Design -
(2/3) Appeal: Timmy uses his lands for mana and rarely anything else but wouldn’t mind protecting his best card. Johnny loves messing around with blink/exile and will gladly mess about with this and Treason effects. Spike sees a utility land that could save his threat but at a high mana cost. (2/3) Elegance: Phasing already has a built-in “This comes back before your next untap step” to it, so the “until your next turn” part doesn’t really matter. Unless you designed this to phase back in after two turns instead of one, in which case it doesn’t work. It can also target itself and phase itself out twice which is a bit weird. Aside from that it makes sense.
Development - (2.5/3) Viability: Phasing has never appeared on a colorless card (not even artifacts), and the only land that phases is Teferi’s Isle and that’sI can’t help but think that’s probably for a reason. However I think it’s a fair card that would be played in quite a few commander decks. (2.5/3) Balance: Four mana for its activation cost seems very fair, and the restriction to only target you own things is pretty good too. Although hitting any permanent might be a little too good – I could see this better restricted only to creatures and planeswalkers, but I think it’s still fine.
Creativity -
(2/3) Uniqueness: Repeatable phasing out has only existed on Vodalian Illusionist a creature that only hit other creatures and not itself. It’s also a clear callback to Safe Haven and therefore isn’t wholly unique. (3/3) Flavor: Seems just fine. Teferi would definitely have a hideaway somewhere in trapped time.
Polish -
(2.5/3) Quality: The “Until your next turn” aspect is redundant to cards being phased out. (2/2) *Main Challenge: It phases things out. (2/2) Subchallenges: It’s colorless and rare.
Total: 20.5/25
Design -
(3/3) Appeal: Timmy likes boardwipes. Johnny likes phasing things out and will try to make the most of it. Spike likes big wraths. (2/3) Elegance: This seems alright, but I think that in this instance Phasing might act like Unearth in that once the “next step” trigger resolves, there isn’t another one afterwards so you’d need to word in a way for the phased permanents to come back.
Development -
(2/3) Viability: This is essentially Consulate Crackdown for all creatures, and I think it’s solidly white, and such mass removal pretty much only exists at rare. Preventing things from phasing has never happened before which begs for either fixes to how phasing works or a rewording of the card (see Elegance). (3/3) Balance: An enchantment version of a boardwipe feels like it would be favored in certain types of deck which is a nice option to create. In terms of other 5-CMC wraths I think its intended power level is fine as Consulate Crackdown has a similar effect and costs the same amount of mana.
Creativity -
(2/3) Uniqueness: Using phasing as an alternative prison to exile is a nice twist especially in formats like Commander, but 3WW wraths are pretty standardized right now and it would have been fun to see something a little different there. (3/3) Flavor: I like this card’s flavor, as it’s essentially Teferi taking a breather. The flavor text seems like the kind of banal phrase he would use whilst casually freezing a whole army in time.
Polish -
(3/3) Quality: All looks good. (2/2) *Main Challenge: “Phases out” and “Phase in” are on the card. (2/2) Subchallenges: It’s a white rare.
Total: 22/25
Design -
(2/3) Appeal: Timmy likes being able to save his biggest threat whilst destroying everything else. Johnny likes phasing but there’s nothing here to break. Spike sees some potential set up for combos whilst you throw your opponent back a ton. (3/3) Elegance: Seems understandable to me.
Development -
(3/3) Viability: While boardwipes are undoubtebly white and always found at rare, phashing out targeted creatures is a blue effect, but given Teferi’s Protection and Teferi’s Azorius identity I think it’s fine. (2.5/3) Balance: Five mana is the go-to CMC for boardwipes nowadays, but the next closest card to this is Duneblast which costs two more AND has two more colors to it. However, it is also a completely unplayable card for an effect that should be seen more. I don’t think it’s particularly oppressive considering your opponents see the phased out creature coming from a mile away either, and unlike blinking there’s no EBT/LTB effects for you to abuse either. It’s great for limited and some constructed games as well because you’re saving your most useful creature whilst destroying everything else.
Creativity -
(1.5/3) Uniqueness: Like I said it’s similar to Duneblast or a one-sided Divine Reckoning, but using phasing with a boardwipe is new as far as I’m aware. 3WW boardwipes are very generic however. (2/3) Flavor: The flavor text and the card’s name are both great, but together they seem super disjointed, I’m not reading a wrathful Teferi saying those words.
Polish -
(3/3) Quality: No issues here. (2/2) *Main Challenge: Met. (2/2) Subchallenges: It’s a monowhite rare.
Total: 21/25
Design -
(2/3) Appeal: Timmy likes making his creatures bigger and bigger, but it’s too a greedy price for an initially small creature. Johnny sees a discard engine to abuse and a hard to kill one at that. Spike sees a cheap threat that’s extremely hard to remove and gets bigger each time. (1.5/3) Elegance: Reminder text wouldn’t go amiss on this card for new players. There might also be confusion to some as to whether it keeps its counters as it’s phased out, especially as multiple abilities resolve on the stack. (A way to solve this would be to follow the phrasing of Warping Wurm and have the counter be placed on phasing in.
Development -
(3/3) Viability: We’ve seen Wild Mongrel and Noose Constrictor as green discard engines before (and both with the same CMC and P/T). I think it’s a very simple and powerful card, possibly too strong at uncommon for limited so I think it’s very well placed at rare. I think a card like this could be a centerpiece to a midrange/zoo constructed deck. (2.5/3) Balance: I think that the way phasing out works means you can only get one counter on this at a time which is a good way to make sure this guy doesn’t get too big too quickly. I think the fact that it can grow to very dangerous proportions left unchecked is scary, especially with how easily this dodged removal, unlike. In fact, it can keep dodging removal as long as you have mana or cards in hand so your opponent is really not incentivized to try and kill it without something like split second, so I think I would qualify that as oppressive. The closest card I can think of to this is Adanto Vanguard because they can shield themselves pretty well, and even it’s still weak to -n/-n effects and exile, whereas this just dodges it all. I think it’s a very powerful, very playable and very pushed card. Unfortunately those types of cards just tip the balance scales.
Creativity -
(2.5/3) Uniqueness: We’ve had a few cards that phase themselves out as an emergency escape, but none that do it at the cost of cards or that buff on phasing out (although the aforementioned Warping Wurm buffed on phasing in). It’s also the first card that allows discarding a card rather than paying the activation cost, but not the first to have two different costs altogether (Crystal Shard’s cycle takes that spot). (2.5/3) Flavor: Void Badger is probably one of my favorite creature names I’ve heard for a while now, but the flavor text I feel is a little off. I’d have preferred it either as a quote of someone’s last words, or a flipped variant “Just because the monsters don’t exist doesn’t mean they can’t hurt you.” Because this line of text doesn’t make it feel especially threatening.
Polish -
(2.5/3) Quality: You don’t need to put “Pay” in front of the activated ability. (2/2) *Main Challenge: It phases out so yes. (2/2) Subchallenges: It’s a monogreen rare.
Total: 20.5/25
netn10 20.5/25 Flatline 22/25
bravelion83 21/25
Forestsguy 20.5/25
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Design -
(2/3) Appeal: Timmy uses his lands for mana and rarely anything else but wouldn’t mind protecting his best card. Johnny loves messing around with blink/exile and will gladly mess about with this and Treason effects. Spike sees a utility land that could save his threat but at a high mana cost.
(2/3) Elegance: Phasing already has a built-in “This comes back before your next untap step” to it, so the “until your next turn” part doesn’t really matter. Unless you designed this to phase back in after two turns instead of one, in which case it doesn’t work. It can also target itself and phase itself out twice which is a bit weird. Aside from that it makes sense.
Development -
(2.5/3) Viability: Phasing has never appeared on a colorless card (not even artifacts), and the only land that phases is Teferi’s Isle and that’sI can’t help but think that’s probably for a reason. However I think it’s a fair card that would be played in quite a few commander decks.
(2.5/3) Balance: Four mana for its activation cost seems very fair, and the restriction to only target you own things is pretty good too. Although hitting any permanent might be a little too good – I could see this better restricted only to creatures and planeswalkers, but I think it’s still fine.
Creativity -
(2/3) Uniqueness: Repeatable phasing out has only existed on Vodalian Illusionist a creature that only hit other creatures and not itself. It’s also a clear callback to Safe Haven and therefore isn’t wholly unique.
(3/3) Flavor: Seems just fine. Teferi would definitely have a hideaway somewhere in trapped time.
Polish -
(2.5/3) Quality: The “Until your next turn” aspect is redundant to cards being phased out.
(2/2) *Main Challenge: It phases things out.
(2/2) Subchallenges: It’s colorless and rare.
Total: 20.5/25
Design -
(3/3) Appeal: Timmy likes boardwipes. Johnny likes phasing things out and will try to make the most of it. Spike likes big wraths.
(2/3) Elegance: This seems alright, but I think that in this instance Phasing might act like Unearth in that once the “next step” trigger resolves, there isn’t another one afterwards so you’d need to word in a way for the phased permanents to come back.
Development -
(2/3) Viability: This is essentially Consulate Crackdown for all creatures, and I think it’s solidly white, and such mass removal pretty much only exists at rare. Preventing things from phasing has never happened before which begs for either fixes to how phasing works or a rewording of the card (see Elegance).
(3/3) Balance: An enchantment version of a boardwipe feels like it would be favored in certain types of deck which is a nice option to create. In terms of other 5-CMC wraths I think its intended power level is fine as Consulate Crackdown has a similar effect and costs the same amount of mana.
Creativity -
(2/3) Uniqueness: Using phasing as an alternative prison to exile is a nice twist especially in formats like Commander, but 3WW wraths are pretty standardized right now and it would have been fun to see something a little different there.
(3/3) Flavor: I like this card’s flavor, as it’s essentially Teferi taking a breather. The flavor text seems like the kind of banal phrase he would use whilst casually freezing a whole army in time.
Polish -
(3/3) Quality: All looks good.
(2/2) *Main Challenge: “Phases out” and “Phase in” are on the card.
(2/2) Subchallenges: It’s a white rare.
Total: 22/25
Design -
(2/3) Appeal: Timmy likes being able to save his biggest threat whilst destroying everything else. Johnny likes phasing but there’s nothing here to break. Spike sees some potential set up for combos whilst you throw your opponent back a ton.
(3/3) Elegance: Seems understandable to me.
Development -
(3/3) Viability: While boardwipes are undoubtebly white and always found at rare, phashing out targeted creatures is a blue effect, but given Teferi’s Protection and Teferi’s Azorius identity I think it’s fine.
(2.5/3) Balance: Five mana is the go-to CMC for boardwipes nowadays, but the next closest card to this is Duneblast which costs two more AND has two more colors to it. However, it is also a completely unplayable card for an effect that should be seen more. I don’t think it’s particularly oppressive considering your opponents see the phased out creature coming from a mile away either, and unlike blinking there’s no EBT/LTB effects for you to abuse either. It’s great for limited and some constructed games as well because you’re saving your most useful creature whilst destroying everything else.
Creativity -
(1.5/3) Uniqueness: Like I said it’s similar to Duneblast or a one-sided Divine Reckoning, but using phasing with a boardwipe is new as far as I’m aware. 3WW boardwipes are very generic however.
(2/3) Flavor: The flavor text and the card’s name are both great, but together they seem super disjointed, I’m not reading a wrathful Teferi saying those words.
Polish -
(3/3) Quality: No issues here.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: It’s a monowhite rare.
Total: 21/25
Design -
(2/3) Appeal: Timmy likes making his creatures bigger and bigger, but it’s too a greedy price for an initially small creature. Johnny sees a discard engine to abuse and a hard to kill one at that. Spike sees a cheap threat that’s extremely hard to remove and gets bigger each time.
(1.5/3) Elegance: Reminder text wouldn’t go amiss on this card for new players. There might also be confusion to some as to whether it keeps its counters as it’s phased out, especially as multiple abilities resolve on the stack. (A way to solve this would be to follow the phrasing of Warping Wurm and have the counter be placed on phasing in.
Development -
(3/3) Viability: We’ve seen Wild Mongrel and Noose Constrictor as green discard engines before (and both with the same CMC and P/T). I think it’s a very simple and powerful card, possibly too strong at uncommon for limited so I think it’s very well placed at rare. I think a card like this could be a centerpiece to a midrange/zoo constructed deck.
(2.5/3) Balance: I think that the way phasing out works means you can only get one counter on this at a time which is a good way to make sure this guy doesn’t get too big too quickly. I think the fact that it can grow to very dangerous proportions left unchecked is scary, especially with how easily this dodged removal, unlike. In fact, it can keep dodging removal as long as you have mana or cards in hand so your opponent is really not incentivized to try and kill it without something like split second, so I think I would qualify that as oppressive. The closest card I can think of to this is Adanto Vanguard because they can shield themselves pretty well, and even it’s still weak to -n/-n effects and exile, whereas this just dodges it all. I think it’s a very powerful, very playable and very pushed card. Unfortunately those types of cards just tip the balance scales.
Creativity -
(2.5/3) Uniqueness: We’ve had a few cards that phase themselves out as an emergency escape, but none that do it at the cost of cards or that buff on phasing out (although the aforementioned Warping Wurm buffed on phasing in). It’s also the first card that allows discarding a card rather than paying the activation cost, but not the first to have two different costs altogether (Crystal Shard’s cycle takes that spot).
(2.5/3) Flavor: Void Badger is probably one of my favorite creature names I’ve heard for a while now, but the flavor text I feel is a little off. I’d have preferred it either as a quote of someone’s last words, or a flipped variant “Just because the monsters don’t exist doesn’t mean they can’t hurt you.” Because this line of text doesn’t make it feel especially threatening.
Polish -
(2.5/3) Quality: You don’t need to put “Pay” in front of the activated ability.
(2/2) *Main Challenge: It phases out so yes.
(2/2) Subchallenges: It’s a monogreen rare.
Total: 20.5/25
netn10 20.5/25
Flatline 22/25
bravelion83 21/25
Forestsguy 20.5/25