Sincere apologies for this late a submission. My timetable has been cleared and I should have more free time for any other events on MtGS.
Design - (2/3) Appeal: Timmy likes doing lots of damage, Johnny sees a great proliferate/counter doubling output, and Spike sees a card that’s too big a mana investment to be worthwhile. (3/3) Elegance: Clean and simple.
Development - (1.5/3) Viability: A versatile, mana hungry source of repeatable removal/damage definitely belongs at rare. Whilst this card is Orzhov in colors it’s technically monowhite, and direct damage is quite the bend for it. Had this card been a black enchantment with a white CU cost I think that would have fit better. (2.5/3) Balance: At worst this is 1 mana deal 1 damage gain 1 life, but unless you start the game with a dual land you’re not dropping this unless you can get a fair amount of value out of it. The payoff gets stronger over time and can put you ahead without you even developing a board which is definitely powerful, but the mana balance can be a big issue towards that goal and so eventually I think this will peter out in most decks (unless they run Urborg). Overall I think there are ways to break this card, but it’s not busted in of itself.
Creativity - (3/3) Uniqueness: Nothing springs to my mind immediately in terms of similarity to this card. The effect like casting a bigger and bigger Death Grasp every turn and aside from the –X ability on Sorin, Grim Nemesis. (2.5/3) Flavor: Compound interest sounds like a perfectly fitting name for an Orzhov card, but given what we know of the Orzhov their debts seem to be more exponential than incremental so this might be a little slow for them vorthos-wise, but it does the job well.
Polish - (2.5/3) Quality: “Then you gain that much life” has never been templated before. It should either have been “and you gain that much life” (comma removed), or a separate sentence altogether. (2/2) *Main Challenge: Met (2/2) Subchallenges: Both met
Total: 19/25
Design - (2.5/3) Appeal: Timmy loves making lots of creatures, and he loves making them all bigger too. Johnny like the versatility a lot. Spike sees no immediate payoff but appreciates being able to pump out lots of threats. (2/3) Elegance: It seems a little off that the warriors don’t have haste. If you mix and match, you end up creating tokens and pumping them without them doing anything. Also, for a card named “The Bloodhall” you’d expect it to be legendary (and also possibly a land).
Development - (2/3) Viability: This feels very red but not particularly green. Green’s pumping is solidly +n/+n instead of +n/+0 which is more red. If the effects/colors had been swapped around that might fit a little better, but this feels much more like a Boros card to me. In terms of power level it most certainly fits at rare. (3/3) Balance: I think this is fine, token generation at a cheap mana rate is very nice, and pumping out your Warriors is a nice game ender but on the condition that you have enough warriors. It’s powerful, but requires some build around to be used to its full potential.
Creativity - (3/3) Uniqueness: The closest card to this for me is Assemble the Legion which bears similarities by making an incremental number of tokens each upkeep, but without any mana investment or optional pumping. (2/3) Flavor: I can imagine a gathering place for warriors itching for a fight to be called the Bloodhall, it gives me a big Nordic vibe for sure. But “The Bloodhall” is too generic a card name for Magic, something like “NAME, the Bloodhall” if you’re describing a place or “Bloodhall Brawl” also fits a lot better.
Polish - (1.5/3) Quality: “gets” should be pluralized. Reminder text should be italicized. (2/2) *Main Challenge: Met (2/2) Subchallenges: Both Met
Total: 19/25
Design - (3/3) Appeal: Timmy likes ramping for big creatures, johnny wants to abuse this with Landfall. Spike sees a free source of ramp, color fixing and deck thinning all at once. (2.5/3) Elegance: Cumulative upkeep is so complex a mechanic I think I would add reminder text even on mythics.
Development - (2.5/3) Viability: I suppose this card is monogreen because of the upkeep cost, and ramping for any kind of land falls under green’s slice of the pie. The effect is definitely powerful and has its merits as a Mythic too, although this could be a rare as well. (1/3) Balance: I’m not sure I can call this balanced at all. This essentially ramps you every turn beyond the first upkeep trigger, and the fact that you can do that as early as turn 2 is a bit scary I think it’s at the cost of a land drop but you make up for very quickly. In the right decks this card thins out your deck so efficiently it can become very overwhelming. If this were to put the lands in tapped I might think differently, but this can help fix your colors and ramp you until you have enough lands so easily I think it’s too good.
Creativity - (3/3) Uniqueness:Glacial Chasm and Halls of Mist are the only lands with Cumulative upkeep and none of them interact with the mechanic. I would say I’ve never seen a card like this one for sure. (2.5/3) Flavor: The flavor indicates this place as a sort of Eden-esque land from which the rest of the world grew from. I think that fits but I think for a Magic card it would also be named as well, especially for a legendary land.
Polish - (3/3) Quality: No issues here. (2/2) *Main Challenge: Met (2/2) Subchallenges: Met Total: 22.5/25
Design - (2.5/3) Appeal: Timmy likes a 6/6 with flying. Johnny wants to try and solve the puzzle of the Demon killing itself. Spike sees a long-term boardwipe and a finisher but with little immediate impact. (2/3) Elegance: I might be a little confusing to people that it can end up damaging itself and dying beyond the Cumulative Upkeep trigger, but I think it shouldn’t be a huge issue. It may also be a little too wordy for a conventional MtG text box.
Development - (3/3) Viability: The Loner mechanic is primarily black, and the cumulative upkeep effect is both red and black (it reminds me of Pestilence/Pyrohemia). Getting a 6/6 flyer as a reward for wiping the whole table is very strong and definitely fits at rare for its complexity. (3/3) Balance: I think this card is well balanced. It’s fragile on two ends as it can die from Culumative Upkeep or by damaging itself if it’s a creature. The upside is that you get a massive flying beater that you can hide by just having another creature enter the battlefield. There’s a lot of choices you have to make to truly take advantage of this card, and the variety of angles you can take when playing this card make it powerful enough to justify its drawbacks.
Creativity - (3/3) Uniqueness: I’ve never seen a card like this. An enchantment that’s a creature on an empty board kinda reminds me of the Opal/Hidden cards, but this is completely different to those. (3/3) Flavor: The flavor of a Demon slowly wiping away all its enemies behind the scenes and finally making its appearance when all his enemies are gone is fantastic. The name conveys it perfectly too.
Polish - (3/3) Quality: I wasn’t sure if the trigger was a when or a whenever but Balduvian Fallen says whenever. No mistakes. (2/2) *Main Challenge: Met (2/2) Subchallenges: Both met
(2/3) Appeal: Timmy likes doing lots of damage, Johnny sees a great proliferate/counter doubling output, and Spike sees a card that’s too big a mana investment to be worthwhile.
(3/3) Elegance: Clean and simple.
Development -
(1.5/3) Viability: A versatile, mana hungry source of repeatable removal/damage definitely belongs at rare. Whilst this card is Orzhov in colors it’s technically monowhite, and direct damage is quite the bend for it. Had this card been a black enchantment with a white CU cost I think that would have fit better.
(2.5/3) Balance: At worst this is 1 mana deal 1 damage gain 1 life, but unless you start the game with a dual land you’re not dropping this unless you can get a fair amount of value out of it. The payoff gets stronger over time and can put you ahead without you even developing a board which is definitely powerful, but the mana balance can be a big issue towards that goal and so eventually I think this will peter out in most decks (unless they run Urborg). Overall I think there are ways to break this card, but it’s not busted in of itself.
Creativity -
(3/3) Uniqueness: Nothing springs to my mind immediately in terms of similarity to this card. The effect like casting a bigger and bigger Death Grasp every turn and aside from the –X ability on Sorin, Grim Nemesis.
(2.5/3) Flavor: Compound interest sounds like a perfectly fitting name for an Orzhov card, but given what we know of the Orzhov their debts seem to be more exponential than incremental so this might be a little slow for them vorthos-wise, but it does the job well.
Polish -
(2.5/3) Quality: “Then you gain that much life” has never been templated before. It should either have been “and you gain that much life” (comma removed), or a separate sentence altogether.
(2/2) *Main Challenge: Met
(2/2) Subchallenges: Both met
Total: 19/25
(2.5/3) Appeal: Timmy loves making lots of creatures, and he loves making them all bigger too. Johnny like the versatility a lot. Spike sees no immediate payoff but appreciates being able to pump out lots of threats.
(2/3) Elegance: It seems a little off that the warriors don’t have haste. If you mix and match, you end up creating tokens and pumping them without them doing anything. Also, for a card named “The Bloodhall” you’d expect it to be legendary (and also possibly a land).
Development -
(2/3) Viability: This feels very red but not particularly green. Green’s pumping is solidly +n/+n instead of +n/+0 which is more red. If the effects/colors had been swapped around that might fit a little better, but this feels much more like a Boros card to me. In terms of power level it most certainly fits at rare.
(3/3) Balance: I think this is fine, token generation at a cheap mana rate is very nice, and pumping out your Warriors is a nice game ender but on the condition that you have enough warriors. It’s powerful, but requires some build around to be used to its full potential.
Creativity -
(3/3) Uniqueness: The closest card to this for me is Assemble the Legion which bears similarities by making an incremental number of tokens each upkeep, but without any mana investment or optional pumping.
(2/3) Flavor: I can imagine a gathering place for warriors itching for a fight to be called the Bloodhall, it gives me a big Nordic vibe for sure. But “The Bloodhall” is too generic a card name for Magic, something like “NAME, the Bloodhall” if you’re describing a place or “Bloodhall Brawl” also fits a lot better.
Polish -
(1.5/3) Quality: “gets” should be pluralized. Reminder text should be italicized.
(2/2) *Main Challenge: Met
(2/2) Subchallenges: Both Met
Total: 19/25
(3/3) Appeal: Timmy likes ramping for big creatures, johnny wants to abuse this with Landfall. Spike sees a free source of ramp, color fixing and deck thinning all at once.
(2.5/3) Elegance: Cumulative upkeep is so complex a mechanic I think I would add reminder text even on mythics.
Development -
(2.5/3) Viability: I suppose this card is monogreen because of the upkeep cost, and ramping for any kind of land falls under green’s slice of the pie. The effect is definitely powerful and has its merits as a Mythic too, although this could be a rare as well.
(1/3) Balance: I’m not sure I can call this balanced at all. This essentially ramps you every turn beyond the first upkeep trigger, and the fact that you can do that as early as turn 2 is a bit scary I think it’s at the cost of a land drop but you make up for very quickly. In the right decks this card thins out your deck so efficiently it can become very overwhelming. If this were to put the lands in tapped I might think differently, but this can help fix your colors and ramp you until you have enough lands so easily I think it’s too good.
Creativity -
(3/3) Uniqueness: Glacial Chasm and Halls of Mist are the only lands with Cumulative upkeep and none of them interact with the mechanic. I would say I’ve never seen a card like this one for sure.
(2.5/3) Flavor: The flavor indicates this place as a sort of Eden-esque land from which the rest of the world grew from. I think that fits but I think for a Magic card it would also be named as well, especially for a legendary land.
Polish -
(3/3) Quality: No issues here.
(2/2) *Main Challenge: Met
(2/2) Subchallenges: Met
Total: 22.5/25
(2.5/3) Appeal: Timmy likes a 6/6 with flying. Johnny wants to try and solve the puzzle of the Demon killing itself. Spike sees a long-term boardwipe and a finisher but with little immediate impact.
(2/3) Elegance: I might be a little confusing to people that it can end up damaging itself and dying beyond the Cumulative Upkeep trigger, but I think it shouldn’t be a huge issue. It may also be a little too wordy for a conventional MtG text box.
Development -
(3/3) Viability: The Loner mechanic is primarily black, and the cumulative upkeep effect is both red and black (it reminds me of Pestilence/Pyrohemia). Getting a 6/6 flyer as a reward for wiping the whole table is very strong and definitely fits at rare for its complexity.
(3/3) Balance: I think this card is well balanced. It’s fragile on two ends as it can die from Culumative Upkeep or by damaging itself if it’s a creature. The upside is that you get a massive flying beater that you can hide by just having another creature enter the battlefield. There’s a lot of choices you have to make to truly take advantage of this card, and the variety of angles you can take when playing this card make it powerful enough to justify its drawbacks.
Creativity -
(3/3) Uniqueness: I’ve never seen a card like this. An enchantment that’s a creature on an empty board kinda reminds me of the Opal/Hidden cards, but this is completely different to those.
(3/3) Flavor: The flavor of a Demon slowly wiping away all its enemies behind the scenes and finally making its appearance when all his enemies are gone is fantastic. The name conveys it perfectly too.
Polish -
(3/3) Quality: I wasn’t sure if the trigger was a when or a whenever but Balduvian Fallen says whenever. No mistakes.
(2/2) *Main Challenge: Met
(2/2) Subchallenges: Both met
Total: 23.5/25
mirrodin71 19/25
Freyleyes 22.5/25
Flatline 23.5/25