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  • posted a message on Anagram A Card
    Soak Spock's Green Panda XU
    Sorcery (U)
    Put target creature with power X or less on top of its owner's library. If that creature is green, you may put it on the bottom of its owner's library instead.

    next: Gone Down the Drain
    Posted in: Custom Card Contests and Games
  • posted a message on September MCC Round 1 - Homecoming
    well, i'll claim Golgari since nobody else is doing it

    Entomancer 2B
    Creature - Human Wizard (C)
    When Entomancer enters the battlefield, spawn 2. (Exile up to two target creature cards from among graveyards. Create a 1/1 black and green Insect creature token for each card exiled this way.)
    2/1
    Posted in: Monthly Contests Archive
  • posted a message on September 2, 2018
    netn10, void_nothing

    Devious Doppelganger 2UU
    Creature - Shapeshifter (R)
    When Devious Doppelganger enters the battlefield, another target creature becomes a copy of it and vice versa until Devious Doppelganger leaves the battlefield.
    2/2
    Posted in: Monthly Contests Archive
  • posted a message on Bragging rights - what cards did WotC steal from you?
    Wolfbriar Elemental

    Quote from Rudyard »
    Ambush Tigers 2GG
    Creature - Cat Beast
    Flash
    Partykicker 2 (Each player may pay an additional 2 any number of times as you cast Ambush Tigers.)
    When Ambush Tigers enters the field, each player puts a token copy of it onto the field for every time they kicked it.
    3/3


    ^created for a multiplayer matters set, it's like multikicker n kinda like assist...
    Posted in: Custom Card Creation
  • posted a message on April MCC Round 2 - Obey the Machine
    Twilight Elixir 2
    Artifact (C)
    W, T: Gain 1 life.
    T, Pay 1 life: Add B.
    Drink the light, bleed the night.
    Posted in: Monthly Contests Archive
  • posted a message on April MCC Round 1 - Hybridize
    Dimir Familiar 1(U/B)
    Creature - Thrull (R)
    When you sacrifice Dimir Familiar to activate an activated ability, copy that ability. You may choose new targets for the copy.
    2/1
    Posted in: Monthly Contests Archive
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    congratulations to KoolKoal for winning March!
    Posted in: Custom Card Contests and Games
  • posted a message on March MCC 2018 Final Round - The End of the Story
    Flatline: 18.5 + 22 + 23 = 63.5
    doomfish: 21 + 18 + 22.5 = 61.5
    KoolKoal: 21 + 22 + 21.5 = 64.5

    congrats to KoolKoal for winning the March MCC!
    Posted in: Monthly Contests Archive
  • posted a message on March MCC 2018 Final Round - The End of the Story

    Quote from KoolKoal »
    Rhoxling G
    Creature - Rhino (C)
    Defender
    A infant of the Rhox is large enough to threaten an full-grown human, but only if the human is stupid enough to provoke the child.
    2/2


    Profit Slave WU
    Enchantment - Aura (R)
    Enchant Creature
    Enchanted creature cannot attack or block.
    5: Gain control of enchanted creature. Enchanted creature gains haste and can attack and block as if not enchanted by Profit Enslavement until end of turn. Any player may activate this ability.
    Chained Rhox 2RG
    Creature - Rhino Mercenary (U)
    Trample
    Chained Rhox can't attack or block alone.
    Whenever Chained Rhox attacks, another target attacking creature can't be blocked this turn unless Chained Rhox is also blocked.
    The bandits named him Meat Shield.
    4/3

    Wurrick, Vengeance Released 3RGW
    Legendary Creature - Rhino Warrior (R)
    First strike, trample, haste
    Whenever Wurrick, Vengeance Released attacks, choose target creature. As long as that creature can block Wurrick, creatures defending player controls can't block unless the targeted creature blocks Wurrick this combat.
    "Take my name to your graves!"
    5/5
    As the young Rhox matured, he grew stronger. Heavy muscle developed beneath heavier scars. He learned patience as he awaited his opportunity. Finally, it came. He turned on his chain-bearers during a raid and slew them with ease. Then he turned on the rest of his former masters, briefly thought on the oath he had taken in silence, and charged.

    He would kill all slavers he could find or die trying.
    Talandran Slave Revolt 2RRW
    Enchantment - Saga (M)
    When Talandran Slave Revolt leaves the battlefield, at the beginning of the next end step, each player gains control of each creature they own.
    I & II - Untap and gain control of target creature. It gains haste until end of turn.
    III - You choose which creatures block this turn and how those creatures block.
    Wurrick never would have considered himself a leader. Yet he found himself at the center of something huge.
    He should have been dead. He should have died a hundred times in the last battle alone.
    But he was not alone any more. He was surrounded by companions. Former slaves had formed a war band, and the war band had formed into a true army. They may not have had training, but they had fury. Wurrick had seen them tear slavers apart with nothing but fingernails.
    Wurrick knew that anger; he had it too. So he knew he had to control it, for all of them. He would become a leader for their sakes. He would control their anger, direct it against the proper enemies, and tear the realm that sold them to its knees.


    Design -

    (3/3) Appeal:

    i think it’s quite playable. spike likes. seems like an aggro finisher card. it’s epic n splashy so timmy likes. johnny will always find something to do with something like this. i could see some combos for sure. control is into this, it’s very controlly all over.

    (3/3) Elegance:

    i feel like you could have left off the haste granting and/or untapping, since you’ll control each of the Threatened creatures from the beginning of at least one turn after the initial overtaking. *shrug* that’s just me, any opportunity to simplify.

    the effect of last chapter is maybe not the most interesting or natural to pair with the first two chapters, since you’ll already control two of the creatures you would’ve manipulated if they’d still been under your opponent’s control.

    Development -

    (3/3) Viability:

    i appreciate the lil touch of having it require more red than white, considering that its effects are more red than white overall. nice.

    eventho the control gain is temporary, the way it lingers kinda feels maybe not completely red. but whatever.

    (3/3) Balance:

    the first two chapters seem to provide two Acts of Treason, but they actually provide five, since the first one lasts three turns and the second one lasts two. so for five mana, over the course of five turns you get 5xAct of Treason plus 1xMaster Warcraft. not bad. i think it’s fine, i like the cost where it’s at.

    Creativity -

    (2/3) Uniqueness:

    it’s nothing new under the sun.

    (2/3) Flavor:

    the card is called Talandran Slave Revolt, but the revolt part seems to really apply to the last chapter. the first two chapters seem to deal with the slave trade, and presumably Wurrick’s capture.

    the concept is pretty cool. odd that the controller of the slaves is also the one who controls the revolt (chapter III: Master Warcraft)...

    Polish -

    (3/3) Quality:

    i appreciate that you added “at the beginning of the next end step” to the “homeward path” clause, especially because of how the combat phase matters to the card.

    (1/2) Main Challenge: as you noted, your saga does not quite match the requirements of the challenge.

    (2/2) Subchallenges.

    Total: 22/25



    Quote from Flatline »
    Wayward Youth 1BR
    Creature — Human Rogue (U)
    Menace, haste
    Whenever Wayward Youth deals combat damage to a player, that player discards a card.
    Forced to fend for himself from an early age, Brandari turned to a life of crime.
    2/2

    Devastating Loss 3BB
    Instant (C)
    Destroy up to two target creatures with converted mana cost two or less.
    The loss of one parent is difficult enough, losing both is more than most can bear.
    Juvenile Delinquent 2B
    Creature — Human Rogue (U)
    Menace
    Whenever an opponent discards a card, put a +1/+1 counter on Juvenile Delinquent.
    At first Brandari stole out of necessity, but eventually he came to enjoy it.
    2/2
    When Brandari lost his parents to the violent crime that plagued the streets of Vental, he could have never imagined that he would one day grow up to work for the head of one of city's largest crime syndicates. Of course, that's where fending for oneself from an early age on those very streets is bound to lead a person.

    Rovahn's Enforcer BR
    Creature — Human Rogue (R)
    Menace, haste
    When Rovahn's Enforcer enters the battlefield, choose an opponent. Sacrifice Rovahn's Enforcer unless you pay 1 for each card in that player's hand.
    When you sacrifice Rovahn's Enforcer, each opponent discards a card.
    4/4
    The last time we saw Brandari, he was working as a heavy in one of Vental's five major crime syndicates. Since then, Brandari has risen and fallen through the ranks of the various crime syndicates in the city. A near lifetime on the streets has instilled in Brandari a great deal of cunning and fortitude, but he also bears the burden of a lifetime of tragedy. Brandari continues to eek out a tragic existence knowing that he must capitalize on each brief moment he spends ahead in the rat race.

    Life of Crime 2BR
    Enchantment — Saga (M)
    (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
    I - Each opponent discards his or her hand.
    II - Discard your hand.
    III - Each player draws seven cards.



    Design -

    (3/3) Appeal:

    it has combo potential. could be sacrificed / destroyed before the second chapter for example.

    don’t know if see an aggro deck playing this, even tho it restocks the hand, since it’s so slow to reach there. tho, since aggro decks empty their hands quickly it actually could make sense.

    a control deck probably doesn’t want to be discarding their hand most of the time. somehow this card seemed most like a control card to me on first glance, but now i feel like that’s the archetype of the big 3 that least wants this card.

    the card makes me ask myself interesting questions about its uses.

    the pacing is interesting. since you don’t have to discard your hand until the turn after you play it, but your opponents discard right away, i could see this having an interesting impact on how you play around that. i like the rhythm of this card.

    (3/3) Elegance:

    you know i’m a sucker for clean n simple stuff, and this is that certainly. there’s subtlety to this slow wheel of fortune.

    Development -

    (3/3) Viability:

    given the combo potential i mentioned above, i appreciate that this is in the two colors least capable of removing an enchantment.

    i like how it feels like the blackness flows into the redness from the first chapter into the last.

    (3/3) Balance:

    i think it’s well balanced. four mana n multicolored seems like the sweet spot for this.

    Creativity -

    (2/3) Uniqueness:

    it’s a wheel of fortune stretched out over multiple turns.

    (2/3) Flavor:

    the flow of the saga certainly feels like it’s telling a story of a tough life of crime, from theft to loss to godfatherdom.

    making an opponent discard their entire hand seems like a pretty hefty heist for a petty street youth to pull off.

    from the story details you wrote i dunno about the adult chapter making total sense, sounds like the character is having at least as much if not more success than failure at that time in his life.

    the part in his story about how he “bears the burden of a lifetime of tragedy” is a lil vague n feels somewhat like you want the judges to use our imaginations to fill in the tenuous flavor connection on the middle chapter. other contestants have also been vague in parts of their stories, n if i were in their place i could see why being more specific n detailed could feel risky, as that could increase the possibility of the judges’ perceiving or imagining some inconsistency.

    since the final chapter rewards the opponent as well as yourself i must wonder about the flavor there as well.

    eventho the flavor could be tighter, i support your choice to sacrifice some flavor in favor of the design which is lovely. and the big splashy effects justify the mythic rarity. ya gotta do what ya gotta do.

    Polish -

    (2/3) Quality:

    a bit of a generic name for a mythic n a bit generalized for a saga. yes, it applies to this particular character’s life, but it could also apply to any number of other characters. i’m not saying it doesn’t make sense or shouldn’t strictly be done this way. i could easily see a bard singing a tale simply titled “a life of crime.” still not super evocative tho.

    (2/2) Main Challenge.

    (2/2) Subchallenges.

    Total: 22/25


    Quote from doomfish »
    Round 1:

    Scrap Driller RG
    Creature - Human (R)
    T: Put the top card of your library onto the battlefield. It’s a land instead of it’s other types and has “T: Add C or one mana of any of this card’s colors to your mana pool.” Sacrifice it at the end of turn.
    1/1

    Ancient Automaton 4
    Artifact Creature - Construct (C)
    Defender
    When Ancient Automaton dies, return it to the battlefield transformed under your control attached to up to one target creature you control.
    The find of a lifetime...
    3/3
    /////
    Steered Combat Armor
    Artifact - Equipment
    Equipped creature gets +3/+3.
    Equip 5
    ...and a lifetime of purpose.

    Round 2:

    Rookie Steerer RW
    Creature - Human Pilot (U)
    When Rookie Steerer enters the battlefield, you may search your library for a Vehicle card, reveal it, then shuffle your library and put that card on top of it.
    As long as Rookie Steerer isn't attacking, it gets +3/+0.
    "Drilling for scrabs isn't anyone's destiny. Mine is fighting for freedom! Well, as long as my machine is with me, at any rate."
    2/2

    Round 3:

    Szymon, Restless Veteran 1WB
    Legendary Creature - Human Warrior (R)
    At the beginning of each upkeep, untap Szymon, Restless Veteran and up to one target Vehicle you control.
    At the beginning of each end step, if Szymon, Restless Veteran is untapped, it deals 4 damage to you.
    4/4

    Szymon, born into unfortunate circumstances, spent his early life drilling through heaps of scrap, completely yielding to what seemed to be his destiny. It was a passion of his, plunging deep into heaps of old metal, finding precious bits occasionally.
    All changed when he made the discovery of his lifetime. Shaking off the role he was born into, he climbed into a steerable combat armor and took on the oppressive goverment, joining the rebellion, joining the fight for good.
    The rebellion was a success, but Szymon had become a hardened veteran. With fighting being his new passion, there was little room in the newly established system for the powerful machine and it's pilot.
    Always ready for the next fight and actively looking for trouble, Szymon started to do more bad than good.
    The legendary warrior of the rebellion had almost lost sight of his passion and purpose, but that's when the interplanar threat arrived...

    Szymon's Passion 2RR
    Enchantment - Saga (M)
    (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
    Kickstart 8 (You may cast this spell for its kickstart cost. If you do, it enters the battlefield transformed.)
    A deck with a commander named Szymon, Restless Veteran may play Szymon's Passion.
    I - Vehicles you control become Artifact creatures until end of turn. Then creatures you control get +3/+3 until end of turn.
    II - Destroy all artifacts. Szymon's Passion deals damage to all players equal to the number of artifacts destroyed this way.
    III - Exile Szymon's Passion, then return it to the battlefield transformed under your control.

    ///

    Passion, The Drill
    Legendary Artifact - Vehicle (M)
    Whenenever a creature or planeswalker enters the battlefield, if Passion, The Drill is an artifact creature and is untapped, Passion, The Drill deals 8 damage to that creature or planeswalker.
    Crew 4
    A weapon to pierce the planes.
    8/8

    When we left him, Szymon was a restless veteran. Not the grizzled old kind. A young adult, in the prime of his life, yet useless to the society he lived in. Fighting was his calling, his purpose, but in a grand fashion, knowing no bounds, indulging in the power of his ancient machine. Nothing to fight petty crime in the alleys of this new establishment. Very much just what was needed when Bolas' undead hordes arrived to pillage the huge piles of scrap littering the plane, searching for pieces of lost ancient technology, just like what Szymon had discovered in his youth. Fueled by his boundless passion, his machine, named only The Drill by his allies and foes in war, revealed it's true nature. A robotic reflection of the steerer's resolve, designed to take on interplanar threats, it managed to stop the Returned and Szymon, The Driller (a red-green-black-white mythic rare legendary by the way) drove back even Bolas' planeswalker agent, coming to terms with his background, his purpose, his desire and his passion. Having brought safety to his home, he became a wandering scrap driller in his old age again, trying to pass on what he had learned about what it means to be oneself to anyone who stops to listen.


    Design -

    (2/3) Appeal:

    i mean, johnny’ll be interested to see how they can get the vehicle swarm attack in chapter one without losing all of the vehicles in chapter two. sheesh, that’s a drawback tho. admittedly chapter one is pretty tempting.

    spike will likely steer clear.

    timmy likes the drill.

    (1/3) Elegance:

    it almost feels like you had a card idea for this round before the challenge was revealed n decided to force the design into another one.

    the kickstart mechanic is cluttering the design up, it already transforms in chapter 3. it’s a cute idea, fun n flavorful, but you’d’ve done better to keep it simpler.

    perhaps you’re pulling an april fools prank by giving us two cards to judge, like in the awkward first round. if so, that’s pretty good.

    Development -

    (3/3) Viability:

    these are all things that red can do.

    (1/3) Balance:

    chapter 1 i guess is balanced out by chapter 2, but it’s pretty darn swingy. honestly, without a way to circumvent chapter 2, the chapter 1 game plan seems like it’s strictly a finisher. waiting until the right moment to just use the first part to win the game feels wrong for what a saga should be trying to do.

    chapter 2, in a deck without artifacts, is a pretty mean sideboard card, but the delay probably balances it somewhat tho not completely i feel.

    chapter 3 / passion seems pretty oppressive. the drill doesn’t have to affect your own creatures/walkers unless you want it to, n it’s pretty easy to activate against your opponent. four mana plus three turns is pretty slow, the wait itself seems fairly balancing, but i’m still concerned. you could argue that the drawback of chapter 2 is also a balancing factor, but i think in the decks that want to play “Drill-Control” they’re just not going to go the artifact/vehicle route. which is interesting, that some decks might use this card in entirely different ways. that’s kinda cool, but also weird n a lil unappealing to me imagining players ticking thru chapters that are irrelevant or contrary to their strategy. like, i could also see folks playing this just for the mass artifact removal n not playing any vehicles, and that feels just a lil unsavory to me.

    Creativity -

    (3/3) Uniqueness:

    only shooting stars break the mold...

    (2/3) Flavor:

    kickstart makes sense for the name of the mechanic that turns the card into the drill. but how can something as abstract as a saga, a historic tale, be kickstarted into a drilling machine (even if the drill is named after an abstract emotion)?

    does chapter iii of the saga and the last line in your story imply that after Szymon shares his tale n his wisdom he also passes on the Drill to them? or does the Drill itself wander until it finds a new master?

    Polish -

    (2/3) Quality:

    “A deck with a commander named Szymon, Restless Veteran may play Szymon's Passion.” this almost sounds like it’s implying that a deck without a commander named Szymon, Restless Veteran can’t play Szymon's Passion. for clarity’s sake i’d explicitly spell out that this ability is supposed to circumvent the commander color identity restriction. also to "play" a card doesn't mean include it in your deck...

    (2/2) Main Challenge.

    (2/2) Subchallenges.

    Total: 18/25
    Posted in: Monthly Contests Archive
  • posted a message on March MCC 2018 Final Round - The End of the Story


    painting by Thomas Cole.





    March MCC 2018 Round 4 - Old Age


    the theme for this month has been the stages of life: childhood, youth, adulthood n old age.


    this last round is concerned with the entire life span, with emphasis on old age.



    main challenge:

    design a Saga enchantment that depicts the life of your character. chapter I concerns their childhood and/or youth, chapter II concerns their adulthood, n chapter III concerns their old age.


    subchallenge 1:

    write a paragraph detailing where the character is in their old age and what has happened between now n where we last left them.


    subchallenge 2:

    the card is a mythic rare.


    if you have questions about the challenge, please post in the MCC discussion thread. best of luck!




    none yet



    design deadline: all submissions are to be final and submitted by March 29th 11:59 PM EST


    judging deadline: all judgements are to be final and completed by April 3rd 11:59 PM EST

    contestants:

    Flatline, doomfish & KoolKoal

    judges:

    rudyard, Antiantiserum & void_nothing


    Design -

    (X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card?

    (X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?


    Development -

    (X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?

    (X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?


    Creativity -

    (X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”?

    (X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?


    Polish -

    (X/3) Quality: Points deducted for incorrect spelling, grammar, and templating.

    (X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?

    (X/2) Subchallenges: One point awarded per satisfied subchallenge condition.


    Total: X/25

    *An entry with 0 points here is subject to disqualification.


    a helpful tip for those formatting their cards:

    Quote from bravelion83 »
    A reminder to everyone:

    In the MCC, putting rarity on cards is mandatory! If you don't put a rarity on your card, expect huge deductions in both Viability AND Quality.

    Also, you should format your text cards accordingly to the forum rules (see the "this formatting looks best" spoiler in the linked OP). Again, expect deductions in Quality otherwise.
    Posted in: Monthly Contests Archive
  • posted a message on March MCC Round 3 - The Stages of Life - Adulthood

    Design -

    (3/3) Appeal:

    most of the appeal comes from the efficiency of the package. a 4/4 for three is not bad, n the drawback is reduced in drawbackfulness by the fact that it's bigger earlier than most potential blockers. the pseudo-vigilance for itself n one vehicle is icing on the cake.

    there is appeal for Johnny in finding creative/ effective ways to tap it other than attacking with it.

    (2/3) Elegance:

    I appreciate that the incentive to tap it is optional but highly encouraging.

    you can avoid the drawback by attacking with the creature or using it to crew a vechicle. if tapped to crew, the crewed vechicle doesn't have to attack... kinda makes the drawback feel like busy work, especially since the tapping doesn't matter when it's undone by the first ability. tapping it to turn a vehicle into a creature for the turn n not attacking with that vehicle would be a sensible but silly feeling choice.

    two minor personal quibbles that don't matter too much-

    1. I appreciate that the drawback subtly suggests at an interaction with vehicles without outright naming them. but the other ability explicitly refers to vehicles, which to me detracts from the subtlety.

    2. the drawback has a feel of "take action or pay" but only on your turn. i'd like to see some symmetry with that n have it matter on your opponents' turns. this might pair interestingly with the not-quite-viligance.

    Development -

    (3/3) Viability:

    while white does vigilance, the untapping during other player's turns thing is usually green or blue. white getting this ability isn't a huge stretch or bleed, but

    (3/3) Balance:

    since it's multicolored it the body is just fine at this cost. the upside ability n drawback abilities cancel each other in terms of power level.

    seems fine.

    Creativity -

    (3/3) Uniqueness:

    the originality is strong with this one.

    (2/3) Flavor:

    the restless yet aimless angle is interesting. the character has a drive within them, but the drawback ability conveys this in a way that feels inconsistent with their motivation.

    the flavor text of Steered Combat Armor, "a lifetime of purpose" seems inconsistent with the time of purposelessness your character experiences in your blurb.

    you suggest at how this hero in the absence of a noble fight had fallen somewhat, but I am left wondering about the details. I sense that this relates to the black part of the card n perhaps the drawback, but it's not clear to me how.

    the story of the character is intriguing, n they are facinating in themself as well.

    Polish -

    (2/3) Quality:

    it untaps itself n a vehicle on each upkeep... this is redundant on it's controller's turn. should say each other player's upkeep.

    (2/2) Main Challenge.

    (2/2) Subchallenges.

    Total: 22/25

    VS



    Design -

    (3/3) Appeal:

    pretty sexy. seems to appeal to all psychographics.

    (3/3) Elegance:

    pretty straight forward here.

    Development -

    (3/3) Viability:

    each of the modes appears to match a different one of its colors.

    (1/3) Balance:

    seems damn strong. any one of the modes would be strong enuff on its own, together it's concerning bcuz you get such versatility on top of the raw power.

    the last mode is the most worrisome. i think the life loss would be safer at 2.

    Creativity -

    (2/3) Uniqueness:

    it's somewhat unique, in that a modal bonus hasn't been applied to a lord-like etb bonus kinda thing before. it's not a particularly surprising innovation tho.

    (3/3) Flavor:

    This chieftain's abilty conveys well their power of "bringing forth that power in himself and those around him."

    Polish -

    (2/3) Quality:

    it's name suggests it's legendary but that supertype is missing from the typeline.

    (2/2) Main Challenges:

    i'ven't much to say about this entry. it's a simple, solid design that seems fun.

    (2/2) Subchallenges.

    Total: 21/25
    Posted in: Monthly Contests Archive
  • posted a message on March MCC Round 3 - The Stages of Life - Adulthood



    Antiantiserum judges:
    Flatline vs. rkohn1357

    void_nothing judges:
    Seeonee vs. KoolKoal

    rudyard judges:
    doomfish vs. Vertain

    Posted in: Monthly Contests Archive
  • posted a message on MARCH 19TH, 2018
    Indighost, Subject16
    Posted in: Monthly Contests Archive
  • posted a message on March MCC Round 3 - The Stages of Life - Adulthood

    painting by Thomas Cole.



    March MCC 2018 Round 3 - Adulthood

    the theme for this month is the stages of life: childhood, youth, adulthood n old age.

    this round is concerned with adulthood.


    main challenge:
    your child has grown into an adult. design a card that either depicts them in their adulthood or depicts a milestone in their adult life.

    subchallenge 1:
    write a paragraph detailing where the character is in their life now and how they got there.

    subchallenge 2:
    the card is a rare.

    if you have questions about the challenge, please post in the MCC discussion thread. best of luck!


    none yet

    design deadline: all submissions are to be final and submitted by March 22th 11:59 PM EST

    judging deadline: all judgements are to be final and completed by March 25th 11:59 PM EST



    -adulthood-
    submission period: march 19th to 22th (monday to thursday).
    judgement period: march 23rd to 25th (friday to sunday).

    -old age-
    submission period: march 26th to 29th (monday to thursday).
    judgement period: march 30th to april 3rd (friday to monday).

    contestants:
    Flatline,
    Seeonee,
    doomfish,
    rkohn1357,
    Vertain,
    KoolKoal


    judges:
    rudyard
    Antiantiserum
    void_nothing

    Design -
    (X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card?
    (X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?

    Development -
    (X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
    (X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?

    Creativity -
    (X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”?
    (X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?

    Polish -
    (X/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
    (X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
    (X/2) Subchallenges: One point awarded per satisfied subchallenge condition.

    Total: X/25
    *An entry with 0 points here is subject to disqualification.

    a helpful tip for those formatting their cards:
    Quote from bravelion83 »
    A reminder to everyone:
    In the MCC, putting rarity on cards is mandatory! If you don't put a rarity on your card, expect huge deductions in both Viability AND Quality.
    Also, you should format your text cards accordingly to the forum rules (see the "this formatting looks best" spoiler in the linked OP). Again, expect deductions in Quality otherwise.


    Posted in: Monthly Contests Archive
  • posted a message on Renzala, Cunning Clairvoyant + Vedora, Collections Counsel
    vedora is redundant, you only have to say "the number of Advisors you control" once. the first time you use it you can just say "converted mana cost X or less."

    also, the X in "pay X" should be in a mana bubble
    Posted in: Custom Card Creation
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