So you're basing the fact that I'm "wrong" on something with no proof. Next time, please don't use such provocative statements on a subjective issue just because you feel your opinion is right. Doubling has an inherent rules complexity and is incredibly rare in this game. Just because a card is self contained doesn't make it non-complex either (A 1/1 with hellbent, unearth, first strike, R: +1/+0, each time its power would increase it increases twice as much would be a completely self contained card that is too complex for common, or print but it's an extreme example)
True, but as even you seem to have implied, my card isn't an extreme example. And the proof you speak of lies in existing design conventions (aka WotC's opinion) rather than our opinions or even the frequency of the mechanic or the rarity at which it has been implemented.
Necrogenic Scion clearly isn't rare or mythic so that only leaves uncommon or common, and personally I can't imagine an environment in which it could exist at uncommon. It's just too conditional and otherwise weak to be anything but common.
It isn't a power issue that makes me think it shouldn't be common (I think, on a separate note that the card is too strong for its cost). It's a complexity and rarity issue of the effect. Gilder Bairn, Evolution Vat, Primordial Hydra, Doubling Season, Corpsejack Menace are the only cards that double +1/+1 counters and they are Uncommon, Rare, Mythic Rare, Rare and Rare respectively. Your tone is very offensive to state that I am 'wrong' (and implicitly that you are 'right'). If you can cite any precedent for this kind of effect being even remotely acceptable at common then I'd be very interested to hear it.
The effect isn't complex. It's simple and grockable even by New World Order standards. True, all existing cards with counter-doubling effects are uncommon, rare, or mythic, but that is because they are also proactive, versatile, mass-effecting, and/or self-reliant. Necrogenic Scion is none of those. It's a completely self contained ability that depends on other cards to function beyond being a 1/1. Sounds like a perfect example of common material to me. *shrugs*
EDIT: Also, I could have made a card with Evolve and/or Graft, but decided to design a card that fulfills the criteria of the challenge instead.
Choose two guilds that share a color, then design a common mono-colored card of that shared color which shows synergy between at least one of each guild's mechanics [-not a card that has the guild mechanics themselves].
(For example, if you choose Simic and Golgari, you will need to create a G common that has synergy with at least one of evolve/graft and one of scavenge/dredge [- not a card that has evolve/graft and/or scavenge/dredge].)
Most people don’t like haunt. I do. I think you’ve implemented it quite well. The card has an ability of one guild and synergy with the other.
Subtle yet not. It has nice synergy with its parent guilds. The flavor is core-set generic. I like it.
Nice Aura. It has nice synergy with its parent guilds. The flavor is core-set generic. I like the card itself. Good stuff.
Cool card but too complicated and powerful to be common. The flavor feels contrived. Though it does have synergy with its parent guilds.
A fine design. It has synergy with its parent guilds, but isn’t very original. Not to say that everything is must be original, but this design has been around for a long time. Nice flavor text.
Very cool card. Not a common though. Too complicated and powerful in multiples if not individual. I’m pretty sure that under the New World Order, Evolve at common is considered enough for new players to wrap their minds around without having to grasp the second ability’s ramifications. Also the card doesn’t really have synergy with its parent guilds but rather has their actual abilities.
Great design that has abilities of its parent guilds rather than synergy with them.
It’s a decent Aura. The flavor doesn’t fit the mechanic. The mechanic fills half of the challenge in that it has synergy with Cipher but imitates Detain rather than interacting with it.
Arrest Warrant1W
Sorcery (C)
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature's color.)
Detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
2/3
Choose two guilds that share a color, then design a common mono-colored card of that shared color which shows synergy between at least one of each guild's mechanics.
Necrogenic Scion (Common) G
Creature - Elf Druid
1/1
If an effect would place one or more +1/+1 counters on Necrogenic Scion, it places twice as many on it instead.
Good idea.
True, but as even you seem to have implied, my card isn't an extreme example. And the proof you speak of lies in existing design conventions (aka WotC's opinion) rather than our opinions or even the frequency of the mechanic or the rarity at which it has been implemented.
Necrogenic Scion clearly isn't rare or mythic so that only leaves uncommon or common, and personally I can't imagine an environment in which it could exist at uncommon. It's just too conditional and otherwise weak to be anything but common.
The effect isn't complex. It's simple and grockable even by New World Order standards. True, all existing cards with counter-doubling effects are uncommon, rare, or mythic, but that is because they are also proactive, versatile, mass-effecting, and/or self-reliant. Necrogenic Scion is none of those. It's a completely self contained ability that depends on other cards to function beyond being a 1/1. Sounds like a perfect example of common material to me. *shrugs*
EDIT: Also, I could have made a card with Evolve and/or Graft, but decided to design a card that fulfills the criteria of the challenge instead.
Let's see...
arbitraryarmor's card - easily a dozen existing red instants/sorceries that put 1/1 tokens onto the battlefield, nevermind permanents
Raikou Rider's card - easily a dozen existing white permanents that put 1/1 tokens onto the battlefield, nevermind instants/sorceries
Small Child's and Willows' cards - easily two dozen existing permanents abilities that trigger from instant/sorceries.
Legend's card - two existing cards with the mechanic
You and Big Cal are both wrong here. Just because a card is potentially strong doesn't mean it can't be common.
Choose two guilds that share a color, then design a common mono-colored card of that shared color which shows synergy between at least one of each guild's mechanics [-not a card that has the guild mechanics themselves].
(For example, if you choose Simic and Golgari, you will need to create a G common that has synergy with at least one of evolve/graft and one of scavenge/dredge [- not a card that has evolve/graft and/or scavenge/dredge].)
1st: Ninja Caterpie
2nd: void_nothing
3rd: Koopa
There's something not right here.
Choose two guilds that share a color, then design a common mono-colored card of that shared color which shows synergy between at least one of each guild's mechanics.
Golgari BG //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=+[Scavenge">&set=[%22Return%20to%20Ravnica%22]&color=+[G]"]Scavenge
Simic UG //gatherer.wizards.com/Pages/Search/Default.aspx?text=+[graft">&set=[%22Dissension%22]"]Graft
Necrogenic Scion (Common)
G
Creature - Elf Druid
1/1
If an effect would place one or more +1/+1 counters on Necrogenic Scion, it places twice as many on it instead.