Tried(B/R)(B/R)
Instant M
Until end of turn, if a spell or ability would cause an opponent to gain life, that player loses that much life instead.
////// TrueGWU
Instant M
Each player draws cards until they have seven cards in their hand and gains life equal to the number of cards they drew this turn.
//////
Fuse (You may cast one or both halves of this card from your hand.)
Design - (2/3) Appeal: Txmmy generally likes gaining life and drawing cards. Jxnny can probably use it, but doesn't see a lot to get excited for. Spike likes having Rain of Gore as an instant, in mono-red no less, but thinks the other half is too hard to cast for what it does. (3/3) Elegance: No problems here. Both cards are concise and easy to understand.
Development - (2/3) Viability: Tried is a bend in mono-red, but not really a severe one. Usually red just prevents life gain. I'm not sure True needed to be green at all. And this doesn't really "feel" mythic. Rare, yes. Mythic, eeehhh. Then again, Sphinx's Revelation was a thing. (3/3) Balance: I don't see any problems balance-wise. If anything I think it might be underpowered. It's not really swingy enough to be the 4-5 color draft bomb, but in the right deck or environment it could do some work. Again, thinking of Sphinx Rev.
Creativity - (2.5/3) Uniqueness: Again, Tried is basically instant speed Rain of Gore with some minor differences. True doesn't have any direct equivalents, but it's not too groundbreaking. The option to have either or both on one card, and the one card combo, is definitely unique. (1.5/3) Flavor: The name is nice enough, and fits established split card naming conventions, but it doesn't really indicate what the cards do. At all.
Polish - (2.5/3) Quality: Based onDamia, Sage of Stone, True should read something like "For each player, if they have fewer than seven cards in hand, they draw cards equal to the difference." (2/2) *Main Challenge: All good here. (2/2) Subchallenges: Both subchallenges met.
Total: 20.5/25
*An entry with 0 points here is subject to disqualification.
We Had1BG
Sorcery (Rare)
Each player puts a permanent card from their graveyard onto the battlefield.
///// Fuse ///// Good Run1UR
Sorcery (Rare)
Create a token that's a copy of each permanent entered the battlefield this turn.
Design - (2/3) Appeal: Txmmy doesn't like having to have to setup the card ahead of time. Spike might use one side or the other in the right deck, but probably not both. Jxnny sees both recursion and copying on the same card and has already preordered 12. (2/3) Elegance: Easy enough to understand, but A Good Run can make land tokens, something which R&D has tried and ultimately rejected due to confusion.
Development - (3/3) Viability: Colors and rarity check out. (2.5/3) Balance: I think both sides on their own are undercosted. It's hard to tell. We Had is symmetrical and A Good Run is highly conditional, but both are more than a little abusable. A lot depends on how good ETB effects are in the format. Since both of them together cost 6 mana across 4 colors, it really should be able to blow people out of the water, so that part's fine.
Creativity - (3/3) Uniqueness: I can't find any cards quite like either of these cards on their own. The combination of both together is in a league all its own. (0/3) Flavor: I feel you, but the names don't work as individual card names at all and have absolutely nothing to do with their effects. Without any flavor text or art to work with, there's really no flavor at all to this.
Polish - (2.5/3) Quality: There should be a "that" between "permanent" and "entered." (2/2) *Main Challenge: That's a split card with Fuse all right. (2/2) Subchallenges: Both good.
Total: 19/25
*An entry with 0 points here is subject to disqualification.
Mix2RW
Instant (R)
Exile target permanent. Its owner reveals cards from the top of their library until they reveal a card that shares a card type with the exiled card and puts it onto the battlefield. Put all revealed cards on the bottom of its owner's library in a random order.
Fuse (You may cast one or both halves of this card from your hand.)
/// Match2GU
Sorcery (R)
Create a token that's a copy of target permanent.
Fuse (You may cast one or both halves of this card from your hand.)
Design - (2/3) Appeal: This isn't really Txmmy's jam. Spike sees some decent removal or an extra copy of their best permanent, and those are both nice things. Jxnny can think of multiple ways to take advantage of either or both halves. (1/3) Elegance: So, including a line for Fuse at the bottom, you're looking at seven lines of text on a single half-sized card with Mix. For comparison, the longest text on a split card to date (that I could find) was Incubation // Incongruity at six lines, and that one was already looking pretty cramped. Match can make token lands. I've already mentioned this, but R&D has tried land tokens before and they caused too much confusion to be worth it.
Development - (3/3) Viability:Polymorph abilities are usually blue, but Boros feels like a good fit, actually. Token clones in U/G are fine. Rare is a good spot for this. (3/3) Balance: This looks pretty well balanced to me.
Creativity - (3/3) Uniqueness: Boros any permanent polymorph is definitely new. Clever Impersonator can clone any nonland permanent, but that's pretty much the only one before. Together they're a pretty cool package. (3/3) Flavor: I like the naming here. It fits with established split card conventions and fits what the cards do. Split cards are difficult to flavor and I think you did a great job here.
Polish - (3/3) Quality: I see no problems. (2/2) *Main Challenge: Split card with Fuse? Check. (2/2) Subchallenges: Both subchallenges met.
Total: 22/25
*An entry with 0 points here is subject to disqualification.
Hell BentRB
Sorcery (Rare)
This spell can't be countered.
Discard your hand. Hell Bent deals damage to target opponent equal to number of card types among cards discarded this way.
Fuse (You may cast one or both halves of this card from your hand.)
//
Heaven Sent4WU
Sorcery (Rare)
Shuffle your graveyard into your library, then draw X cards, where X is the number of card types among cards shuffled this way. Exile Heaven Sent.
Fuse (You may cast one or both halves of this card from your hand.)
Design - (2/3) Appeal: Txmmy loves burn that can't be countered, but is more lukewarm to the other half. Jxnny likes complicated card draw. Spike sees burn that can't be used as removal and overcosted card draw. (2/3) Elegance: There's a lot of moving pieces to this and it's kind of bewildering at first read.
Development - (3/3) Viability: Color and rarity looks good. (3/3) Balance: Looks good here. I see no problems.
Creativity - (3/3) Uniqueness: They're not too out of bounds from existing cards, but there's nothing else quite like them. (3/3) Flavor: I like it. Hell Bent makes you Hellbent. Heaven Sent sends dead things to the big library in the sky.
Polish - (3/3) Quality: I see no problems. (2/2) *Main Challenge: Split card with Fuse. (2/2) Subchallenges: Both cleared.
Total: 23/25
*An entry with 0 points here is subject to disqualification.
Live Long X(G/W)(G/W)
Instant {R}
You gain twice X life. Create X 0/2 green and white Plant Wall creature tokens with defender.
Fuse (You may cast one or both halves of this card from your hand.)
//
Prosper 1(U/B)
Sorcery {R}
Sacrifice any number of creatures. For each creature sacrificed this way, draw a card and create a colorless Treasure artifact token with "T, Sacrifice this artifact: Add one mana of any color."
Fuse (You may cast one or both halves of this card from your hand.)
Design - (2.5/3) Appeal: Txmmy generally likes X spells, tokens and big mana, but it's hard for them to get excited about 0/2 defenders and sacrificing their own stuff. Jxnny sees combos galore. Spike sees solid value. (1.5/3) Elegance: Both halves are simple and easy to understand, though Prosper is bordering dangerously close to microtext. The real problem is that one side is an instant and the other is a sorcery. So when you Fuse it, is it an instant or sorcery? It's both! And since when two rules contradict, "can't" trumps "can," that means that you can only Fuse it any time you could cast a sorcery. At least that's the best I can figure out. There's never been a precedent for this. I can see a lot of judge calls over this card.
Development - (2.5/3) Viability: Live Long fits perfectly into either white or green. Prosper is a bit of a bend in blue, but it gets to sacrifice creatures for profit every now and then, like in the Exploit mechanic. This might be alright as an uncommon, but it wouldn't be out of place as a rare either. (2.5/3) Balance: This is hella abusable in the right setting. To start with, Parallel Lives and any effect like it turns it into a pseudo-ritual where you get quadruple the value of X in Treasure and some cards and life on top. That said, "goes nuts with Doubling Season" is a pretty low bar. In Standard, without any token doublers, it looks perfectly fine. Older formats have crazier things they can do with 6+ mana, so overall I don't think it's a problem. Prosper seems a bit undercosted, though.
Creativity - (3/3) Uniqueness: Live Long is basically Dawnglow Infusion mashed together with half of Supply // Demand and Prosper is pretty similar to any number of cards. Add them together and it becomes something new. (2/3) Flavor: The names work as individual cards and fit their effects, but WotC is usually more subtle with their pop culture references.
Polish - (3/3) Quality: I don't see any problems. (2/2) *Main Challenge: Check. (1/2) Subchallenges: Both are multicolor of different colors, but "creature" shows up a few times.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Tried (B/R)(B/R)
Instant M
Until end of turn, if a spell or ability would cause an opponent to gain life, that player loses that much life instead.
//////
True GWU
Instant M
Each player draws cards until they have seven cards in their hand and gains life equal to the number of cards they drew this turn.
//////
Fuse (You may cast one or both halves of this card from your hand.)
Design -
(2/3) Appeal: Txmmy generally likes gaining life and drawing cards. Jxnny can probably use it, but doesn't see a lot to get excited for. Spike likes having Rain of Gore as an instant, in mono-red no less, but thinks the other half is too hard to cast for what it does.
(3/3) Elegance: No problems here. Both cards are concise and easy to understand.
Development -
(2/3) Viability: Tried is a bend in mono-red, but not really a severe one. Usually red just prevents life gain. I'm not sure True needed to be green at all. And this doesn't really "feel" mythic. Rare, yes. Mythic, eeehhh. Then again, Sphinx's Revelation was a thing.
(3/3) Balance: I don't see any problems balance-wise. If anything I think it might be underpowered. It's not really swingy enough to be the 4-5 color draft bomb, but in the right deck or environment it could do some work. Again, thinking of Sphinx Rev.
Creativity -
(2.5/3) Uniqueness: Again, Tried is basically instant speed Rain of Gore with some minor differences. True doesn't have any direct equivalents, but it's not too groundbreaking. The option to have either or both on one card, and the one card combo, is definitely unique.
(1.5/3) Flavor: The name is nice enough, and fits established split card naming conventions, but it doesn't really indicate what the cards do. At all.
Polish -
(2.5/3) Quality: Based onDamia, Sage of Stone, True should read something like "For each player, if they have fewer than seven cards in hand, they draw cards equal to the difference."
(2/2) *Main Challenge: All good here.
(2/2) Subchallenges: Both subchallenges met.
Total: 20.5/25
*An entry with 0 points here is subject to disqualification.
We Had 1BG
Sorcery (Rare)
Each player puts a permanent card from their graveyard onto the battlefield.
///// Fuse /////
Good Run 1UR
Sorcery (Rare)
Create a token that's a copy of each permanent entered the battlefield this turn.
Design -
(2/3) Appeal: Txmmy doesn't like having to have to setup the card ahead of time. Spike might use one side or the other in the right deck, but probably not both. Jxnny sees both recursion and copying on the same card and has already preordered 12.
(2/3) Elegance: Easy enough to understand, but A Good Run can make land tokens, something which R&D has tried and ultimately rejected due to confusion.
Development -
(3/3) Viability: Colors and rarity check out.
(2.5/3) Balance: I think both sides on their own are undercosted. It's hard to tell. We Had is symmetrical and A Good Run is highly conditional, but both are more than a little abusable. A lot depends on how good ETB effects are in the format. Since both of them together cost 6 mana across 4 colors, it really should be able to blow people out of the water, so that part's fine.
Creativity -
(3/3) Uniqueness: I can't find any cards quite like either of these cards on their own. The combination of both together is in a league all its own.
(0/3) Flavor: I feel you, but the names don't work as individual card names at all and have absolutely nothing to do with their effects. Without any flavor text or art to work with, there's really no flavor at all to this.
Polish -
(2.5/3) Quality: There should be a "that" between "permanent" and "entered."
(2/2) *Main Challenge: That's a split card with Fuse all right.
(2/2) Subchallenges: Both good.
Total: 19/25
*An entry with 0 points here is subject to disqualification.
Mix 2RW
Instant (R)
Exile target permanent. Its owner reveals cards from the top of their library until they reveal a card that shares a card type with the exiled card and puts it onto the battlefield. Put all revealed cards on the bottom of its owner's library in a random order.
Fuse (You may cast one or both halves of this card from your hand.)
///
Match 2GU
Sorcery (R)
Create a token that's a copy of target permanent.
Fuse (You may cast one or both halves of this card from your hand.)
Design -
(2/3) Appeal: This isn't really Txmmy's jam. Spike sees some decent removal or an extra copy of their best permanent, and those are both nice things. Jxnny can think of multiple ways to take advantage of either or both halves.
(1/3) Elegance: So, including a line for Fuse at the bottom, you're looking at seven lines of text on a single half-sized card with Mix. For comparison, the longest text on a split card to date (that I could find) was Incubation // Incongruity at six lines, and that one was already looking pretty cramped. Match can make token lands. I've already mentioned this, but R&D has tried land tokens before and they caused too much confusion to be worth it.
Development -
(3/3) Viability: Polymorph abilities are usually blue, but Boros feels like a good fit, actually. Token clones in U/G are fine. Rare is a good spot for this.
(3/3) Balance: This looks pretty well balanced to me.
Creativity -
(3/3) Uniqueness: Boros any permanent polymorph is definitely new. Clever Impersonator can clone any nonland permanent, but that's pretty much the only one before. Together they're a pretty cool package.
(3/3) Flavor: I like the naming here. It fits with established split card conventions and fits what the cards do. Split cards are difficult to flavor and I think you did a great job here.
Polish -
(3/3) Quality: I see no problems.
(2/2) *Main Challenge: Split card with Fuse? Check.
(2/2) Subchallenges: Both subchallenges met.
Total: 22/25
*An entry with 0 points here is subject to disqualification.
Hell Bent RB
Sorcery (Rare)
This spell can't be countered.
Discard your hand. Hell Bent deals damage to target opponent equal to number of card types among cards discarded this way.
Fuse (You may cast one or both halves of this card from your hand.)
//
Heaven Sent 4WU
Sorcery (Rare)
Shuffle your graveyard into your library, then draw X cards, where X is the number of card types among cards shuffled this way. Exile Heaven Sent.
Fuse (You may cast one or both halves of this card from your hand.)
Design -
(2/3) Appeal: Txmmy loves burn that can't be countered, but is more lukewarm to the other half. Jxnny likes complicated card draw. Spike sees burn that can't be used as removal and overcosted card draw.
(2/3) Elegance: There's a lot of moving pieces to this and it's kind of bewildering at first read.
Development -
(3/3) Viability: Color and rarity looks good.
(3/3) Balance: Looks good here. I see no problems.
Creativity -
(3/3) Uniqueness: They're not too out of bounds from existing cards, but there's nothing else quite like them.
(3/3) Flavor: I like it. Hell Bent makes you Hellbent. Heaven Sent sends dead things to the big library in the sky.
Polish -
(3/3) Quality: I see no problems.
(2/2) *Main Challenge: Split card with Fuse.
(2/2) Subchallenges: Both cleared.
Total: 23/25
*An entry with 0 points here is subject to disqualification.
Live Long X(G/W)(G/W)
Instant {R}
You gain twice X life. Create X 0/2 green and white Plant Wall creature tokens with defender.
Fuse (You may cast one or both halves of this card from your hand.)
//
Prosper 1(U/B)
Sorcery {R}
Sacrifice any number of creatures. For each creature sacrificed this way, draw a card and create a colorless Treasure artifact token with "T, Sacrifice this artifact: Add one mana of any color."
Fuse (You may cast one or both halves of this card from your hand.)
Design -
(2.5/3) Appeal: Txmmy generally likes X spells, tokens and big mana, but it's hard for them to get excited about 0/2 defenders and sacrificing their own stuff. Jxnny sees combos galore. Spike sees solid value.
(1.5/3) Elegance: Both halves are simple and easy to understand, though Prosper is bordering dangerously close to microtext. The real problem is that one side is an instant and the other is a sorcery. So when you Fuse it, is it an instant or sorcery? It's both! And since when two rules contradict, "can't" trumps "can," that means that you can only Fuse it any time you could cast a sorcery. At least that's the best I can figure out. There's never been a precedent for this. I can see a lot of judge calls over this card.
Development -
(2.5/3) Viability: Live Long fits perfectly into either white or green. Prosper is a bit of a bend in blue, but it gets to sacrifice creatures for profit every now and then, like in the Exploit mechanic. This might be alright as an uncommon, but it wouldn't be out of place as a rare either.
(2.5/3) Balance: This is hella abusable in the right setting. To start with, Parallel Lives and any effect like it turns it into a pseudo-ritual where you get quadruple the value of X in Treasure and some cards and life on top. That said, "goes nuts with Doubling Season" is a pretty low bar. In Standard, without any token doublers, it looks perfectly fine. Older formats have crazier things they can do with 6+ mana, so overall I don't think it's a problem. Prosper seems a bit undercosted, though.
Creativity -
(3/3) Uniqueness: Live Long is basically Dawnglow Infusion mashed together with half of Supply // Demand and Prosper is pretty similar to any number of cards. Add them together and it becomes something new.
(2/3) Flavor: The names work as individual cards and fit their effects, but WotC is usually more subtle with their pop culture references.
Polish -
(3/3) Quality: I don't see any problems.
(2/2) *Main Challenge: Check.
(1/2) Subchallenges: Both are multicolor of different colors, but "creature" shows up a few times.
Total: 20/25
*An entry with 0 points here is subject to disqualification.
Mr. Rithaniel 20.5
netn10 19
StonerOfKruphix 22
Subject16 23
TotallyHaywire 20