny and spike might find a use in the right meta and with the right tools. (This can be used to keep an opponent’s creatures taped out)
(3/3) Elegance: There are allot of words here, but they all fit together and make sense.
Development -
(2.5/3) Viability: This shouts blue. I think that this can pass as a rare, but it can do as a mythic to.
(2/3) Balance: It allows for allot of disruption when utilized with the right tools, but this card can be a dead card in most situations. There are ways to cheat this card into a creature, but then it takes away some of the disruption effect.
Creativity -
(3/3) Uniqueness: This does have a very unique feel to it. Especially the way the Tableau mechanic works.
(3/3) Flavor: I really, really like this card’s flavour. The way it works to activate and the meaning of the Tableau mechanic (Had to google what that meant.)
Polish -
(3/3) Quality: I see no problems here.
(2/2) Main Challenge: Mythic enchantment.
(2/2) Sub-challenges: Both met.
Total: 22/25
Design -
(2/3) Appeal: Timmy doesn’t really like this card that much, he doesn’t see the value. Johnny and spike like to have three extra cards in their hands.
(2/3) Elegance: The wording of playing cards from the top 3 cards of your library can be a bit congested. I also think it should be more in the line of “You may play cards from the top 3 cards of your library if they are creatures or lands.”, but I am not 100% sure on that, so no point reduction for that.
Development -
(3/3) Viability: I can see this as a mythic, as well as fitting into the green slice of the wheel.
(2/3) Balance: This essentially allows you to have access to three extra cards, them being only lands and creatures does add to the balance of this card. Three green mana also constricts its use a bit. It is still an extremely powerful effect. The other effect of the card, the activated ability does have some good qualities, but I think it is overshadowed by the static effects.
Creativity -
(3/3) Uniqueness: We have seen effects that are similar, but I do love how this is combined. Along with the extra ability to play extra lands, if a special condition is met.
(1.5/3) Flavor: I find it hard to put my finger on this. How does the foresight/awareness fit into the harmony? I think this could have used some flavour text to bring things together.
Polish -
(1/3) Quality: Any time should be two words. (-1) It should be “on the bottom” (-1)
(2/2) Main Challenge: Mythic enchantment.
(2/2) Sub-challenges: Both met.
Total: 18.5/25
Design -
(1.5/3) Appeal: Timmy can kind of get behind this, it has that wow factor that he likes. Johnny can finally build that shrine deck that he couldn’t get to work back in Kamigawa. I don’t think spike can get behind this. It does add value, but it requires allot of build around of below average cards.
(2/3) Elegance: The effect is unambiguous, but there needs to be line breaks since it reads like a book now.
Development -
(3/3) Viability: This does fit as colorless in the Eldrazi theme. Legendary fits with the shrine theme. I think that this would have been fine just as a rare, and not mythic rare. That said, I think this can pass as a mythic, not based on the power of the card, but rather on the theme and wow factor.
(3/3) Balance: I am guessing the reason to make this card trigger during your upkeep is to add a delayed effect to the ability?, and not let it be a passive effect that instantly makes your shrines big creatures instantly. I think this is balanced and adds some power to shrines.
Creativity -
(3/3) Uniqueness: This is indeed a new, unique effect.
(3/3) Flavor: The flavour of this card is amazing, it feels like a Kamagawa Eldrazi cross over done well.
Polish -
(1/3) Quality: The second ability should be on a new line (-1). It should be “…shrine would create Spirit creature tokens” (-1)
(2/2) Main Challenge: Mythic Enchantment.
(1/2) Sub-challenges: Card is not monocolored. (-1)
Total: 19.5/25
Design -
(2/3) Appeal: Timmy likes the fact that he can win the game. Johnny will try a 7-card combo to pull this of in 1 turn. Spike feels that if he can connect with 7 creatures, he already won the game.
(3/3) Elegance: No ambiguities what so ever.
Development -
(3/3) Viability: I can see this as a mythic, winning the game out right. It also fits as red and white.
(2/3) Balance: I think this is a decently balanced card. Usually cards that allow you to win the game should have a decently steep condition to activate and allow your opponents to respond to it, however, this can come out of nowhere. If you have the creatures set up and your opponent is taped out, you can drop it and win in the same turn.
Creativity -
(2/3) Uniqueness: It is a nice new win the game condition, but still a bit.
(2.5/3) Flavor: I like how the effect of the card ties to the flavour text. But the part “holds together our destiny of glory” should be worded differently.
Polish -
(2/3) Quality: The person that is quoted in the flavour text should be in a new line with – (-1)
(2/2) Main Challenge: Mythic Enchantment
(1/2) Sub-challenges: Is not monocollerd (-1).
Total: 19.5/25
Design -
(3/3) Appeal: Given the power of this card, everyone would love a piece of this.
(3/3) Elegance: Everything makes sense to me.
Development -
(1/3) Viability: I can see the black in this, tho the returning to hand fees a bit blue. Mythic fits. Here is the problem. This card can create an infinite loop. This creates the option to permanently sacrifice a card, then return it, sacrifice, return…
(0/3) Balance: This allows for way too many instant kills, or repeated sacrifice effects. The first card I can think of is Bile Urchin
Creativity -
(3/3) Uniqueness: This is a very interesting concept for a card and unique.
(2/3) Flavor: The name of the card, effect and flavour text all fits together to form a pretty cool card. Although the "You have no fate but what I make" is worded a bit weird. I understand what you went for tho.
Polish -
(1/3) Quality: You need to add a full stop at the end of the quote (-1). It should be nonland, nontoken (-1) Paradoxical Outcome.
(2/2) Main Challenge: Mythic enchantment.
(2/2) Sub-challenges: Both met.
Total: 17/25
Design -
(1/3) Appeal: Timmy might find use for this, but I don’t think he will like to exile his dudes. Johnny has better options for doing big OTK’s. Spike might find a use, but in very fringe situations.
(2/3) Elegance: This feels counter intuitive. The trigger happens when the creature dies, but it gets exiled at end of turn.
Development -
(2/3) Viability: Red fits this card well. I don’t think that it should be a mythic tho. Rare is a better fit me thinks.
(1/3) Balance: I think this card is costed a bit to high. If we look at Fervor, it is arguably a better version of this. Here you lose your creature. (Since it gets exiled, the 1 damage wont trigger). The dealing 1 damage part has it’s uses, but I feel it’s still a bit underwhelming.
Creativity -
(3/3) Uniqueness: I think that all these effects together form a nice new idea.
(2/3) Flavor: I like how this fit from a flavour aspect. A creature enters, it gets filled with fire, then fizzles out. I really wish you said, “The brightest fire can't burn forever.” (Also, maybe won’t instead of can’t)
Polish -
(2/3) Quality: I am sure you meant to say, “it gains haste” (-1)
(2/2) Main Challenge: Mythic enchantment.
(2/2) Sub-challenges: Both met.
Design - (3/3) Appeal: Everyone loves Necropotence variants, especially ones that feel “huge” like this one. (2.5/3) Elegance: A bit wordy but not inelegant.
Development - (3/3) Viability: Super black and super mythic. Maybe a touch of red in making everything sorta impulse draw, but I’m not going to dock you. (2.5/3) Balance: Game-swinging, yes, but also expensive, risky, and on a delay.
Creativity - (1.5/3) Uniqueness: A way of doing a very old idea with some unique elements to the execution. (2.5/3) Flavor: No flavor text but the rules text is somewhat lengthy so okay. Doing this over and over again feels like more than just a “taste”, no?
Design - (2.5/3) Appeal: Decent all-rounder, with Timmy liking large-scale effects, Johnny liking build-arounds, and Spike liking flexible finishers but not the fragility of an Aura. (2.5/3) Elegance: Could potentially create messy gamestates. However, gaining control of Auras too solves any conflict with similar effects and precludes tracking timestamps.
Development - (3/3) Viability: Blue’s the only color that makes sense, mythic is… fine, but with no compelling flavor I feel like the effect could be rare. (2.5/3) Balance: It’s certainly not fair to compare an uncommon to a mythic, but whoa, that’s an absurd upgrade over Confiscate for 1. It’s also very swingy depending on how many Auras your opponents are using.
Creativity - (1.5/3) Uniqueness: Lots of precedent for gain-control Auras and general gain-control-of-all effects, but never one done quite like this. (1/3) Flavor: A really bland and on-the-nose name, and with rules text that short, there’s definitely room for flavor text, maybe a Bolas quote.
Polish - (2.5/3) Quality: Rarity isn’t listed next to the typeline. (2/2) *Main Challenge: Done. (1/2) Sub-challenges: Is an Aura.
Total: 18.5/25
Design - (2/3) Appeal: A bit grindy for Timmy, but Johnny and Spike both appreciate this. (2/3) Elegance: Random discards multiple times takes up time and complexity space, in addition to the tracking complexity of figuring out what cards were discarded this turn without actually exiling them or otherwise marking them.
Development - (2.5/3) Viability: Very black card. However, the execution of the effect feels much more rare than mythic. (2/3) Balance: This feels like an unfair amount of card advantage for three mana. Making the discard random is just a kick in the teeth. It’d be much fairer while still being strong for 1 or B more.
Creativity - (1.5/3) Uniqueness: Pretty much Bottomless Pit++. The generalized “universal madness” ability is fun. (0.5/3) Flavor: Not really liking it. On-the-nose (Specter reference) but also slightly off (why is a “Recall” forcing discards? It seems like the name for only the second ability) name, and there would be room for flavor text here that’s not used.
Polish - (2/3) Quality: Missing a comma and has an extraneous “until end of turn.” (2/2) *Main Challenge: Done. (2/2) Sub-challenges: Met.
Total: 18.5/25
Design - (3/3) Appeal: It’s insurance (and an ~experience~) for Timmy, it’s a cheap-ass engine for Johnny, and it’s pure value for Spike. Rev up those Aristocrats decks! (2.5/3) Elegance: The trinket text is wordy - but pretty necessary to the flavor.
Development - (2.5/3) Viability: Sort of feels more green than it does white but obviously black is in there and the flavor helps justify the colors. Mythic for sure with the trinket text/story spotlight aspect. (3/3) Balance: You can draw a lot with this, but you have to have creatures to die first, so I think adding self-replacement is a fair ability.
Creativity - (2.5/3) Uniqueness: There have been other cards that draw when a creature dies but this is a very unique design. (3/3) Flavor: Super obvious but GREAT Story Spotlight execution similar to Dark Intimations.
Design - (2/3) Appeal: Timmy and Johnny probably both want to abuse this card with token doublers. It’s probably a bit slow and fragile for Spike. (2.5/3) Elegance: Being a Saga it’s fairly wordy and I think the Insects not having haste when everything else does could be slightly galling to some people.
Development - (3/3) Viability: Rarity spot-on, simply for being a huge and flavor-based effect, and I can hardly think of a more (stereotypically) green set of abilities. (3/3) Balance: The end result at base is 10 power for five mana, for which you have to wait multiple turns; Gigantosaurus is a pushed, peak vanilla and obviously lacks trample but is generally a bit better than this card. If you’re building around, it’s a different story, of course.
Creativity - (2/3) Uniqueness: Multiple Sagas make tokens but this is a unique take on it; reminds me spiritually of Reef Worm. (2/3) Flavor: Neat mechanical-based flavor, but doesn’t feel like a “specific” event like other Sagas.
Polish - (2.5/3) Quality: Missing a “creature” in II. (2/2) *Main Challenge: Done. (2/2) Sub-challenges: And done.
Total: 21/25
Design - (1/3) Appeal: This seems to be a pure Johnny (or Commander player) card. Too low-impact for its cost for Timmy and too slow and specific for Spike. (1.5/3) Elegance: There are a lot of parameters here. A double X, off-color cost on a triggered ability, and historic matters.
Development - (2.5/3) Viability: I believe this card is on-color for white-black, but it really does not feel mythic. (1.5/3) Balance: Really underpowered unless you’re doing something degenerate/infinite. 2WW up front and 1B per trigger to only return dying historic permanents to your hand with CMC 1 or less? Seems exceedingly narrow.
Creativity - (2.5/3) Uniqueness: Plenty of interesting elements here. (0.5/3) Flavor: Name is pretty… literal and I really don’t get this flavor. Is it supposed to be abstract or more concrete? Flavor text really would have helped.
Polish - (1.5/3) Quality: “enters the battlefield”, no “to”. Shouldn’t be an “is” before “less”. Should be a period instead of a comma after the optional cost. (2/2) *Main Challenge: Done. (2/2) Sub-challenges: And done.
Total: 15/25
Design - (3/3) Appeal: Who DOESN’T like the silliness of Gates.dek? This card would probably even make that, fringe, deck competitive enough for pure Spikes. (3/3) Elegance: Pretty elegant stuff.
Development - (3/3) Viability: Super green and with the iconic status of Gates now on Ravnica, I can buy this as mythic. (1.5/3) Balance: I feel like merely the first ability - basics are super-Gates - is startlingly powerful for G. Prismatic Omen affects nonbasics, yes, and basic land types provide for many good bonuses, but at the same time, it’s one less mana. The repeatable ramp activated ability is icing on the cake.
Creativity - (1.5/3) Uniqueness: There’s been plenty of Gate interaction before and, yes, Prismatic Omen, but this card puts elements together in a new way. (2.5/3) Flavor: Maybe a bit “obvious” but I like the flavor a lot.
Design - (2.5/3) Appeal: Timmy likes the sheer craziness of the effect but not the lose-the-game risk. Johnny and Spike both want to cast EVERYBODY’S cards, with Johnny in particular liking the extra challenge here. (0.5/3) Elegance: This card is driving towards a single point, but there are so many things to keep track of here (the “track cards by who owns them” thing makes it easier to see what goes in whose graveyard, et cetera, assuming your sleeves are not dramatically different or whatnot, but at the same time adds much more tracking complexity to all of the abilities). Probably one of the most complicated Necro variants I’ve ever seen. The first ability in particular is also very wordy.
Development - (3/3) Viability: Absolutely black, and absolutely mythic. (2/3) Balance: The definition of a swingy card. That doesn’t mean it’s overpowered, it’s just either going to win (although not autowin) the game or completely backfire. It does require skill to use.
Creativity - (2.5/3) Uniqueness: A bunch of classic black tropes and some new elements all roleld into one. (0.5/3) Flavor: Name isn’t legendary-feeling and is super bland, not capturing any of the uniqueness of the effect. Flavor text doesn’t seem to make sense with what the card is doing.
Polish - (2.5/3) Quality: “seven or more” instead of “7”. (2/2) *Main Challenge: Done. (2/2) Sub-challenges: And done.
Enchantment (M)
Whenever a nontoken, nonland permanent would be put into a graveyard from the battlefield, you may choose one:
—Nicol Bolas
Enchantment (M)
When Isareth's Mastery enters the battlefield, put target creature card from a graveyard onto the battlefield under your control with a corpse counter on it. If that creature would leave the battlefield, exile it instead of putting it anywhere else.
At the beginning of each end step, if you control no creatures with a corpse counter on them, return Isareth's Mastery to its owner's hand.
"A good necromancer never runs out of servants."
Kruphix, God of Value and Eldrazi. GU
Gahiji: Wider is better. (Now with 40% more tokens!) RGW
Daxos brought some frienchantments! WB
Kynaios and Tiro: Four strong arms to hug you better. RGWU
Saskia: You better not tell her that pointing is rude. BRGW
Sidisi the Zombeesi, the Unmilled, Breaker of Graves, Mother of Zambambos. (Zombie tribal)BGU
Omnath, The Angriest Elemental Ever & His Spike-Handed Buddies.RG (Retired but forever in my heart)
Legendary Enchantment (M)
At the beginning of each player’s upkeep, that player exiles a number of cards from the top of his or her library equal to one plus the number of cards that player owns exiled by Infernal Pact.
You may cast cards exiled by Infernal Pact.
If a player owns 7 or more cards exiled by Infernal Pact, you lose the game.
In this game, three of the wrong kind is a death sentence. Literally.
Enchantment {M}
Whenever a nontoken creature enters the battlefield under your control, gains haste and "When this creature dies, it deals 1 damage to any target". Exile it at the beginning of the next end step.
The brightest fire can't last forever.
Brackets - Top 4 advances
Freyleyes
netn10
zdtsd
Subject16
Forestsguy
Fajen Thygia
Hemlock
DaAwesomeCheeto
Artorias
void_nothing
RaikouRider
Legend
BlackWaltz3
Gateways7
Jimmy Groove
mirrodin71
bravelion83
egoblinsw
Superbajt
TheDrB
Apellosine
Flatline
IcariiFA
Cantripmancer
L0ng5h0t
StonerOfKruphix
Enchantment — Saga (M)
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Search your library for an creature card, reveal it, and put it into your hand. Then shuffle your library.
III — Until end of turn, creature spells you cast cost X less to cast, where X is equal to the number of lands and creatures you control.
Design -
(1.5/3) Appeal: Timmy and Spike both somewhat enjoy creature search and discount for their own reasons. You overdid it for Johnny. What's fun in a combo that tutors and casts itself?
(2.5/3) Elegance: III is a nearly full generic discount for the majority of cases (maybe except Eldrazi). Counting is basically a trinket text and nuisance.
Development -
(2/3) Viability: Those are green effects and such blatant OP card needs to be mythic for sure. Double tutor for 3 mana definitely breaks design rules.
(0/3) Balance: Combo that tutors and casts itself.
Creativity -
(2/3) 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”?
(1/3) Flavor: How are the teachings a saga? Is Multani a storyteller now? How are the mechanics of this card related to Multani at all? They are all very generic green and quite explosive, while Multani always had a theme of growing with resources.
Polish -
(2/3) Quality:An creature
(2/2) Main Challenge:OK
(2/2) Sub-challenges:OK
Total: 15/25
Enchantment (M)
Whenever you cast an instant spell, you may counter target spell.
I don't believe that "No" quite covers it.
Design -
(2/3) Appeal: Timmy isn't happy to play reactively and not impact the battlefield. One exception would be griefer Timmy probably, which likes counterspells. Spike isn't happy to play 5 mana enchantment and be vulnerable for whole turn, but loves what waits just after it. Johnny is quite happy to try and break it fully.
(3/3) Elegance: Short, elegant text.
Development -
(2.5/3) Viability: Very blue and mythic. Repeatable counterspell, especially at 5 mana, is a break of design rules.
(1/3) Balance: You may be quite fragile the turn you cast this, but if you untap, you basically already won. This is too much.
Creativity -
(3/3) Uniqueness: This feels very unique.
(2.5/3) Flavor: The flavor text doesn't fit this card for me. You don't counter stronger, you counter with more ease and more reliably.
I shouldn't... But I have alternative flavor text for this Quidquid Latine dictum sit, altum videtur.
Polish -
(2.5/3) Quality: Why is name blue? You deliberately added something that hurts your score.
(2/2) Main Challenge: OK
(2/2) Sub-challenges: OK
Total: 18.5/25
Legendary Enchantment (M)
When Lingering Devastation enters the battlefield, destroy all creatures.
Creatures get -2/-2.
When Boltan realized he would fail to conquer all of Zanbae, he unleashed a spell so powerful that its affect would be felt for centuries.
Design -
(2/3) Appeal: This card "does nothing" (Null Rod), so Timmy is not happy. Johnny and Spike both like symmetric effects to break them.
(2.5/3) Elegance: When I read "Lingering Devastation", I think about something like Engineered Plague or Abyss. I wouldn't say that it starts with Wrath of God. Also, having Wrath of God on ETB effect is a little odd.
Development -
(3/3) Viability: Black mythic with acceptable rules.
(2/3) Balance: Doing nothing is a dangerous thing, this could easily be a I WIN button against some decks.
Creativity -
(2.5/3) Uniqueness: Symmetric Elesh Norn, Grand Cenobite is new and interesting.
(2/3) Flavor: This card has an affect? that's sweet.
I get what this spell is about, as mechanics and flavor text tells me, but the name tells a little different story. Also, I don't care about Boltan or Zanbae, I need some more info on them to get attached.
Polish -
(2.5/3) Quality: I'm quite sure it should be "all creatures", that's what my search tells me.
(2/2) Main Challenge: OK
(2/2) Sub-challenges: OK
Total: 20/25
Enchantment (M)
Each land is a Plains, Island, Swamp, Mountain, and Forest in addition to its other land types.
Creatures you control are lands in addition to their other types.
On that day in the face of annihilation, Dominaria unleashed it's full potential.
Design -
(1/3) Appeal: Timmy is kinda OK with the ramp and fixing. Johnny quite likes the change of the rules, but there isn't much to do afterward. There's nothing here for Spike.
(1.5/3) Elegance: TBH, I'm not exactly sure if this card works as you want it to (and I'm not going to study rules for layers to make sure). I think it does, though. Either way, if the order of the abilities was switched, it would be much easier to understand what you wanted it to do.
Development -
(2.5/3) Viability: This is green. I assume rules work, they are just confusing. I don't believe this is a mythic effect, though, it feels much more like a rare.
(2/3) Balance: This is very weak. This is basically Cryptolith Rite. Adding Chromatic Lantern effect isn't worth 2G, even if it also works with Cabal Coffers or something similar.
Creativity -
(1.5/3) Uniqueness: Making Cryptolith Rite stranger and slapping Chromatic Lantern on it doesn't feel that fresh to me.
(2/3) Flavor: I would get Spirit Bomb style flavor for this... But creatures becoming lands are very strange. Did Dominaria devour them all so they became a part of the plane? Again, Cryptolith Rite would make much more sense.
Polish -
(2/3) Quality: It's instead of its. It's probably technically correct, but I feel "On that day, in the face of annihilation" would sound much better.
(1.5/2) Main Challenge: Enchantment, but to rare for me.
(2/2) Sub-challenges: OK
Total: 16/25
Enchantment (M)
Players play with the top card of their library revealed.
As long as the top card of the active player's library is not an instant or sorcery, Reflection of Destiny is a copy of that card, except its name is Reflection of Destiny, it retains its abilities, and it's an enchantment in addition to its other types.
Reflection of Destiny gets +2/+2 as long as it's a creature.
Design -
(2/3) Appeal: Too random for Spike. Timmy likes it for this, and Johnny can try to use some additional cards to make it even better.
(1.5/3) Elegance: Even if it's understandable what this card does, the text is very long, and using non-standard words. "Retains" is only on reminder text, and "active player" is only in Oracle text for old cards. Self-boost seems a little tacked on.
Development -
(3/3) Viability: This is a blue mythic. Using forbidden words was already mentioned. I thought about a situation where there is no card in a library or no active player, but then it's just not copying anything, so we are clear.
(2/3) Balance: Very swingy, and potentially dangerous on your turn where you have the most use of it and most control on it. Probably fine in general though.
Creativity -
(2.5/3) Uniqueness: Natural progression on recent clones from library, but feels fresh and interesting.
(2/3) Flavor: Buff doesn't fit this card to me, and isn't explained in any way why the reflection is more powerful than the real thing.
Polish -
(2.5/3) Quality: their libraries
(2/2) Main Challenge: OK
(2/2) Sub-challenges: OK
Total: 19.5/25
Legendary Enchantment {M}
Whenever a land enters the battlefield tapped under your control, add one mana of any type that land could produce.
Sacrifice Verdant Wellspring: Untap all lands you control.
Design -
(2/3) Appeal: Timmy and Spike are lukewarm, rituals and slight mana increase are OK for them, Johnny is quite happy.
(2/3) Elegance: There is a gigantic mismatch between the power level of triggered and sacrifice ability. The triggered is basically trinket when you look at super ritual. The connection between them is quite weak.
Development -
(2/3) Viability: This is mythic, and green would be the color for it. Untap all lands is not an effect for two mana, though.
(0/3) Balance: 2 mana to untap all lands? Even better, it can be paid on a previous turn to get even more mana on that turn? It's not even close to being correct.
Creativity -
(2/3) Uniqueness: Amulet of Vigor/Lotus Cobra variant with OP Rude Awakening.
(1.5/3) Flavor: Very generic but correct green card. The name doesn't suggest at all that this is legnedary.
Polish -
(3/3) Quality: OK
(2/2) Main Challenge: OK
(2/2) Sub-challenges: OK
Total: 17.5/25
Enchantment (M)
When Isareth's Mastery enters the battlefield, put target creature card from a graveyard onto the battlefield under your control with a corpse counter on it. If that creature would leave the battlefield, exile it instead of putting it anywhere else.
At the beginning of each end step, if you control no creatures with a corpse counter on them, return Isareth's Mastery to its owner's hand.
"A good necromancer never runs out of servants."
Design -
(3/3) Appeal: Reanimation is nice for all psychographics. Repeatable reanimation is even better.
(3/3) Elegance: At the first glance, this card looks like it should be an aura, but then I noticed that there are major differences, and reanimating auras are extremely wordy. In the end, there is a lot of words here, but they are all quite important and understandable.
Development -
(3/3) Viability:Black mythic. No problems with rules.
(1/3) Balance: Reanimation at 3 is probably too much for today standards. Repeatable reanimation for 3 is just wrong.
Creativity -
(1.5/3) Uniqueness: Basically reanimation spell that reanimates itself.
(2.5/3) Flavor: I find it strange that this card doesn't follow original Isareth's reanimation style.
Polish -
(3/3) Quality: OK
(2/2) Main Challenge: OK
(2/2) Sub-challenges: OK
Total: 21.5/25
TheDrB 15/25
Apellosine 18.5
Flatline 20.5
IcariiFA 17
Cantripmancer 19.5/25
L0ng5h0t 17.5/25
StonerOfKruphix 22/25
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Design -
(3/3) Appeal: Timmy likes to play stuff for free. Johnny can make this card work. Spike does see this card as an extremely powerful build around, especially in older formats.
(3/3) Elegance: This seems all fine to me. No ambiguities for me.
Development -
(3/3) Viability: The effect sure does feel mythic. Cards being all five colors allow for effects to move away from the color theme of the card.
(1/3) Balance: The fact that this isn’t legendary allows for a massive power swing, allowing this card’s effect to stack, pull it self and revive other copies. The delayed gain vs an instant effect does bring the power down a bit. It would need some help in standard formats to be overly powerful, but in older formats with more access to more colors allows this to be played to easy.
Creativity -
(2/3) Uniqueness: The combination of effects does feel new and fresh, but they are still generic effects.
(2/3) Flavor: The name and effect fit together, and I do like the flavour text capturing the idea and power of the card. With all this said, gaining the power of the gods should feel legendary, i.e. be a legendary card.
Polish -
(3/3) Quality: I think that it should be “return target card from your graveyard to your hand”, but given how the effects chain together, and not fizzle, I think that is perfectly fine. Forbidden Crypt’s oracle text.
(2/2) Main Challenge: Mythic Enchantment
(1/2) Sub-challenges: Not Monocolored (-1)
Total: 20/25
Design -
(2/3) Appeal: Timmy likes his it when his cards are indestructible. Johnny is not to keen on such a basic concept. Spike might find this useful, since it protects itself as well, for a decent cost.
(3/3) Elegance: Very Easy to understand. (Wording will be addressed in Quality)
Development -
(3/3) Viability: This effect is compliant with white. Mythic seems fine for this.
(2/3) Balance: Avacyn, Angel of Hope did/still see her fair share of play, she was a strong one. This is really strong, but if we compare with Avacyn, she had a body to go with that effect. That said, it is still easier removing an indestructible creature that grants indestructible to all your permanents than it is to do so with an enchantment.
Creativity -
(0/3) Uniqueness: I am sorry to say this, but this is exactly Avacyn, Angel of Hope without it being a creature.
(3/3) Flavor: It fits well with the theme of Avacyn, being a form of her will / presence. The flav text captures that excellently.
Polish -
(1/3) Quality: It should be “permanents you control have indestructible.” Gains should be used when giving it for a set time, and not for being an continues effect (-1). “-Avacynian Priest” should be on a new line. (-1)
(2/2) Main Challenge: Mythic enchantment.
(2/2) Sub-challenges: Both met.
Total: 18/25
Design -
(1.5/3) Appeal: This is a bit to slow for Timmy. Johnny and spike might find a use in the right meta and with the right tools. (This can be used to keep an opponent’s creatures taped out)
(3/3) Elegance: There are allot of words here, but they all fit together and make sense.
Development -
(2.5/3) Viability: This shouts blue. I think that this can pass as a rare, but it can do as a mythic to.
(2/3) Balance: It allows for allot of disruption when utilized with the right tools, but this card can be a dead card in most situations. There are ways to cheat this card into a creature, but then it takes away some of the disruption effect.
Creativity -
(3/3) Uniqueness: This does have a very unique feel to it. Especially the way the Tableau mechanic works.
(3/3) Flavor: I really, really like this card’s flavour. The way it works to activate and the meaning of the Tableau mechanic (Had to google what that meant.)
Polish -
(3/3) Quality: I see no problems here.
(2/2) Main Challenge: Mythic enchantment.
(2/2) Sub-challenges: Both met.
Total: 22/25
Design -
(2/3) Appeal: Timmy doesn’t really like this card that much, he doesn’t see the value. Johnny and spike like to have three extra cards in their hands.
(2/3) Elegance: The wording of playing cards from the top 3 cards of your library can be a bit congested. I also think it should be more in the line of “You may play cards from the top 3 cards of your library if they are creatures or lands.”, but I am not 100% sure on that, so no point reduction for that.
Development -
(3/3) Viability: I can see this as a mythic, as well as fitting into the green slice of the wheel.
(2/3) Balance: This essentially allows you to have access to three extra cards, them being only lands and creatures does add to the balance of this card. Three green mana also constricts its use a bit. It is still an extremely powerful effect. The other effect of the card, the activated ability does have some good qualities, but I think it is overshadowed by the static effects.
Creativity -
(3/3) Uniqueness: We have seen effects that are similar, but I do love how this is combined. Along with the extra ability to play extra lands, if a special condition is met.
(1.5/3) Flavor: I find it hard to put my finger on this. How does the foresight/awareness fit into the harmony? I think this could have used some flavour text to bring things together.
Polish -
(1/3) Quality: Any time should be two words. (-1) It should be “on the bottom” (-1)
(2/2) Main Challenge: Mythic enchantment.
(2/2) Sub-challenges: Both met.
Total: 18.5/25
Design -
(1.5/3) Appeal: Timmy can kind of get behind this, it has that wow factor that he likes. Johnny can finally build that shrine deck that he couldn’t get to work back in Kamigawa. I don’t think spike can get behind this. It does add value, but it requires allot of build around of below average cards.
(2/3) Elegance: The effect is unambiguous, but there needs to be line breaks since it reads like a book now.
Development -
(3/3) Viability: This does fit as colorless in the Eldrazi theme. Legendary fits with the shrine theme. I think that this would have been fine just as a rare, and not mythic rare. That said, I think this can pass as a mythic, not based on the power of the card, but rather on the theme and wow factor.
(3/3) Balance: I am guessing the reason to make this card trigger during your upkeep is to add a delayed effect to the ability?, and not let it be a passive effect that instantly makes your shrines big creatures instantly. I think this is balanced and adds some power to shrines.
Creativity -
(3/3) Uniqueness: This is indeed a new, unique effect.
(3/3) Flavor: The flavour of this card is amazing, it feels like a Kamagawa Eldrazi cross over done well.
Polish -
(1/3) Quality: The second ability should be on a new line (-1). It should be “…shrine would create Spirit creature tokens” (-1)
(2/2) Main Challenge: Mythic Enchantment.
(1/2) Sub-challenges: Card is not monocolored. (-1)
Total: 19.5/25
Design -
(2/3) Appeal: Timmy likes the fact that he can win the game. Johnny will try a 7-card combo to pull this of in 1 turn. Spike feels that if he can connect with 7 creatures, he already won the game.
(3/3) Elegance: No ambiguities what so ever.
Development -
(3/3) Viability: I can see this as a mythic, winning the game out right. It also fits as red and white.
(2/3) Balance: I think this is a decently balanced card. Usually cards that allow you to win the game should have a decently steep condition to activate and allow your opponents to respond to it, however, this can come out of nowhere. If you have the creatures set up and your opponent is taped out, you can drop it and win in the same turn.
Creativity -
(2/3) Uniqueness: It is a nice new win the game condition, but still a bit.
(2.5/3) Flavor: I like how the effect of the card ties to the flavour text. But the part “holds together our destiny of glory” should be worded differently.
Polish -
(2/3) Quality: The person that is quoted in the flavour text should be in a new line with – (-1)
(2/2) Main Challenge: Mythic Enchantment
(1/2) Sub-challenges: Is not monocollerd (-1).
Total: 19.5/25
Design -
(3/3) Appeal: Given the power of this card, everyone would love a piece of this.
(3/3) Elegance: Everything makes sense to me.
Development -
(1/3) Viability: I can see the black in this, tho the returning to hand fees a bit blue. Mythic fits. Here is the problem. This card can create an infinite loop. This creates the option to permanently sacrifice a card, then return it, sacrifice, return…
(0/3) Balance: This allows for way too many instant kills, or repeated sacrifice effects. The first card I can think of is Bile Urchin
Creativity -
(3/3) Uniqueness: This is a very interesting concept for a card and unique.
(2/3) Flavor: The name of the card, effect and flavour text all fits together to form a pretty cool card. Although the "You have no fate but what I make" is worded a bit weird. I understand what you went for tho.
Polish -
(1/3) Quality: You need to add a full stop at the end of the quote (-1). It should be nonland, nontoken (-1) Paradoxical Outcome.
(2/2) Main Challenge: Mythic enchantment.
(2/2) Sub-challenges: Both met.
Total: 17/25
Design -
(1/3) Appeal: Timmy might find use for this, but I don’t think he will like to exile his dudes. Johnny has better options for doing big OTK’s. Spike might find a use, but in very fringe situations.
(2/3) Elegance: This feels counter intuitive. The trigger happens when the creature dies, but it gets exiled at end of turn.
Development -
(2/3) Viability: Red fits this card well. I don’t think that it should be a mythic tho. Rare is a better fit me thinks.
(1/3) Balance: I think this card is costed a bit to high. If we look at Fervor, it is arguably a better version of this. Here you lose your creature. (Since it gets exiled, the 1 damage wont trigger). The dealing 1 damage part has it’s uses, but I feel it’s still a bit underwhelming.
Creativity -
(3/3) Uniqueness: I think that all these effects together form a nice new idea.
(2/3) Flavor: I like how this fit from a flavour aspect. A creature enters, it gets filled with fire, then fizzles out. I really wish you said, “The brightest fire can't burn forever.” (Also, maybe won’t instead of can’t)
Polish -
(2/3) Quality: I am sure you meant to say, “it gains haste” (-1)
(2/2) Main Challenge: Mythic enchantment.
(2/2) Sub-challenges: Both met.
Total: 17/25
zdtsd - 18
Subject16 - 22
Forestsguy - 18.5
Fajen Thygia - 19.5
Hemlock - 19.5
DaAwesomeCheeto - 17
Artorias - 17
(3/3) Appeal: Everyone loves Necropotence variants, especially ones that feel “huge” like this one.
(2.5/3) Elegance: A bit wordy but not inelegant.
Development -
(3/3) Viability: Super black and super mythic. Maybe a touch of red in making everything sorta impulse draw, but I’m not going to dock you.
(2.5/3) Balance: Game-swinging, yes, but also expensive, risky, and on a delay.
Creativity -
(1.5/3) Uniqueness: A way of doing a very old idea with some unique elements to the execution.
(2.5/3) Flavor: No flavor text but the rules text is somewhat lengthy so okay. Doing this over and over again feels like more than just a “taste”, no?
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Done.
(2/2) Sub-challenges: And done.
Total: 22/25
(2.5/3) Appeal: Decent all-rounder, with Timmy liking large-scale effects, Johnny liking build-arounds, and Spike liking flexible finishers but not the fragility of an Aura.
(2.5/3) Elegance: Could potentially create messy gamestates. However, gaining control of Auras too solves any conflict with similar effects and precludes tracking timestamps.
Development -
(3/3) Viability: Blue’s the only color that makes sense, mythic is… fine, but with no compelling flavor I feel like the effect could be rare.
(2.5/3) Balance: It’s certainly not fair to compare an uncommon to a mythic, but whoa, that’s an absurd upgrade over Confiscate for 1. It’s also very swingy depending on how many Auras your opponents are using.
Creativity -
(1.5/3) Uniqueness: Lots of precedent for gain-control Auras and general gain-control-of-all effects, but never one done quite like this.
(1/3) Flavor: A really bland and on-the-nose name, and with rules text that short, there’s definitely room for flavor text, maybe a Bolas quote.
Polish -
(2.5/3) Quality: Rarity isn’t listed next to the typeline.
(2/2) *Main Challenge: Done.
(1/2) Sub-challenges: Is an Aura.
Total: 18.5/25
(2/3) Appeal: A bit grindy for Timmy, but Johnny and Spike both appreciate this.
(2/3) Elegance: Random discards multiple times takes up time and complexity space, in addition to the tracking complexity of figuring out what cards were discarded this turn without actually exiling them or otherwise marking them.
Development -
(2.5/3) Viability: Very black card. However, the execution of the effect feels much more rare than mythic.
(2/3) Balance: This feels like an unfair amount of card advantage for three mana. Making the discard random is just a kick in the teeth. It’d be much fairer while still being strong for 1 or B more.
Creativity -
(1.5/3) Uniqueness: Pretty much Bottomless Pit++. The generalized “universal madness” ability is fun.
(0.5/3) Flavor: Not really liking it. On-the-nose (Specter reference) but also slightly off (why is a “Recall” forcing discards? It seems like the name for only the second ability) name, and there would be room for flavor text here that’s not used.
Polish -
(2/3) Quality: Missing a comma and has an extraneous “until end of turn.”
(2/2) *Main Challenge: Done.
(2/2) Sub-challenges: Met.
Total: 18.5/25
(3/3) Appeal: It’s insurance (and an ~experience~) for Timmy, it’s a cheap-ass engine for Johnny, and it’s pure value for Spike. Rev up those Aristocrats decks!
(2.5/3) Elegance: The trinket text is wordy - but pretty necessary to the flavor.
Development -
(2.5/3) Viability: Sort of feels more green than it does white but obviously black is in there and the flavor helps justify the colors. Mythic for sure with the trinket text/story spotlight aspect.
(3/3) Balance: You can draw a lot with this, but you have to have creatures to die first, so I think adding self-replacement is a fair ability.
Creativity -
(2.5/3) Uniqueness: There have been other cards that draw when a creature dies but this is a very unique design.
(3/3) Flavor: Super obvious but GREAT Story Spotlight execution similar to Dark Intimations.
Polish -
(3/3) Quality: Looks good.
(2/2) *Main Challenge: Done.
(1/2) Sub-challenges: Not monocolor.
Total: 22.5/25
(2/3) Appeal: Timmy and Johnny probably both want to abuse this card with token doublers. It’s probably a bit slow and fragile for Spike.
(2.5/3) Elegance: Being a Saga it’s fairly wordy and I think the Insects not having haste when everything else does could be slightly galling to some people.
Development -
(3/3) Viability: Rarity spot-on, simply for being a huge and flavor-based effect, and I can hardly think of a more (stereotypically) green set of abilities.
(3/3) Balance: The end result at base is 10 power for five mana, for which you have to wait multiple turns; Gigantosaurus is a pushed, peak vanilla and obviously lacks trample but is generally a bit better than this card. If you’re building around, it’s a different story, of course.
Creativity -
(2/3) Uniqueness: Multiple Sagas make tokens but this is a unique take on it; reminds me spiritually of Reef Worm.
(2/3) Flavor: Neat mechanical-based flavor, but doesn’t feel like a “specific” event like other Sagas.
Polish -
(2.5/3) Quality: Missing a “creature” in II.
(2/2) *Main Challenge: Done.
(2/2) Sub-challenges: And done.
Total: 21/25
(1/3) Appeal: This seems to be a pure Johnny (or Commander player) card. Too low-impact for its cost for Timmy and too slow and specific for Spike.
(1.5/3) Elegance: There are a lot of parameters here. A double X, off-color cost on a triggered ability, and historic matters.
Development -
(2.5/3) Viability: I believe this card is on-color for white-black, but it really does not feel mythic.
(1.5/3) Balance: Really underpowered unless you’re doing something degenerate/infinite. 2WW up front and 1B per trigger to only return dying historic permanents to your hand with CMC 1 or less? Seems exceedingly narrow.
Creativity -
(2.5/3) Uniqueness: Plenty of interesting elements here.
(0.5/3) Flavor: Name is pretty… literal and I really don’t get this flavor. Is it supposed to be abstract or more concrete? Flavor text really would have helped.
Polish -
(1.5/3) Quality: “enters the battlefield”, no “to”. Shouldn’t be an “is” before “less”. Should be a period instead of a comma after the optional cost.
(2/2) *Main Challenge: Done.
(2/2) Sub-challenges: And done.
Total: 15/25
(3/3) Appeal: Who DOESN’T like the silliness of Gates.dek? This card would probably even make that, fringe, deck competitive enough for pure Spikes.
(3/3) Elegance: Pretty elegant stuff.
Development -
(3/3) Viability: Super green and with the iconic status of Gates now on Ravnica, I can buy this as mythic.
(1.5/3) Balance: I feel like merely the first ability - basics are super-Gates - is startlingly powerful for G. Prismatic Omen affects nonbasics, yes, and basic land types provide for many good bonuses, but at the same time, it’s one less mana. The repeatable ramp activated ability is icing on the cake.
Creativity -
(1.5/3) Uniqueness: There’s been plenty of Gate interaction before and, yes, Prismatic Omen, but this card puts elements together in a new way.
(2.5/3) Flavor: Maybe a bit “obvious” but I like the flavor a lot.
Polish -
(3/3) Quality: Looks good.
(2/2) *Main Challenge: Done.
(2/2) Sub-challenges: And done.
Total: 21.5/25
(2.5/3) Appeal: Timmy likes the sheer craziness of the effect but not the lose-the-game risk. Johnny and Spike both want to cast EVERYBODY’S cards, with Johnny in particular liking the extra challenge here.
(0.5/3) Elegance: This card is driving towards a single point, but there are so many things to keep track of here (the “track cards by who owns them” thing makes it easier to see what goes in whose graveyard, et cetera, assuming your sleeves are not dramatically different or whatnot, but at the same time adds much more tracking complexity to all of the abilities). Probably one of the most complicated Necro variants I’ve ever seen. The first ability in particular is also very wordy.
Development -
(3/3) Viability: Absolutely black, and absolutely mythic.
(2/3) Balance: The definition of a swingy card. That doesn’t mean it’s overpowered, it’s just either going to win (although not autowin) the game or completely backfire. It does require skill to use.
Creativity -
(2.5/3) Uniqueness: A bunch of classic black tropes and some new elements all roleld into one.
(0.5/3) Flavor: Name isn’t legendary-feeling and is super bland, not capturing any of the uniqueness of the effect. Flavor text doesn’t seem to make sense with what the card is doing.
Polish -
(2.5/3) Quality: “seven or more” instead of “7”.
(2/2) *Main Challenge: Done.
(2/2) Sub-challenges: And done.
Total: 17.5/25
RaikouRider 22
bravelion83 21.5
Jimmy Groove 21
Legend 18.5
BlackWaltz3 18.5
egoblinsw 17.5
mirrodin71 15
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝