The From The Vault series has always vaccinated me. Thematically, it is a cool, interesting design idea. However, they are really expensive to buy. So this month, we will all work together to make our own From The Vault sets. Let's start this round with enchantments.
Now that we are done with enchantment, we are moving to Instants and Sorcery cards.
As March is coming to an end, let's finish our From The Vault Series.
Main Challenge - Design a card that prevents you from losing the game in one way or the other. It can be in the form of Platinum Angel, Platinum Emperion or even for one turn like Angel's Grace. The main requirement is that it prevents you from losing the game if a certain condition occurs, be it your life below 0, drawing a card from an empty deck, or preventing a "you lose the game" effect. This does however exclude countering a triggered ability that would cause you to lose the game. It has to be Mythic rarity (This is for a Vault series after all.)
Subchallenge 1 - Your card has no white mana symbols on it. Subchallenge 2 - Your card has a converted mana cost of 4 or less.
If you have more questions, feel free to ask in the MCC discussion thread.
DEADLINES
Design deadline: April 6th, 24h00 EST Judging deadline: April 9th, 24h00 EST
Design - (X/3) Appeal: Do the different player psychographics (Timmy/Johnny/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 sync 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) Sub-challenges: One point awarded per satisfied sub-challenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
Limitless InsightUUUU
Enchantment {M}
Hexproof
You can't lose the game except by drawing a card while your library has no cards in it.
At the beginning of your upkeep, exile all cards from your hand, then draw seven cards.
You can't cast more than one spell each turn.
When Limitless Insight leaves the battlefield, exile all cards from your library.
Laboratory Research2GU
Enchantment (M)
If you would draw a card while your library has no cards in it, instead shuffle your graveyard into your library, draw a card, then exile Laboratory Research. 5(G/U)(G/U): For the rest of the game, you can’t lose the game due to drawing a card while your library has no cards in it. Activate this ability only if you own Laboratory Research and only if it is in exile. (If you would draw a card from an empty library, you just don’t draw that card but continue to play.)
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here) CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016 DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for: "Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index.Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Parchment Paradigm2GU
Enchantment (M)
Whenever a player would lose life, that player puts that many cards from the top of their library into their graveyard instead.
When Parchment Paradigm is put into a graveyard from anywhere, you may exile it. If you do, shuffle your graveyard into your library. Want true love? Riches beyond imagination? Triple your lifespan? Books are the way!
Design – 4
(1.5/3) Appeal: Timmy is not sure about this, he likes not losing the game, but he is afraid he might
lose the game to soon by drawing from an empty library. Johnny is in love with this, he might be
afraid of losing his combo cards as he has to exile them, and only casting one spell a turn, but he will
make it work. Spike can use this in the right build.
(2.5/3) Elegance: Everything seems fine, but it takes a read or two to understand it. Development - 4
(2.5/3) Viability: Mythic seems fine to me. Blue fits here as well. But I think that this has allot of
elements of black as well.
(1.5/3) Balance: This card allows you to pretty much see your entire library, but I like that you are
limited to only casting 1 card a turn, and you are exiling the cards, that allows for less broken plays in
older formats, but it can still be extremely powerful in those older formats. Even with the
limitations, you get the bonus of not losing the game. Creativity - 5
(3/3) Uniqueness: I have yet to see a card like this.
(2/3) Flavor: The name perfectly fits with the effect of the card, but I think that some flavour text
would encapsulate the card perfectly. Polish - 7
(3/3) Quality: I see no problems here.
(2/2) Main Challenge: Mythic that prevents you from losing the game.
(2/2) Sub-challenges: Not white with a CMC of 4 or less. Total: 20/25
Design - 4
(2/3) Appeal: Timmy might the idea that he cannot get milled, but that is a long shot. Johnny and
Spike might find some use for this as either a tech card or a way to counter/reset self-mill.
(2/3) Elegance: I think the use of an emblem would make this read a bit better. Else all seems fine
for me. Development – 4.5
(1.5/3) Viability: I think that this can pass as a rare. This fits blue, but green feels a bit out for me,
but it does feel semi-Semic.
(3/3) Balance: If we consider this as a rare, I think it is a well-balanced card. It has a nice tech aspect
to it, and also adds a nice bonus effect not losing the game. The core of the card for me feels like it
lies in the fact that you can recycle your graveyard, rather than using the “emblem” effect. Creativity - 4
(3/3) Uniqueness: I think this is a pretty new concept.
(1/3) Flavor: The name does not really explain the effect of the card, maybe if you had some flavour
text it would have made it more flavourful. Polish - 7
(3/3) Quality: I see no problems here..
(2/2) Main Challenge: On paper it is a mythic… A point has already been removed at viability, so no
reason to do so here.
(2/2) Sub-challenges: CMC 4 and not white. Total: 19.5/25
Design - 5.5
(2.5/3) Appeal: Timmy won’t appreciate it for what it is worth. Johnny will pull some shenanigans
with this, or use it to not loose the game, and it is just to powerful for spike to pass on.
(3/3) Elegance: Everything fits here for me. Development - 2
(2/3) Viability: Mythic seems fine to me, but I don’t see a green fit at all. It also does not have a
wedge or guild theme either.
(0/3) Balance: I think this card might be to over powered. It would definitely dominate a format.
First thing, you would build around it to get the best possible value, but then you also can control
how it plays out, giving your opponent a hard time, or giving you allot of “life”. The big deal that
makes this to powerful is the fact that it affects both players on the first trigger, but only saves you
on the second. Creativity - 5
(3/3) Uniqueness: This seems like a new and interesting effect.
(2/3) Flavor: I see what you are going for, but it just does not connect with me, but I am sure others
might feel it. Polish - 7
(3/3) Quality: I can see no problems here.
(2/2) Main Challenge: Mythic that makes you not lose the game?
(2/2) Sub-challenges: Both met. Total: 19.5/25
RaikouRider, bravelion83: This is speculation on my part, but looking at cards and rules, I think Laboratory Maniac and new Jace wording don't correspond to what should be used on your cards, and it should be "attempting to draw" as in 704.5b. Notice that on Maniac the actual draw never happens, as there's replacement effect, so you never draw or even attempt to draw nonexisting card.
Limitless InsightUUUU
Enchantment {M}
Hexproof
You can't lose the game except by drawing a card while your library has no cards in it.
At the beginning of your upkeep, exile all cards from your hand, then draw seven cards.
You can't cast more than one spell each turn.
When Limitless Insight leaves the battlefield, exile all cards from your library.
Design - (2/3) Appeal: Johnny is very happy. Spike is fine with that card, as it gives them choices how to finish the game while giving them a challenge, but may be a little too dangerous for them. Timmy is confused, as they see all those enticing cards, but can't do anything with them. (2.5/3) Elegance: Long text, but needed to convey mechanics and flavor, and combining them very well. Notice that with this card you draw 8 cards a turn, and 7 would be much more elegant number, as Magic's magic number (especially if you want to play instants, you need to discard).
Development - (3/3) Viability: Color wheel and rarity correct. Rules are being broken in exactly the right way for the right reason. (1/3) Balance: If cast on turn 4, it gives 6 turns in which you cannot be killed, and in which you see all your library and can cast whatever you want. This warps the game very significantly and it may be impossible to lose.
Creativity - (3/3) Uniqueness: Very unique and interesting design. (2.5/3) Flavor: This card could really use some flavor text to round it out, but otherwise very good.
Polish - (2.5/3) Quality: This is speculative, but it should be "attempting to draw" instead of "drawing". (2/2) Main Challenge: OK (2/2) Sub-challenges: OK
Total: 20.5/25
Laboratory Research2GU
Enchantment (M)
If you would draw a card while your library has no cards in it, instead shuffle your graveyard into your library, draw a card, then exile Laboratory Research. 5(G/U)(G/U): For the rest of the game, you can’t lose the game due to drawing a card while your library has no cards in it. Activate this ability only if you own Laboratory Research and only if it is in exile. (If you would draw a card from an empty library, you just don’t draw that card but continue to play.)
Design - (1.5/3) Appeal: Johnny is quite happy to try to abuse it with some fringe self mill (maybe self exile) strategy with existing or not yet existing cards, Spike may use it as a sideboard option at best, Timmy yawns audibly. (1.5/3) Elegance: Very long text for relatively small gain. I'm not sure reminder text is actually that helpful, and it makes the rules text even longer. (The reminder text on this card repeats and rephrases the ability but doesn't explain it.)
Development - (2/3) Viability: Rules and colors are correct. The card is not mythic, though. This is just reactionary, sideboard card, and those are much better suited to be rare. You don't lose doesn't need to be mythic, as already existing cards show us. (2.5/3) Balance: Quite a powerful answer for a deck that rarely is relevant (mill). Would be good to have it in Magic history, just in case, though.
Creativity - (2/3) Uniqueness: This feels more like worse Laboratory Maniac than anything else. It's different, though. (1/3) Flavor: Other than a callback to Laboratory Maniac I don't see what the flavor is here. The thing is, this ability is I think more related to the maniac part, not laboratory.
Polish - (2.5/3) Quality: This is speculative, but it should be "attempting to draw" instead of "drawing" (in second ability, not in first). (1.5/2) Main Challenge: Not that mythic. (2/2) Sub-challenges:OK
Total: 16.5/25
Parchment Paradigm2GU
Enchantment (M)
Whenever a player would lose life, that player puts that many cards from the top of their library into their graveyard instead.
When Parchment Paradigm is put into a graveyard from anywhere, you may exile it. If you do, shuffle your graveyard into your library. Want true love? Riches beyond imagination? Triple your lifespan? Books are the way!
Design - (2/3) Appeal: It does nothing for Timmy, but is very interesting for others. (2.5/3) Elegance: Non-standard trigger is easily missable/misunderstood.
Development - (1.5/3) Viability: I don't feel green at all (Gaia's Blessing is not that unique for green), this is barely mythic, and rules may become dangerous in combination with other cards. (1/3) Balance: So it takes only 4 mana to gain 40 life, or much more if you can shuffle back your library (for example with another copy of this?) Neat, I'm going to stop worrying about this "damage" and "creature" thing I was told exists in this combo-only game. Also, instawin with Bloodchief Ascension.
Creativity - (2.5/3) Uniqueness: Quite fresh, but I feel very Lich-y flavor from this. (2.5/3) Flavor:I don't see neither love nor riches in this card
Polish - (3/3) Quality: Points deducted for incorrect spelling, grammar, and templating. (2/2) Main Challenge: Barely mythic, but let's say good enough (2/2) Sub-challenges: OK
Design - (2.5/3) Appeal: A serious Timmy-Johnny card; Spike has less gimmicky ways to get combo pieces in hand but they appreciate not being able to lose while setting up. (2/3) Elegance: This is a very cramped text box for a card that, thankfully, does basically one thing philosophically.
Development - (2.5/3) Viability: This is mythic alright, and technically fine as monoblue, but the lich feel, the overall risk, and the protection from losing make me want to see this at UUBB. (2.5/3) Balance: A really swingy card that will either win the game for you quick or simply kill you.
Creativity - (2/3) Uniqueness: Owes quite a lot to Laboratory Maniac AND to Lich’s Mastery, but it’s a unique take. (2/3) Flavor: The insight isn’t really limitless if you can die to decking yourself and you can only cast one spell a turn, right? The size of your library forms the limit. Still, general flavor is good.
Design - (1/3) Appeal: Does too little for Timmy AND for Spike; Johnny might find, as always, odd uses for such a niche effect. (2/3) Elegance: This is a pretty wordy card for such a situational effect, and an ability that requires you to remember “for the rest of the game” that you activate from exile has a few complexity issues.
Development - (2/3) Viability: Colors are probably fine but I can’t remotely see this card as mythic. (1/3) Balance: So staggeringly narrow and overcosted as to be almost unplayable; if you just want to be protected from decking out there’s the OG Eldrazi Titans and Thousand-Year Elixir, which don’t cost you anywhere close to 5(G/U)(G/U) or even 2GU to save your butt. Laboratory Maniac wins you the game, and at least you can attack and block with it if you have to.
Creativity - (2/3) Uniqueness: Apart from connections to the aforementioned anti-deck-out cards that ability from exile is unique. (1/3) Flavor: The name is incredibly generic and really doesn’t convey what’s going on here.
Design - (3/3) Appeal: I think everyone can find something to like here. (2.5/3) Elegance: Two somewhat wordy abilities, but ones that do go together.
Development - (3/3) Viability: Right on with the colors, imo, and this sure feels like a mythic. (2.5/3) Balance: Seems fine, but possibly annoying/game-dragging/durdly.
Creativity - (1/3) Uniqueness: Appears to be heavily based on Crumbling Sanctuary. (3/3) Flavor: Name rolls off the tongue and flavor text made me chuckle.
Polish - (2.5/3) Quality: Replacement effects start with “If”; “Whenever” designates a triggered ability. (2/2) *Main Challenge: Good. (2/2) Sub-challenges: And done.
From The Vault - Salvation
The From The Vault series has always vaccinated me. Thematically, it is a cool, interesting design idea. However, they are really expensive to buy. So this month, we will all work together to make our own From The Vault sets. Let's start this round with enchantments.
Now that we are done with enchantment, we are moving to Instants and Sorcery cards.
Moving on from the spells set, it is time for the TITAN set. Big creatures are always cool creatures, specially the core set titans, Frost Titan, Grave Titan, Inferno Titan, Primeval Titan and Sun Titan.
As March is coming to an end, let's finish our From The Vault Series.
Main Challenge - Design a card that prevents you from losing the game in one way or the other. It can be in the form of Platinum Angel, Platinum Emperion or even for one turn like Angel's Grace. The main requirement is that it prevents you from losing the game if a certain condition occurs, be it your life below 0, drawing a card from an empty deck, or preventing a "you lose the game" effect. This does however exclude countering a triggered ability that would cause you to lose the game. It has to be Mythic rarity (This is for a Vault series after all.)
Subchallenge 1 - Your card has no white mana symbols on it.
Subchallenge 2 - Your card has a converted mana cost of 4 or less.
If you have more questions, feel free to ask in the MCC discussion thread.
DEADLINES
Design deadline: April 6th, 24h00 EST
Judging deadline: April 9th, 24h00 EST
(X/3) Appeal: Do the different player psychographics (Timmy/Johnny/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 sync 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) Sub-challenges: One point awarded per satisfied sub-challenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
JUDGES
Freyleyes
void_nothing
Superbajt
PLAYERS
RaikouRider
bravelion83
Cantripmancer
Enchantment {M}
Hexproof
You can't lose the game except by drawing a card while your library has no cards in it.
At the beginning of your upkeep, exile all cards from your hand, then draw seven cards.
You can't cast more than one spell each turn.
When Limitless Insight leaves the battlefield, exile all cards from your library.
Emille, Seven-Sting Dancer Shalin Nariya
Laboratory Research 2GU
Enchantment (M)
If you would draw a card while your library has no cards in it, instead shuffle your graveyard into your library, draw a card, then exile Laboratory Research.
5(G/U)(G/U): For the rest of the game, you can’t lose the game due to drawing a card while your library has no cards in it. Activate this ability only if you own Laboratory Research and only if it is in exile. (If you would draw a card from an empty library, you just don’t draw that card but continue to play.)
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here)
CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016
DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for:
"Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index. Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Enchantment (M)
Whenever a player would lose life, that player puts that many cards from the top of their library into their graveyard instead.
When Parchment Paradigm is put into a graveyard from anywhere, you may exile it. If you do, shuffle your graveyard into your library.
Want true love? Riches beyond imagination? Triple your lifespan? Books are the way!
Artist: Darya/Bagriel19
Design – 4
(1.5/3) Appeal: Timmy is not sure about this, he likes not losing the game, but he is afraid he might
lose the game to soon by drawing from an empty library. Johnny is in love with this, he might be
afraid of losing his combo cards as he has to exile them, and only casting one spell a turn, but he will
make it work. Spike can use this in the right build.
(2.5/3) Elegance: Everything seems fine, but it takes a read or two to understand it.
Development - 4
(2.5/3) Viability: Mythic seems fine to me. Blue fits here as well. But I think that this has allot of
elements of black as well.
(1.5/3) Balance: This card allows you to pretty much see your entire library, but I like that you are
limited to only casting 1 card a turn, and you are exiling the cards, that allows for less broken plays in
older formats, but it can still be extremely powerful in those older formats. Even with the
limitations, you get the bonus of not losing the game.
Creativity - 5
(3/3) Uniqueness: I have yet to see a card like this.
(2/3) Flavor: The name perfectly fits with the effect of the card, but I think that some flavour text
would encapsulate the card perfectly.
Polish - 7
(3/3) Quality: I see no problems here.
(2/2) Main Challenge: Mythic that prevents you from losing the game.
(2/2) Sub-challenges: Not white with a CMC of 4 or less.
Total: 20/25
Design - 4
(2/3) Appeal: Timmy might the idea that he cannot get milled, but that is a long shot. Johnny and
Spike might find some use for this as either a tech card or a way to counter/reset self-mill.
(2/3) Elegance: I think the use of an emblem would make this read a bit better. Else all seems fine
for me.
Development – 4.5
(1.5/3) Viability: I think that this can pass as a rare. This fits blue, but green feels a bit out for me,
but it does feel semi-Semic.
(3/3) Balance: If we consider this as a rare, I think it is a well-balanced card. It has a nice tech aspect
to it, and also adds a nice bonus effect not losing the game. The core of the card for me feels like it
lies in the fact that you can recycle your graveyard, rather than using the “emblem” effect.
Creativity - 4
(3/3) Uniqueness: I think this is a pretty new concept.
(1/3) Flavor: The name does not really explain the effect of the card, maybe if you had some flavour
text it would have made it more flavourful.
Polish - 7
(3/3) Quality: I see no problems here..
(2/2) Main Challenge: On paper it is a mythic… A point has already been removed at viability, so no
reason to do so here.
(2/2) Sub-challenges: CMC 4 and not white.
Total: 19.5/25
Design - 5.5
(2.5/3) Appeal: Timmy won’t appreciate it for what it is worth. Johnny will pull some shenanigans
with this, or use it to not loose the game, and it is just to powerful for spike to pass on.
(3/3) Elegance: Everything fits here for me.
Development - 2
(2/3) Viability: Mythic seems fine to me, but I don’t see a green fit at all. It also does not have a
wedge or guild theme either.
(0/3) Balance: I think this card might be to over powered. It would definitely dominate a format.
First thing, you would build around it to get the best possible value, but then you also can control
how it plays out, giving your opponent a hard time, or giving you allot of “life”. The big deal that
makes this to powerful is the fact that it affects both players on the first trigger, but only saves you
on the second.
Creativity - 5
(3/3) Uniqueness: This seems like a new and interesting effect.
(2/3) Flavor: I see what you are going for, but it just does not connect with me, but I am sure others
might feel it.
Polish - 7
(3/3) Quality: I can see no problems here.
(2/2) Main Challenge: Mythic that makes you not lose the game?
(2/2) Sub-challenges: Both met.
Total: 19.5/25
Enchantment {M}
Hexproof
You can't lose the game except by drawing a card while your library has no cards in it.
At the beginning of your upkeep, exile all cards from your hand, then draw seven cards.
You can't cast more than one spell each turn.
When Limitless Insight leaves the battlefield, exile all cards from your library.
Design -
(2/3) Appeal: Johnny is very happy. Spike is fine with that card, as it gives them choices how to finish the game while giving them a challenge, but may be a little too dangerous for them. Timmy is confused, as they see all those enticing cards, but can't do anything with them.
(2.5/3) Elegance: Long text, but needed to convey mechanics and flavor, and combining them very well. Notice that with this card you draw 8 cards a turn, and 7 would be much more elegant number, as Magic's magic number (especially if you want to play instants, you need to discard).
Development -
(3/3) Viability: Color wheel and rarity correct. Rules are being broken in exactly the right way for the right reason.
(1/3) Balance: If cast on turn 4, it gives 6 turns in which you cannot be killed, and in which you see all your library and can cast whatever you want. This warps the game very significantly and it may be impossible to lose.
Creativity -
(3/3) Uniqueness: Very unique and interesting design.
(2.5/3) Flavor: This card could really use some flavor text to round it out, but otherwise very good.
Polish -
(2.5/3) Quality: This is speculative, but it should be "attempting to draw" instead of "drawing".
(2/2) Main Challenge: OK
(2/2) Sub-challenges: OK
Total: 20.5/25
Enchantment (M)
If you would draw a card while your library has no cards in it, instead shuffle your graveyard into your library, draw a card, then exile Laboratory Research.
5(G/U)(G/U): For the rest of the game, you can’t lose the game due to drawing a card while your library has no cards in it. Activate this ability only if you own Laboratory Research and only if it is in exile. (If you would draw a card from an empty library, you just don’t draw that card but continue to play.)
Design -
(1.5/3) Appeal: Johnny is quite happy to try to abuse it with some fringe self mill (maybe self exile) strategy with existing or not yet existing cards, Spike may use it as a sideboard option at best, Timmy yawns audibly.
(1.5/3) Elegance: Very long text for relatively small gain. I'm not sure reminder text is actually that helpful, and it makes the rules text even longer. (The reminder text on this card repeats and rephrases the ability but doesn't explain it.)
Development -
(2/3) Viability: Rules and colors are correct. The card is not mythic, though. This is just reactionary, sideboard card, and those are much better suited to be rare. You don't lose doesn't need to be mythic, as already existing cards show us.
(2.5/3) Balance: Quite a powerful answer for a deck that rarely is relevant (mill). Would be good to have it in Magic history, just in case, though.
Creativity -
(2/3) Uniqueness: This feels more like worse Laboratory Maniac than anything else. It's different, though.
(1/3) Flavor: Other than a callback to Laboratory Maniac I don't see what the flavor is here. The thing is, this ability is I think more related to the maniac part, not laboratory.
Polish -
(2.5/3) Quality: This is speculative, but it should be "attempting to draw" instead of "drawing" (in second ability, not in first).
(1.5/2) Main Challenge: Not that mythic.
(2/2) Sub-challenges:OK
Total: 16.5/25
Enchantment (M)
Whenever a player would lose life, that player puts that many cards from the top of their library into their graveyard instead.
When Parchment Paradigm is put into a graveyard from anywhere, you may exile it. If you do, shuffle your graveyard into your library.
Want true love? Riches beyond imagination? Triple your lifespan? Books are the way!
Design -
(2/3) Appeal: It does nothing for Timmy, but is very interesting for others.
(2.5/3) Elegance: Non-standard trigger is easily missable/misunderstood.
Development -
(1.5/3) Viability: I don't feel green at all (Gaia's Blessing is not that unique for green), this is barely mythic, and rules may become dangerous in combination with other cards.
(1/3) Balance: So it takes only 4 mana to gain 40 life, or much more if you can shuffle back your library (for example with another copy of this?) Neat, I'm going to stop worrying about this "damage" and "creature" thing I was told exists in this combo-only game. Also, instawin with Bloodchief Ascension.
Creativity -
(2.5/3) Uniqueness: Quite fresh, but I feel very Lich-y flavor from this.
(2.5/3) Flavor:I don't see neither love nor riches in this card
Polish -
(3/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
(2/2) Main Challenge: Barely mythic, but let's say good enough
(2/2) Sub-challenges: OK
Total: 19/25
(2.5/3) Appeal: A serious Timmy-Johnny card; Spike has less gimmicky ways to get combo pieces in hand but they appreciate not being able to lose while setting up.
(2/3) Elegance: This is a very cramped text box for a card that, thankfully, does basically one thing philosophically.
Development -
(2.5/3) Viability: This is mythic alright, and technically fine as monoblue, but the lich feel, the overall risk, and the protection from losing make me want to see this at UUBB.
(2.5/3) Balance: A really swingy card that will either win the game for you quick or simply kill you.
Creativity -
(2/3) Uniqueness: Owes quite a lot to Laboratory Maniac AND to Lich’s Mastery, but it’s a unique take.
(2/3) Flavor: The insight isn’t really limitless if you can die to decking yourself and you can only cast one spell a turn, right? The size of your library forms the limit. Still, general flavor is good.
Polish -
(3/3) Quality: Okay.
(2/2) *Main Challenge: Done.
(2/2) Sub-challenges: And done.
Total: 20.5/25
(1/3) Appeal: Does too little for Timmy AND for Spike; Johnny might find, as always, odd uses for such a niche effect.
(2/3) Elegance: This is a pretty wordy card for such a situational effect, and an ability that requires you to remember “for the rest of the game” that you activate from exile has a few complexity issues.
Development -
(2/3) Viability: Colors are probably fine but I can’t remotely see this card as mythic.
(1/3) Balance: So staggeringly narrow and overcosted as to be almost unplayable; if you just want to be protected from decking out there’s the OG Eldrazi Titans and Thousand-Year Elixir, which don’t cost you anywhere close to 5(G/U)(G/U) or even 2GU to save your butt. Laboratory Maniac wins you the game, and at least you can attack and block with it if you have to.
Creativity -
(2/3) Uniqueness: Apart from connections to the aforementioned anti-deck-out cards that ability from exile is unique.
(1/3) Flavor: The name is incredibly generic and really doesn’t convey what’s going on here.
Polish -
(3/3) Quality: Fine.
(2/2) *Main Challenge: Done.
(2/2) Sub-challenges: And done.
Total: 16/25
(3/3) Appeal: I think everyone can find something to like here.
(2.5/3) Elegance: Two somewhat wordy abilities, but ones that do go together.
Development -
(3/3) Viability: Right on with the colors, imo, and this sure feels like a mythic.
(2.5/3) Balance: Seems fine, but possibly annoying/game-dragging/durdly.
Creativity -
(1/3) Uniqueness: Appears to be heavily based on Crumbling Sanctuary.
(3/3) Flavor: Name rolls off the tongue and flavor text made me chuckle.
Polish -
(2.5/3) Quality: Replacement effects start with “If”; “Whenever” designates a triggered ability.
(2/2) *Main Challenge: Good.
(2/2) Sub-challenges: And done.
Total: 21.5/25
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
bravelion83: 19.5 + 16.5 + 16 = 52
Cantripmancer: 19.5 + 19 + 21.5 = 60