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  • posted a message on MTG Arena Events - What did you guys think?
    Quote from user_938036 »
    Part I: Ravnica at War - Momir - Once I realize I had to make a 3 drop or lose to whatever 4 mana planeswalker my opponent had it was an enjoyable experience. It always sucks in Momir when you are blown out by RNG but its a risk you take playing the format.

    Part II: No Escape - Pauper - It was pauper, I played mono red and it was over fast enough that I didn't get bored of playing.

    Part III: Storm the Citadel - Singleton - I had wanted to play a stupid Practitioners or Rat colony deck but again fell to mono-red just to get it over with.

    Part IV: Commence the Endgame - Counters - I have to say this was the most fun by far. I played a lot of decks trying to find one that really worked. I tried control with Dovin Baan locking down their dreadhorde, I tried superfriends to take advantage of the proliferate, and was WG counters deck for the same reason. I settled on my BG Citadel deck that took advantage of the effect but largely did its own thing.

    Part V: Gideons Sacrifice - Ravnica - I tried my gate deck that I built because of budget. It worked and didn't work. Without gates ablaze it was a very uphill battle that wasn't enjoyable. I ended with a simic ramp deck that felt awful but won fast thanks to Nissa.

    Out of all of Arena's unique formats, these don't rate as the worst. But Omniscience Draft was by far the best. I think I hated the Cascade format the most.


    I'll echo that Omniscience draft is hands-down my favorite variant format on Arena and I will gladly pay full price for it every time it comes up. You couldn't really make it work in paper - it only really works because the bots don't take the variant rules into account when drafting so everyone just has these broken decks throwing haymakers back and forth.
    Posted in: MTG Arena
  • posted a message on MTG Arena Events - What did you guys think?
    Here's my take, for what it's worth:

    Momir: Adding planeswalkers to your deck made for some interesting lines of play (as well as making Demonlord Belzenlok not an instant loss) but ultimately momir is by design 90% luck and 10% skill. As long as you go into it with that in mind you should do okay.

    Pauper: THIS on the other hand I think is a true skill tester because the format is shockingly wide open. (The petitioners ban was very welcome and likely contributed to that) You had UR Drakes with Burning Prophet, Spellgorger Weird and most of the normal Drakes toys; you had WB decks with Ill-Gotten Inheritance and Epicure of Blood with enough incedental lifegain to grind people out; you had mono green stompy with Thundering Ceratok to join Siege Wurm and Wrecking Beast; you had the Rat Colony deck but everyone was ready for it so you had to branch out beyond 20 swamp 40 rat; you had my favored deck in RW tokens that went super wide with Martyr of Dusk and Sworn Companions and getting kills with things like Burn Bright and Cosmotronic Wave. And I'm sure there were more. Love this format every time it comes around.

    Singleton: This, on the other hand, was a slog. In a format designed to reduce consistency, obviously the two best decks in the format are the ones that have nothing but consistency. I ended up on a sultai pile whose first goal was to tutor up Unmoored Ego however I could, and eventually try to win with Command the Dreadhorde. In practice I never found any tutors and it just sucked.

    Counters: After the first day I realized that you just need to play things with trample or evasion so their little tokens can't bog you down. Drakes or mono blue probably would have been great here if you had it made, ignore their blockers and go to the dome.

    Block Constructed: This format is...a thing. All I'm going to say is there's a reason it hasn't been seen at a pro-level event since Journey into Nyx and leave it there. Also if you got the damage triggers off a Cry of the Carnarium that's a bug and probably should be reported to wizards - if the fiends and devils get exiled by cry they never died, so their effects shouldn't trigger.
    Posted in: MTG Arena
  • posted a message on CCL The Last? (June '19) - Top 5
    We haven't been told explicitly to do critiques but everyone's posted and the deadline has passed so Imma do critiques.
    Morph variant isn't within listed color identity. (Mono-Green)
    Walker: This is going to be immediately taking over the game if you untap with him, but 2 toughness makes it just viable enough for stuff to get around indestructible to pick him off. on the flip it's pure gas, +6 power and trample is completely absurd, and his plus will always find you a dude if there's anything to find. Flavor is on point here as well.

    Morph: I really like the idea, given how I took a similar line. That said, because of how turning instants and sorceries face up currently works with the rules the card as it stands today doesn't work:
    Quote from Gatherer Rulings »
    There are no cards in the Fate Reforged set that would turn a face-down instant or sorcery card on the battlefield face up, but some older cards can try to do this. If something tries to turn a face-down instant or sorcery card on the battlefield face up, reveal that card to show all players it’s an instant or sorcery card. The permanent remains on the battlefield face down. Abilities that trigger when a permanent turns face up won’t trigger, because even though you revealed the card, it never turned face up.


    However if we assume that your mechanic was printed we also should assume the CR would have a corresponding update to allow it to work. As far as the card itself it's nice, but maybe a bit too nice - for your opponents anyway.

    Both cards are within listed color identity (colorless)
    Walker: This takes a bit of setup to really go live, but once it does you can really get some dumb things going. I do wonder if it's too prohibitive to get going though, seeing as you can't use artifact tokens to get the job done. Sure you'll get the artifacts back eventually...but is that too late to matter? He isn't flipping until turn 9 at the earliest, and 4 more turns to ult.

    Morph: In interesting twist on bestow, where you can pump your team and not get 10-for-1'd by an untimely edict. It also makes it less favorable to kill the creature with the morphs on it, since they'll all flip. I think this is sneaky powerful and will be slept on until someone breaks it.

    Both cards within listed color identity (Mono-White)
    Walker: Naming is a bit too on point for my personal taste. Also most introductions to walkers use their full given name in their initial card, and I'm a bit sad to not see his family name (MTG Wiki says it's "Verada") on the flip side. As far as the card itself...you're going to have a really rough time flipping him safely, and even when you do he's...just okay, not really amazing. Would not exactly be thrilled to see this as a mythic in my pack.

    Morph: "Geomorph" to me implies this mechanic cares about lands, not creatures. Even with a full field this is costing 5 to morph and flip, very often it'll be cheaper to just rawdog it unless you're really mana-pinched. The effect is cool and makes flavorful sense, but the card's just clunky all around.

    Both cards within listed color identity (Simic). Submitted after the listed deadline, but there's been precedent for allowing entries a little late and you're doubtlessly busy juggling two sites' CCC loads. It'd be wrong of me to hold that against you.

    Walker: Unlike Teyo we don't have any hint of family name for Tamiyo, so as much as I want to see a walker card with her full name we won't get it. Power-wise she's solid on curve, but there's no way to help herself flip built into the card, and 8 cards might be a lot to get to without help. Flip-side, making Ophidians has a lot of upside, and the ult is just back-breaking without being too hard to hit from starting loyalty. This is powerful, but not TOO powerful.

    Morph: Going back to the suspend well, I see. That you can suspend it face-down turn 1 gives you a surprise factor that can really put some big things into play under the radar, and there's an obvious benefit to doing it this way. The card is fine, I really like the flavor and mechanics interaction, but it still feels...kinda clunky. Templating is also off for suspend's reminder text.


    1st - Subjet16
    2nd - void_nothing
    3rd - IcariiFA

    Eventide not only made a card outside the challenge criteria, but the morph card under today's rules doesn't work (and that's why I specifically worded my variant as a a replacement effect so the game never tries flipping the spell face-up and encountering that weirdness). Nice cards but an easy decision to put in the basement.
    Posted in: Custom Card Contests and Games
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    I'm going to appeal that Hemlock NOT be disqualified in his entry as The_Hittite considered. In his clarifications, Eventide posted a list of example mechanics that was inclusive, but not expressly exhaustive. And while in post #10933 he said not to make a new mechanic, I don't believe his entry counts and more than the Shoals have a mechanic. If just appending the trap subtype to a card and giving it an alt cost is good enough then this should be too.

    Ultimately I'm just a player and not a judge so I don't have any weight in this, but it's my take and I figured I'd weigh in.
    Posted in: Custom Card Contests and Games
  • posted a message on CCL The Last? (June '19) - Top 5
    You know I really wish I knew that my round 1 card was locking in my available colors for the month, I would have picked something more open.


    Lord of the Manor 1BB
    Legendary Creature - Human Advisor (M)
    Whenever a creature you control deals combat damage to an opponent, that player exiles a card from their hand. If four or more nonland cards are exiled this way, exile Lord of the Manor, then return him to the battlefield transformed under his owner's control.
    /////
    Davriel Cane, Kessig Diabolist
    Legendary Planeswalker - Davriel (M)
    +1: Discard a card. If it's not a land, exile it instead.
    -X: Choose target exiled card with converted mana cost X. You may cast that card this turn, and you may spend mana as though it were mana of any type to cast that spell.
    -7: Destroy all creatures. For each creature destroyed this way, create a 6/6 black Demon creature token with flying.
    3

    Source for naming conventions: https://mtg.gamepedia.com/Davriel_Cane


    Endanger BB
    Sorcery (U)
    Soulcast (You may cast this card face down as a 2/2 creature for 3. Turn it face up any time by paying life equal to its converted mana cost. If it's an instant or sorcery, reveal it and cast it without paying its mana cost instead of turning it face up.)
    Target player discards two cards unless they discard a creature card.
    Posted in: Custom Card Contests and Games
  • posted a message on MTGS MCC Finale June 2019 Round 2 - Two Roads Diverged...
    Editting as permitted by ES

    Jwar Isle Wyvern {}
    Creature - Drake (R)
    Flying
    Surge 2UR (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)
    When Jwar Isle Wyvern enters the battlefield, if its surge cost was paid, return target instant or sorcery card from your graveyard to your hand.
    3/4
    Posted in: Custom Card Contests and Games
  • posted a message on CCL The Last (June '19) - Round 1
    Eventide Sojourner - This is a super powerful creature, both in play and counting down with suspend. I don't know if Rare is right given the advantage you can get. I'm already seeing dumb oathbreaker things with her, a UG walker, and Clockspinning.

    Cardz5000 - Took me a sec to realize the suspend cost won't be affected by commander tax, you have a bonus for suspending it early but eventually the 3 turns is going to be cheaper than rawdogging it. Very cool design for a spellslinger-type build.

    Artorias - Real cool idea. A better Isamaru but you have to wait to get him back, eventually he'll be outclassed. Still neat idea with the null mana cost, though I'm not sure it's powerful enough to rate it when you compare to the TSP cycle.

    netn10 - So blinking this guy won't kill you (unlike Phage) which is cool, but I really think this should be your opponent's Choice of Damnations instead of both - it forces you to think of a compromise you can live with while also putting it down in some reasonable amount of time. Also, no evasion at all?

    Subject16 - So Emmy's going to be chilling in exile basically the entire game, which is interesting. And then adding an anti-Counterbalance makes it really interesting. But suspend 13 is just WAY too long.

    TotallyHaywire - So it's a Timetwister on a beatstick. however this just SCREAMS "break me" by popping the last counter on your opponent's turn (especially in response to a spell you don't like). The cost is a bit prohibitive but there's other, much simpler ways to empty it out. If it was like Day's Undoing where it only ends the turn if it's your turn, I'd be less sketchy on it.

    kwanyeegor - with deathtouch his ETB is "destroy a creature for each creature you control plus each land you control" with any excess going upstairs AND you gain that much life. Really cool idea of keeping him still in exile a bit longer to maximize value, but your opponents are going to get smart pretty quick once they see it go off. Still a cool idea.



    1st: Cardz5000 - everything else was just super OP in my opinion. Your card is still strong, but it's not TOO strong.
    2nd: TotallyHaywire - while yes it is exploitable, you have to really work for it, to where if I let you do that on me I probably deserved it.
    3rd: Artorias - I think underpowering a card compared to nearest estimate is better than overpowering. It's still powerful in its own right, just...maybe not on THAT scale. Still fine.
    Posted in: Custom Card Contests and Games
  • posted a message on May MCC, Round 4/Finals - Ravages of Age
    Appeal: 2.5/3 - Timmy sees how big the numbers can get and figures he might try it. Johnny want to try to break it, Spike is just salivating at winning all the damage races ever.
    Elegance: 3/3 - You look at this and you don't need anything else explained. It's simple but incredibly profound.

    Viability: 3/3 - Having it black/white instead of red/white is a bend, but black gets just enough "deals damage" compared to "lose life" effects that you can justify it, so no deduction. Rare is absolutely right, it compares rather similarly to Bitterblossom in terms of "I'm winning the game unless you deal with this" enchantments.
    Balance: 1.5/3 - That you pay white mana to start and black for the upkeep does open up the possibility of exploiting the intended tradeoff with ritual spells, to where you could really make this oppressive, to say nothing of how something like Urborg, Tomb of Yawgmoth trivializes this. Also that both effects trigger at the beginning of your upkeep is bothersome - it allows you to stack the triggers and get a final activation from it without paying the associated CU cost.

    Uniqueness: 3/3 - I can't find anything that comes close to what you're up to here, and it just seems...logical. Amazing work.
    Flavor: 3/3 - I might be biased since I'm an accountant, but there's a subtle something about this that makes me smile. Perfectly Orzhov.

    Quality: 3/3 - "Interests" should probably be singular for "loan", but for one *maybe* incorrect letter I can't justify an entire half-point deduction.
    Main Challenge: 2/2 - Main Challenge is met.
    Sub-Challenges: 2/2 - Both Subchallenges met.

    Total: 23/25

    Appeal: 2.5/3 - What's this, you say? Lots of tokens that can be really huge? Everyone likes this. Spike's going to grumble about mana efficiency but we'll let him.
    Elegance: 3/3 - Make dudes, pump dudes. Very clean, very concise, very elegant.

    Viability: 2/3 - This is definitely a red and kinda green card, rare is right for a consistent token generator that can be spitting out big dudes. But since they don't have haste, the green half of the CU payment is useless without setup on the red side first. I can see why, but it's still awkward to deal with.
    Balance: 2.5/3 - I mean...this is a tribal card that'll obliterate in tribal decks, and is a strong card just on its own, to where it just...slots into anything that can use a mana sink. It doesn't need an engine, it is its own engine - and a very powerful one.

    Uniqueness: 2/3 - There's not much unique with a red/green token-making enchantment, even with the CU attachment it draws fairly clear parallels to Jötun Owl Keeper.
    Flavor: 1/3 - With a name like THE bloodhall, not making this legendary is a criminal mistake. And to that end, Bloodhall is more indicative of Red/Black than Red/Green - see Stensia Bloodhall and Bloodhall Priest. If this was Cumulative Upkeep R or B and made 1/1 vampires it would be a homerun, but as is...really really falls flat.

    Quality: 3/3 - Absolutely zero problems here.
    Main Challenge: 2/2 - Main Challenge was met.
    Sub-Challenges: 2/2 - First subchallenge met. Second subchallenge...technically as written it passes but including the same mana color in the CU cost goes against what I feel is the spirit of the subchallenge. That said, segregating the colors mattering how you did makes me think you couldn't have kept it mono-red so I'll give you benefit of the doubt.

    Total: 20/25

    Appeal: 3/3 - Timmy wants this card. Johnny wants this card. Neither of them will get one because Spike also wants this card and already pre-ordered a hundred of them.
    Elegance: 3/3 - It's a land that makes lands. Garden is...not the word I'd use for that, but I can't think of a better one without digging into a thesaurus so no deduction.

    Viability: 2.5/3 - I entirely understand why this is mythic, but compared to Maze's End or Mirrorpool (the only other lands printed at mythic in non-promo sets) in terms of attention-getting it doesn't make the cut. Insofar as color pie...yeah that works.
    Balance: 2/3 - Thawing Glaciers, eat your heart out. You can't play it turn 1 to any effect which is very good, but you're going to be hitting land drops every turn (and a couple extra lands to boot) for about as long as you want. You know those 13-land decks in MTG Arena that work super well in spite of how they really shouldn't? Something like this could make them a reality in paper.

    Uniqueness: 1/3 - It's Hibernation's End but for basic lands instead of creatures. That's...really it.
    Flavor: 3/3 - A name and flavor like that demand it be legendary. check. Needs flavor text. Check. Flavor text that's painfully, PAINFULLY on point...check. Too on point for my blood, but I can see WotC doing it so you're clean.

    Quality: 3/3 - Had to double check wording between your and mirrodin's card, but you're both correct on templating for your respective effects.
    Main Challenge: 2/2 - Main Challenge was met.
    Sub-Challenges: 2/2 - Both Sub-Challenges met.

    Total: 21.5/25

    Appeal: 2.5/3 - Timmy loves 6/6 demons, Johnny loves 6/6 beaters on an empty board, Spike whines about mana efficiency again but he's not turning down the possibility of this going off.
    Elegance: 2.5/3 - There's a number of moving parts here. Once you see them all working it all comes together, but you have to see it first.

    Viability: 2.5/3 - Pestilence says there's no need for red to be here. Rare is fair, mythic would be viable but you can make a case for it not moving up.
    Balance: 2/3 - This is mardu's wet dream. I'll sweep the board, then attack with a 6/6 flier, my hand is full of removal to kill whatever you try playing to shut it off. In any reasonable design space this is going to be a force to be reckoned with, and the mana needed to get a kill from 20 life is entirely manageable. It's not going to BREAK a format but it's for sure going to make a regular appearance at the top tables.

    Uniqueness: 2.5/3 - Following the time-honored tradition of 6/6 creatures for 4 with a drawback. But this drawback is attention-getting, and it comes with its own way to get around it, so props for that.
    Flavor: 3/3 - If you've ever played Trivia Murder Party, you probably get a sense of what this is supposed to convey, and does so very well. I like it.

    Quality: 3/3 - Templating looks fine, nothing amiss here.
    Main Challenge: 2/2 - Main Challenge was met
    Sub-Challenges: 1.5/2 - Technically both sub-challenges met, but unlike mirrodin's submission there's no good reason to have the CU cost be red outside of that being worth bonus points.

    Total: 21.5/25


    Bravelion83: 23/25
    Freyleyes: 21.5/25
    Flatline: 21.5/25
    Mirrodin71: 20/25
    Posted in: Custom Card Contests and Games
  • posted a message on CCL The Last (June '19) - Round 2
    Arcanist's Wrath1BB
    Sorcery (R)
    Destroy target creature that's not a Cleric, Druid, Shaman, or Wizard.
    Lieutenant - If you control your commander, instead destroy each creature that isn't a Cleric, Druid, Shaman, or Wizard.
    Flashback 3BBB
    Posted in: Custom Card Contests and Games
  • posted a message on Petition to put a "Dont face Mono Red decks" option in Free Play
    I don't know how else to tell you this, but there is an inherent competitiveness in a competitive game. And as the other poster pointed out, Mono-red is one of the easiest decks to build for a new account, requiring very minimal wildcard investment and grinding for a deck that can just climb the ladder for you. The hard truth is the deck represents a floor on the format, that anything that you hope to make work has to at least be able to match up decently against.

    And that's not even getting into how you would try to implement it. What code is supposed to filter out mono-red decks and only mono-red decks automatically?
    Posted in: MTG Arena
  • posted a message on MTGS MCC Finale June 2019 Round 1 - Best of Both Worlds
    Good Night 1WB
    Instant (R)
    Prevent all combat damage that would be dealt to you this turn. If damage is prevented this way, you gain half that much life, rounded up, and attacking player loses half that much life, rounded down.
    //////
    Good Luck XUR
    Instant (R)
    Flip X coins. for each coin that comes up heads, draw a card.
    Fuse (You may cast one or both halves of this spell from your hand.)
    Posted in: Custom Card Contests and Games
  • posted a message on CCL The Last (June '19) - Round 1
    Alright, one last go-round.

    Seria the Blood Keeper 1BB
    Legendary Creature - Human Cleric (R)
    Suspend 3 - 2BB
    Lifelink
    When you cast Seria the Blood Keeper, if it was cast from exile, search your library for a card, put that card in your hand, then shuffle your library.
    The blood of mages contains their life's work. A single drop contains an Opus.
    2/3
    Posted in: Custom Card Contests and Games
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Quote from Cardz5000 »
    Ineffable has been used twice in magic card names, and neither (to my knowledge) has anything to do with Yawgmoth. I personally don't feel the use of the word should incur any kind of flavor penalty, but I absolutely don't feel that a 2.5 point penalty is appropriate.

    The indestructible clause was added because I am genuinely unsure if state based actions 'see' phased out permanents. If they are affected, it would need to have its damage removed (regenerate) or be made indestructible even with the replacement effect of phasing out. Additionally, even if they are't affected by SBAs, I didn't want the un-intuitive situation to arise that the angel dies due to damage, phases itself out with the damage still marked on it, and then had Time and Tide cast in the same turn, causing the angel to phase back in and then immediately phase back out again because it still has lethal damage marked on it.


    If you're using un-sets as justification for flavor then there are much bigger problems in play. Yawgmoth is "The Ineffable" and that Ugin got a card with that name makes me curious as to what wizards is planning with him. The word doesn't make sense for the card IN ADDITION to the flavor clash with established lore, that's why the deduction is so high.

    I am willing to make a half-point concession if mods feel my justification isn't germane, but as Eventide has issued a DQ, it would be a token offering at best. With or without that change my score stands and I will not be joining Eventide in issuing a DQ to Cardz.

    With regard to my other matchup, I have had to DQ RaikouRider for making a card that is practically close enough to a previously printed card that I consider the two to be effectively functional reprints, on the same scale as Fork and Reverberate.
    Posted in: Custom Card Contests and Games
  • posted a message on May MCC, Round 3 - Lament for Teferi's Isle
    Appeal: 2.5/3 - Timmy is fine with an anthem that those stupid control players can't blow up, Johnny wants to break this and will stop at nothing to try. Spike will take it, but he's a bit miffed at the effort it'll take to make it OP.
    Elegance: 3/3 - you see the typeline, you read the effect, and it just...makes sense. It's simple but wonderfully effective.

    Viability: 2.5/3 - Given the associated sub-challenge I'm not deducting points from anyone for not having the card be blue. Rare is right for the statline and that it turns into an anthem afterwards. However, making it indestructible is redundant since phasing out is worded as a replacement effect. It'll phase out instead of dying.
    Balance: 2/3 - Anything that involves phasing I envision players using an official Cup O' Phasing to work around it. (When anything phases out, put it under the Cup O' Phasing. It's still THERE, you just can't see it.) and this effect has SIGNIFICANT memory issues, both with the boost while phased out (Cuo's covering it so you can't see that it should be boosting) and never phasing back in (when everything else phased out will). If printed this would get a TON of judge calls because of this. It's not unbalanced, more like it has balance-adjacent issues.

    Uniqueness: 3/3 - Nothing has interacted with cards that are phased out, and it's design space that if phasing were still a thing might be explored a bit more.
    Flavor: 0.5/3 - Obviously killing the angel doesn't mean it's gone, but..."ineffable" has a very specific connotation in MTG lore. You also could have used some flavor text, but that flavor fail is really hard to look past.

    Quality: 3/3 - Card is clean.
    Main Challenge: 1.5/2 - Main challenge is met, but you rather blatantly twisted yourself to get there. The card is clearly designed to work out of Exile, possibly with some kind of counter to clear up the memory issues.
    Sub-Challenges: 2/2 - Both subchallenges met.

    Total: 20/25

    Appeal: 2/3 - Timmy looks with a blank stare as Johnny and Spike salivate about how they can abuse this card to its fullest.
    Elegance: 3/3 - It's hard to get more elegant than a giant white sweeper. You read it, that's it.

    Viability: 1.5/3 - White gets giant sweepers sure, but killing everything including lands is red's domain (See Jokulhaups, Obliterate, et al) even if it's only temporary this should have been mono-red or RW. This also NEEDS to be mythic for limited balance which I'll get to in a second - sure there's a little precedent for rare in Bearer of the Heavens but there's no way it'd be printed lower than mythic.
    Balance: 1/3 - oh sure, let me cast this on your upkeep, all your lands phase out and you can't do anything. My turn, I get a complete shields-down turn while you have no lands and no blockers. Even at 6 mana you're winning the game the second this resolves, full stop. It's a combination of Time Walk, Silence and Mana Short all in one. Broken with a capital B.

    Uniqueness: 2.5/3 - It's a big white sweeper in a long list of big white sweepers. It does something new but it's still cut from the same cloth. One of the downsides of simplicity is that it's been done a lot.
    Flavor: 3/3 - It's also a very on-the-nose sweeper, one that gets its point across perfectly. You don't need much flavor but you get enough. No complaints here.

    Quality: 3/3 - The reminder text is shaky, but given a lack of precedent against and the clarity it provides, I can't justify a deduction here.
    Main Challenge: 2/2 - Main Challenge is met.
    Sub-Challenges: 1.5/2 - Both subchallenges are de facto met, but I have a hard time thinking that you'd defend it being a rare if it wasn't worth a bonus point.

    Total Score: 19.5/25


    This is Ghostway with the exact same mana cost and a similar enough application that it's effectively a functional reprint. As such I cannot fairly judge this card and must issue a Disqualification.


    Appeal: 2/3 - Timmy doesn't like that they're only 1/1s but he'll get enough of them to be content. Johnny is all in on trying to break this, Spike is going to take it but he won't be as enthused.
    Elegance: 2/3 - In an inexorable tide of elementals, and trying to kill them off only means more are coming. It takes a bit of seeing this card in action to really get it, but once you do...you get it.

    Viability: 3/3 - Spitting out 1/1 elementals is definitely within red's domain, and that you keep getting them without any additional mana investment means I can see rare being correct. It's like a slower but less suicidal Bitterblossom
    Balance: 2.5/3 - This gets REALLY dumb when you pair it with anything with evoke, moreso with blink effects, and even moreso in multiples. If it only procc'd off its own tokens dying it would be a lot fairer, but this probably isn't going to break any 60-card formats in half.

    Uniqueness: 2.5/3 - It's hardly the first cheap red token engine, and the Bitterblossom influence is clearly there. But it's also a refreshing take on spitting out dudes, there has to be a bit of effort into it.
    Flavor: 1/3 - "Fall" of the Pyromancers makes it seem like they're being defeated, if anything this is showing them kicking butt and taking names like they're on the rise. A little flavor text would also be nice, there appears to be room.

    Quality: 1/3 - lots of spelling and grammar issues. Missing commas, the second ability should be "when" and not "if".
    Main Challenge: 2/2 - Main Challenge is met.
    Sub-Challenges: 2/2 - Both Subchallenges met without reservation.

    Total Score: 18/25


    Cardz5000 20/25
    Freyleyes 19.5/25

    mirrodin71 18/25
    Raikourider DQ/25
    Posted in: Custom Card Contests and Games
  • posted a message on Why does everyone else play RDW so much
    Quote from SardoNespa »
    Looking at MTG Arena Pro, its like 1/3 of the matches seem to include RDW decks. Each week, it is by far the #1 deck used.

    Now, I know, for me, why I use RDW decks all the time - becuase that's really all i got. RDW was the first playable deck I got and everything else is still many many Rares out of reach. WW, which tends to trend in the 2-3 slots, I am getting close to being able to build a deck, but I find even when I am 70-80% there, the rigged-together version seems to pale in comparison. The cards I am missing are the critical ones. Plus, there is a lot of dual lands I really need.


    This is true for probably the vast majority of the F2P crowd - they make RDW because it's fairly wildcard cheap and is a good deck for ladder climbing. As we're seeing more and more from paper results, it's not as great in Bo3 settings but in Bo1 you can just go full aggro and you get there more often than not.

    The effort to make a second and third deck is exponentially higher than what it takes to make the first one (speaking as someone who started when open beta came out, hard to believe it's been 8 months) and with the rewards for getting to plat and mythic so powerful it makes sense that people will take the most efficient route to get there.

    If you want to prey on the RDW decks, the BW preconstructed deck has a good core. Add some more lifegain and you'll just outlast them.
    Posted in: MTG Arena
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