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  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Quote from IcariiFA »
    Quote from Superbajt »
    Seriously, I don't understand why no one just used a plain old kicker :p
    Kicker isn't rules text.
    (2.5/3) Elegance: Magic doesn't do additional costs this way. Bloodrage Brawler is the way to do it,
    this is objectively false.

    Kicker would fulfill Subchallenge 1. I didn't mean main challenge.

    I agree my words in the Elegance section don't convey my stance correctly. Let me explain.
    This particular ability appeared recently on Brawler and Pale Rider of Trostad. There's no card in Magic that has your cost. Why?
    • When possible, additional costs like this on creatures are replaced by ETB abilities. Many cards have ETB, so it's easier to remember how you should play with the card if it's ETB.
    • There are around 17 cards with similar text in Magic. Each has its own reason to be created this way. Firstly, if it is related to mana cost, it needs to be done when casting, of course. This explains Bucanneer and similar, and Torgaar. Secondly, there are two cards from Dragons of Tarkir (Orator of Ojutai). They have very strange text for a reason - to unify how they work and make sure you can't deny this bonus. Thirdly, skaabs. For skaabs, their whole deal is having a downside being a cost you need to pay to get an undervalued creature. It's easy to not have a creature in a graveyard to exile. If they have ability like brawler, they would be crazy good. Finally, Demon of Catastrophes. Its situation is similar to yours, right? Well, I don't think so.
    • Final decision how a card should be templated should be made by gameplay implications. There are multiple ways to template very similar things. What is the best? For Demon, it's cast cost, as it would either need to sacrifice itself if it ETBed, or be too good if it said "another creature". For Brawler and your card, as I said, it would be a terrible topdeck, and it doesn't need to have additional cost to work correctly. Thus, it should default to ETB ability.
    Finally, please be honest - would you really design your card this way if not for the subchallenge? I really think you know you wouldn't include this clause if void_nothing didn't make you do it.



    Posted in: Custom Card Contests and Games
  • posted a message on January MCC 2019 Finals - Throughout the Universe Displayed
    Seriously, I don't understand why no one just used a plain old kicker :p

    Iron Effigy 1 mana
    Artifact Creature - Construct (R)
    As an additional cost to cast ~, sacrifice an artifact or creature.
    Whenever a source an opponent controls deals damage to ~, each opponent reveals the top two cards of his or her library. You may cast a creature card revealed this way without paying its mana cost.
    Made to be broken.
    1/3

    Design -
    (1/3) Appeal: The lack of control on results scares off everyone but Timmy, even in multiplayer.
    (1.5/3) Elegance: Additional cost to cast a creature needs more explanation for me. That's not how Magic does things normally. Also, the flavor text says about breaking. Meanwhile, it's enough to scratch it to activate, but Shattering it does nothing.

    Development -
    (2/3) Viability: Color Pie and rarity OK. You didn't say what to do with the rest of the cards, and it's unspoken rule that if there are more than one cards from a library revealed or looked at, you can't assume that they won't change their positions during the action and you need to say what to do with them later. This card is not a good place to break this rule.
    (1.5/3) Balance: I'm quite sure that this card is quite weak, however, it looks really annoying, making each creature with power 1 or 2 virtually unable to attack for mere one mana (even if not in the first turn usually). Combination of "weak, but looks strong and annoying" is a wrong place to be.

    Creativity -
    (2.5/3) Uniqueness: If you remove things that Magic usually doesn't do, you are left with a creature casting creatures from opponent's library. sounds quite new to me, but not totally unheard of (Etali, Primal Storm).
    (2/3) Flavor: One card enters, many others leave? I don't see how this card is supposed to work.

    Polish -
    (2/3) Quality: ~ is banned here.
    (2/2) Main Challenge: OK
    (2/2) Subchallenges: OK

    Total: 16.5/25
    Propulsion Mage 1UR
    Creature - Human Wizard (R)
    As an additional cost to cast Propulsion Mage, discard a card.
    Haste
    Whenever Propulsion Mage deals combat damage to a player, you may cast target instant or sorcery card with a converted mana cost 2 or less from your graveyard without paying its mana cost. If you do, exile it.
    "Not fast enough!"
    2/3
    Design -
    (1.5/3) Appeal: Johnny is happy with this card, but Timmy and Spike are only mildly interested.
    (2.5/3) Elegance: Magic doesn't do additional costs this way. Bloodrage Brawler is the way to do it, and I don't see any gains from your way. It's obviously to fill a subchallenge.

    Development -
    (2.5/3) Viability: Rules OK. This card is easily monored, which is wrong. You could probably make it an uncommon, but rare works too.
    (2.5/3) Balance: One problem with this card is it being a TERRIBLE topdeck.

    Creativity -
    (2/3) Uniqueness: Aside for additional cost, casting sorceries from your graveyard is nothing new, but doing it on damage with haste is quite new.
    (2.5/3) Flavor: Flavor's all right, but lacks some oomph.

    Polish -
    (2/3) Quality: with a converted mana cost. Also, if you exile it, it won't resolve, you wanted "If that card would be put into your graveyard this turn, exile it instead." here. Basically, Goblin Dark-Dwllers.
    (2/2) Main Challenge: OK
    (2/2) Subchallenges: OK

    Total: 19.5/25
    Gregarious Instinct 2GU
    Enchantment (r)
    You may cast creature spells with the same name as a creature you control without paying their mana costs.
    Birds of a feather...

    Design -
    (1.5/3) Appeal: Johnny is going wild with imagination. Spike is interested only if Johnny finds a good combo for it, otherwise, it's just do-nothing enchantment. Timmy is rather looking for diversity than for the copies of the same card, even if there's a possibility for some crazy turn.
    (3/3) Elegance: Short, understandable text. Perfectly works in flavor.

    Development -
    (3/3) Viability: Rarity and rules work. Limited creature Omniscience is new, but GU sounds right.
    (2.5/3) Balance: This card is purely a combo piece, which is always scary. However, it sounds like a quite complicated, junky combo, which is fine. I have no idea how fair are those points.

    Creativity -
    (3/3) Uniqueness: Very new and potentially interesting card.
    (3/3) Flavor: Well, I'm not native English speaker, and I had to check what gregarious means. And that's an advantage for me, I like learning new words from Magic cards. The name fits the flavor and mechanics very well.

    Polish -
    (3/3) Quality: No issues found.
    (2/2) Main Challenge: OK
    (1/2) Subchallenges: No additional costs.

    Total: 22/25
    Cantripmancer 16,5
    IcariiFA 19.5
    Hemlock 22
    Posted in: Custom Card Contests and Games
  • posted a message on January MCC 2019 Finals - Throughout the Universe Displayed
    It seems that Hemlock missed the deadline. Should we start judging two other contestants?
    Posted in: Custom Card Contests and Games
  • posted a message on February MCC Round 1 - Golden Memories
    Simic Adept GU
    Creature - Elf Mutant {U}
    XGU: Adapt X. (If this creature has no +1/+1 counters on it, put X +1/+1 counter on it.)
    When her parents told her that she can be anything she wants to be, they meant it.
    2/2
    Posted in: Custom Card Contests and Games
  • posted a message on January MCC 2019 Round 3 - So May We Be Signs of Oneness
    EDIT: Thanks Raptorchan for letting me know I can't read the challenge Smile I misunderstood first challenge, changing scores.
    Hemlock vs. Theelkspeaks
    StonerOfKruphix vs. IcariiFA


    Kestia's Presence 1GWU
    Enchantment (R)
    Whenever you cast an enchantment spell, draw a card.
    At the beginning of your upkeep, choose one —
    • Until end of turn, target creature gains trample and gets +X/+X, where X is your devotion to green.
    • You gain X life, where X is your devotion to white.
    • Scry X, where X is your devotion to blue.
    Design -
    (1/3) Appeal:4 mana 3 color do-nothing enchantment with medium power, work-around abilities. Johnny and Timmy are only mildly interested, Spike totally skips.
    (2/3) Elegance: There is a lot of text on this card, the abilities are very disjointed, and technically X means three different things, but overall nothing's that bad.

    Development -
    (3/3) Viability: No rules or rarity issues. I feel this card doesn't feel white enough, but in three colors it's expected.
    (2/3) Balance: This card's only place is reformed Adaptive Enchantment EDH precon. It's the most niche card I've seen in a long time.

    Creativity -
    (2/3) Uniqueness: Amalgamation of quite usual abilities with devotion sprinkled in.
    (1.5/3) Flavor: This card has flavor tie-in only in a name and color to a totally boring creature. Maybe there's nothing wrong, but I see nothing interesting as well.

    Polish -
    (3/3) Quality: No problems found.
    (2/2) Main Challenge:OK
    (2/2) Subchallenges: Of course the first challenge is fulfilled. As for the second... I don't think this card fulfills second challenge any better than Nykthos, Shrine to Nyx. However, void_nothing spoke directly that it does. Well... Who am I to judge?

    Total: 18.5/25
    Arimaa, the All Being WUBRG
    Legendary Creature - Avatar (M)
    Flying, menace, trample
    Whenever Arimaa, the All Being deals combat damage to a player, double your devotion to all colors until your next turn.
    At the beginning of your end step, if your devotion to all colors is 40 or more, you win the game.
    6/6

    Design -
    (2/3) Appeal: Overgrown Chromanticore with some flavor text about winning may be quite interesting for Johnny and Timmy, but not for Spike.
    (2.5/3) Elegance: This combination of abilities spells basically unblockable, all are evasion. Otherwise quite fine.

    Development -
    (2/3) Viability: 5 color mythic may do basically do anything... But I feel that the doubling ability doesn't work. I could either say it here or in Quality. Devotion is a number of colored mana symbols, so "double your devotion" sounds to me like "double the number of creatures you control", which doesn't make sense. You should probably say "each colored mana symbol on your permanents counts twice for your devotion".
    (2.5/3) Balance: 5 color 6/6 unblockable sounds reasonable. Doubling devotion in 5 color deck doesn't sound crazy, and win trigger is a flavor text.

    Creativity -
    (3/3) Uniqueness: Winning on devotion is very new.
    (2.5/3) 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 -
    (3/3) Quality: Apart from the double devotion issue which I penalized earlier, no other problems.
    (2/2) Main Challenge: OK
    (2/2) Subchallenges: OK

    Total: 21.5/25
    Xogos, Cthonic Prophet 1BBB
    Legendary Creature - Demon Cleric (r)
    Flying
    black mana , sacrifice a black creature: You win the game if your devotion to black is 13 or greater. Play this ability only during your upkeep.
    "The time is coming for the powers of the Underworld to emerge and guide your souls to victory and eternity."
    4/4

    Design -
    (2/3) Appeal: Hard to cast flier with hard win condition is quite Johnny, but not too Spike or Timmy.
    (2/3) Elegance: I don't like an ability that makes you think you won... but you need to double count, because you need to sacrifice a creature. A black creature. And pay a black mana. And you can do it only in your upkeep. Again, why isn't it triggered ability?

    Development -
    (3/3) Viability: Rules, color pie and rarity check out.
    (3/3) Balance: Winning is very hard, but achievable. Even if you fail to do it, 4 mana 4/4 flier is a fine consolation award.

    Creativity -
    (2.5/3) Uniqueness: This is a new win condition, but something is lacking here, I'd look for some more oomph.
    (2.5/3) Flavor: Again, flavor is fine, but I don't feel wowed by it.

    Polish -
    (2/3) Quality: Activate, not play.
    (2/2) Main Challenge: OK.
    (1/2) Subchallenges: 3 mana symbols, not 2 colors.

    Total: 20/25
    Inventor's Muse1URR
    Creature - Gnome Artificer (R)
    2R, T: Deal damage to target creature or planeswalker equal to the number of artifacts you control. Activate this ability only if your devotion to red is five or more.
    3U, T: Create two 1/1 colorless Thopter artifact creature tokens with flying. Activate this ability only if your devotion to blue is five or more.
    Eureka moments have little time for safety precautions.
    2/3

    Design -
    (1/3) Appeal: I don't see how any psychographic enjoy this card. Too weak and buildaroundy for Spike, not enough splashy for Timmy. Johny may try, but I don't see them connecting with a card pulling in so many directions without that much of a reward.
    (1.5/3) Elegance: This card has a lot of text, each ability has multiple costs and limitations. The worst thing is consistent and unnecessary lack of symmetry, which both decreases elegance and increases the difficulty of playing with and against this card. At least one ability feeds the other.

    Development -
    (3/3) 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?
    (2.5/3) Balance: Swinginess of this card is very significant, as repeatable token creation and damage are very powerful, but this card demands that much building around and untouched table that it becomes quite weak in total. Could be fun for some casual game, though.

    Creativity -
    (2.5/3) Uniqueness: Quite fresh combination of abilities.
    (1.5/3) Flavor: Wait, so this gnome is some inventor's muse, and that muse is an artificer themselves? And it's all dangerous in a very Izzety way when abilities are very deliberate and need long preparations? I'm really lost.

    Polish -
    (2.5/3) Quality: Wrong ability order. It also affects Elegance, so I don't see why you chose such order.
    (2/2) Main Challenge: OK
    (2/2) Subchallenges: OK

    Total: 18.5/25

    StonerOfKruphix 18.5
    IcariiFA 21.5
    Hemlock 20
    Theelspeaks 18.5
    Posted in: Custom Card Contests and Games
  • posted a message on January MCC 2019 Round 2 - Immortal, Invisible
    Darksteel Mirror-Ship 4
    Artifact - Vehicle (R)
    Indestructible
    At the beginning of each combat, ~ gains flying until end of turn if a creature that crewed it this turn has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, lifelink, menace, reach, trample, and vigilance.
    Crew 1
    5/5

    Design -
    (1.5/3) Appeal: Timmy sees medium sized creature. Johnny may try to get some keywords. Spike is less happy than you think - that's just too efficient creature. Everyone sees it, so Spike doesn't have anyone to outplay by using this card.
    (2.5/3) Elegance: You can't get perfect elegance with this block of text. It is understandable for an experienced player who knows similar cards, though.

    Development -
    (3/3) Viability: Color pie, rules (except what I point in Quality) and rarity are fine.
    (1.5/3) Balance: This card is definitely more powerful than Weatherlight, that was a pushed Mythic. It may not be ban worthy, but I don't think pushed, irremovable card is healthy.

    Creativity -
    (2/3) Uniqueness: Indestructible Odric, Lunarch Marshal.
    (2.5/3) Flavor: Idea is very good, but... I don't think darksteel makes a good mirror.

    Polish -
    (2/3) Quality: In MCC, "~" is forbidden. It should be formatted like reverse Speedway Fanatic. Should I remember what creature crewed it this turn? What if it dies before combat? What if it's crewed in response to the trigger?
    (2/2) Main Challenge:OK
    (2/2) Subchallenges: OK

    Total: 19/25
    Thrsa the Anti-Mage 2GW
    Legendary Planeswalker - Thrsa (MR)
    Indestructible, hexproof
    +2] You gain 2 life.
    -X] Destroy target artifact or enchantment with converted mana cost X.
    -7] You gain an emblem with "Creatures you control get +1/+1." Create a 2/2 white Knight creature token for each player that does not control an artifact or enchantment.
    {2}

    Design -
    (1.5/3) Appeal: Timmy has moderate fun with a planeswalker a little more harder to get rid of that usual. Johnny tries to max out ultimate, but it's not a big reward. Spike is not happy with such low power planeswalker with conditional ultimate.
    (2/3) Elegance: Indestructible doesn't mean much for Planeswalker, you can still attack it and it will die if it has no counters. I'm assuming you know it, but have to ding you here for static abilities on planeswalker and this confusing mechanic.

    Development -
    (3/3) Viability: Color pie is perfect. You should have gone for hybrid even! Technically, there are no rules broken, even though adding static abilities is not a good idea in this way if you ask me. Planeswalkers are mythics, duh.
    (2/3) Balance: This card is for no one, power-wise. Unless there is some awesome art or you lose some bet, you would never put it in your deck, and would be really unhappy to open it in a booster. Hello, new Tibalt.

    Creativity -
    (2.5/3) Uniqueness: No ability is new except ultimate, but this package makes a unique enough planeswalker, and this card couldn't be any existing character.
    (2.5/3) Flavor: Flavor is quite fine, I can see some characteristics of a new character. There's no umph, though.

    Polish -
    (2/3) Quality: I wanted to let you pass on ], but the colon is on a card and is needed as activated ability, so it's needed.
    (2/2) Main Challenge: OK
    (2/2) Subchallenges: OK

    Total: 19.5/25
    Karak, the Living Peak 3RG
    Legendary Planeswalker - Karak (M)
    Hexproof
    +2: Noncreature spells cost 2 more to cast until your next turn.
    -3: Destroy target artifact, enchantment, or land.
    -8: Until end of turn, Karak, the Living Peak becomes a 20/20 Elemental creature with trample and indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
    5

    Design -
    (2/3) Appeal: Johnny is offended with this card. Spike is intrigued by sideboard planeswalker. Timmy gets a FREAKING PLANESWALKING VOLCANO!
    (2.5/3) Elegance: A static ability on a planeswalker will never look elegant to me.

    Development -
    (2/3) Viability: Rarity and rules work, but +2 is neither green nor red. I see it as brought there, though.
    (3/3) Balance: I can easily see this card as a sideboard in standard against control.

    Creativity -
    (2.5/3) Uniqueness: Increasing cost feels fresh on a planeswalker, otherwise standard abilities. Did I mention that this a VOLCANO?
    (3/3) Flavor: Is it a planeswalking volcano? I DON'T CARE IT DOESN'T MAKE SENSE!

    Polish -
    (3/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
    (2/2) Main Challenge: OK
    (2/2) Subchallenges: OK

    Total: 22/25
    Blade of the Ancient Throne 4
    Artifact - Equipment (R)
    Indestructible, Hexproof
    Equipped creature has vigilance.
    As long as it's not your turn, equipped creature gets +3/+3.
    Equip 3. Equip only if Blade of the Ancient Throne is unequipped.
    A champion is chosen to protect the throne from invaders - for life.

    Design -
    (1/3) Appeal: Johnny has nothing to see, Spike may admire racing potential, but not very much, and Timmy likes +3/+3, but this card neither allows them to attack nor protects their precious creatures.
    (2/3) Elegance: It's hard to remember what are modifiers for both equipment and equipped creature.

    Development -
    (3/3) Viability: Color pie, rules, rarity in a perfect place.
    (3/3) Balance: This card seems to be usable only in limited, and there it can be good/annoying, but definitely not OP.

    Creativity -
    (2.5/3) Uniqueness: Equip limitation is new, and equipment mainly to block is also quite new.
    (3/3) Flavor: Originally, I didn't like this card. Equipment that protects itself more than its user? Then I read into the flavor. It explains everything.

    Polish -
    (3/3) Quality: OK
    (2/2) Main Challenge: OK
    (2/2) Subchallenges: OK

    Total: 22.5/25
    JamBlock 19
    Forestsguy 19.5
    IcariiFA 22
    Theelkspeaks 22.5
    Posted in: Custom Card Contests and Games
  • posted a message on January MCC, Round 1 - Veiled in Flesh
    Avarice 2BB
    Legendary Creature - Incarnation {M}
    Flying
    As Avarice enters the battlefield and whenever it attacks, target opponent chooses a nonland card from their hand and exiles it unless that player reveals a hand with no nonland cards. You may look at and cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any type to cast that spell.
    Avarice’s power and toughness are each equal to the number of cards exiled with it.
    */*

    Design -
    (2/3) Appeal: Spike appreciates card advantage and a challenge of choosing when to cast and when to appreciate the stats of your flier. Timmy likes stealing of many cards. Johnny doesn't see anything for themself here.
    (2/3) Elegance: Too much text to easily understand, and it barely fits on a card. There is a feel-bad if you have a strong card exiled with Avarice, but can't cast so it doesn't die.

    Development -
    (2.5/3) Viability: Color wheel is ok. Rarity too. As for the rules, you can't target with "As enters" ability, because it doesn't use the stack.
    (2.5/3) Balance: Powerful in Standard thanks to ETB effect, but probably not OP. Limited bomb, maybe too much. Probably fun for multiplayer, and shouldn't be relevant in older formats.

    Creativity -
    (2.5/3) Uniqueness: Discarding Thief of Sanity/Gonti is quite fresh.
    (2/3) Flavor: It doesn't scream "Avarice" to me, but is not bad either.

    Polish -
    (2.5/3) Quality: Third ability should be before the second.
    (2/2) Main Challenge: OK
    (2/2) Subchallenges: OK

    Total: 20/25
    The Storyteller (1/W)(1/U)(1/B)(1/R)(1/G)
    Legendary Creature - Incarnation (M)
    When you cast The Storyteller, you may search for a legendary creature or planeswalker card and exile it with a tale counter on it, then shuffle your library.
    The Storyteller enters the battlefield as a copy of any exiled card with a tale counter on it.
    0/0

    (I assume that you search your library)

    Design -
    (3/3) Appeal: Everyone wants to use their best creatures.
    (2.5/3) Elegance: It would be useful to know which card The Storyteller is currently, especially in Commander.

    Development -
    (2/3) Viability: Rules and rarity are ok. However, the color wheel is at least endangered, if not totally destroyed by any and every color to get any and every legend.
    (1/3) Balance: This card is probably broken in half. Having access to all legendaries in your deck for 5 (OK, 6 or 7 at most) mana is too powerful. In Commander, it's even worse.

    Creativity -
    (3/3) Uniqueness: Yeah, very unique.
    (2.5/3) Flavor: It should be Avatar rather than Incarnation, as Incarnations are just this - something immaterial going material. But I do like the flavor of this card.

    Polish -
    (2/3) Quality: Search what? A clone needs to be may, "You may have it enter..."
    (2/2) Main Challenge: OK
    (1/2) Subchallenges: Not single color

    Total: 19/25
    The Dark Wanderer BB
    Legendary Creature - Demon Avatar {M}
    The Dark Wanderer’s power and toughness are each equal to the number of Demons you control.
    At the beginning of your upkeep, if you control 6 or more Humans, sacrifice The Dark Wanderer and all Human creatures you control. If you do, create Diablo, a legendary 16/16 black Demon Avatar creature token with trample and indestructible.
    "Only when the time is right."
    */*

    Design -
    (0.5/3) Appeal: I think you managed to create a card for noone. It's not that bad, but... Spike sees a very small creature (Demon is not a type that has many small creatures to grow this fast) with a very unrealistic goal. Johnny sees a challenge, but the reward is not worth it. Timmy likes reading about a 16/16 creature, but when they see what they need to do and what they lose, they lose interest.
    (2.5/3) Elegance: Two different tribes on one card make it possible to confuse them.

    Development -
    (3/3) Viability: No problems with color pie or rules. It possibly could be rare, but doesn't have to be.
    (3/3) Balance: No problems with balance. Could be more powerful, probably.

    Creativity -
    (2/3) Uniqueness: Self-pumping for your type is not new. Transforming for sacrificing Humans too.
    (1.5/3) Flavor: This is Diablo video game card. Why does Diablo sacrifice Humans to transform? Why is it just-so-slightly more powerful in a presence of other of its kind? Why is it 16/16? Is flavor text reference to Diablo game or "When it's done?" Maybe there are some good answers for this, but I played the game, and I have no idea. If you create a top-down card, it must be resonant, and this one is not. And let's be honest, this card definitely doesn't read as bottom-up.

    Polish -
    (3/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
    (2/2) Main Challenge: It doesn't feel Avatar-y in Magic sense, and I wanted to chop a point or half. But then I remembered what avatar means and I changed my mind.
    (2/2) Subchallenges: OK

    Total: 19.5/25
    Entropy 5BB
    Creature - Incarnation [M]
    Entropy's power and toughness are each equal to the number of cards in all graveyards.
    Whenever a permanent enters the battlefield, its controller sacrifices a permanent.
    When Entropy is put into a graveyard from anywhere, put it on the bottom of its owner's library.
    */*

    Design -
    (2.5/3) Appeal: This is too expensive and needing too much work for Spike, but they enjoy such symmetrical effect. The rest likes this card for big effects demanding specific deck construction.
    (2/3) Elegance: Counting all cards in all graveyards all the time is fiddly, and it's not obvious that you need to sacrifice something when this ETBs. I don't understand why you gave it antireanimation clause, it's not needed anymore. I like how it grows itself, though.

    Development -
    (3/3) Viability: Rules and rarity are correct. I thought that Black can't sacrifice any permanent at (basically) will to prevent it from sacrificing enchantments like Demonic Pact, but I was wrong.
    (3/3) Balance: Balance seems right, powerful, a little oppressive, but not too much on quite an expensive card. I would hate to have it played against me along with Armaggedons, but that's Armaggedon's fault.

    Creativity -
    (3/3) Uniqueness: It is a self-growing Lord of Extinction, but it is a very good combination.
    (2.5/3) Flavor: Entropy being as big as graveyards are makes sense, but the growing trigger doesn't fit perfectly to me.

    Polish -
    (3/3) Quality: OK
    (2/2) *Main Challenge: OK
    (2/2) Subchallenges: OK

    Total: 23/25
    Stagnation 3WW
    Legendary Creature - Incarnation (MR)
    Vigilance
    Stagnation's power and toughness are each equal to the number of tapped permanents on the battlefield.
    Permanents don't untap during their controllers' untap steps.
    */*

    Design -
    (2/3) Appeal: Spike likes closing out the game and Johnny works to minmax downsides and upsides, however, they don't have that much to do here. Only some of Timmys enjoy winning in such a way.
    (3/3) Elegance: Very tight, understandable card.

    Development -
    (2.5/3) Viability: Rarity and rules (technically) are correct, but I don't think such card fits into monowhite. Keeping things tapped needs blue.
    (0/3) Balance: This card says "You win" in a lot of cases, without nearly any work. It also does it in one of the worst possible ways - quite slowly. Even if the opponent finds and is able to cast removal, you are always the last player to be affected by the downside.

    Creativity -
    (2.5/3) Uniqueness: Having very unfun cards is a concept explored by Magic past. P/T set by tapped permanents is new, though.
    (2/3) Flavor: Stagnation is not a white concept at all.

    Polish -
    (3/3) Quality: OK
    (2/2) Main Challenge:OK
    (1.5/2) Subchallenges: Not really monocolor

    Total: 18.5/25
    Avatar of Greed 1BB
    Creature - Avatar (Rare)
    Avatar of Greed's power and toughness are each equal to the half number of cards in your hand, rounded up.
    1BB: You draw a card and you lose 1 life.
    */*

    Design -
    (2/3) Appeal: Timmy and Spike enjoy extra cards in this way, Johnny is quite indifferent.
    (2.5/3) Elegance: Easy but elegant concept. I don't understand why the loss of life isn't life payment, though.

    Development -
    (2.5/3) Viability: Maro is green/blue. I don't think it deserves to go to the third color. It doesn't break the pie but is a severe bend. Otherwise, no problem.
    (3/3) Balance: 6 mana for the first card doesn't sound broken, and the size of the creature is quite tame.

    Creativity -
    (2/3) Uniqueness: Half Maro and Greed. Good combination, but not that unique.
    (2.5/3) Flavor: The name is quite boring, but otherwise good flavor and reference.

    Polish -
    (2.5/3) Quality: "to half", without "the", after Malignus.
    (2/2) Main Challenge: OK
    (2/2) Subchallenges: OK

    Total: 21/25
    Diversity 1GRU
    Enchantment Creature Sorcery - Incarnation (M)
    When you cast Diversity choose creature, sorcery, or enchantment. Diversity becomes a spell of that type and loses each other type.
    If Diversity is a creature, its power and toughness is equal to the number of card types among cards in all graveyards and it has hexproof.
    If Diversity is a sorcery it deals damage equal to the number of card types among cards in all graveyards to target creature and its controller.
    If Diversity is an enchantment, at the beginning of your end step search your library for a land, artifact, instant, or planeswalker and put it on top of your library or into your graveyard. Shuffle your library afterwards.
    (*/*)

    Design -
    (2/3) Appeal: Johnny and Spike enjoy the choices and effects presented by this card. Timmy is indifferent.
    (0/3) Elegance: You can't fit this text on a card without using an electron beam. Additionally, creature is green, sorcery is read, and enchantment is b... no, sorry, not blue.

    Development -
    (1/3) Viability: This card is a rule mess, and not really a fun kind of mess. Let me show you an example. What if it is brought from, say, graveyard? We would have sorcery sitting on the battlefield saying "deal damage to creature and its controller". Also, I'm quite sure that casting spells can't work like that, as you either choose targets or not before you make that choice. Finally, none of those colors can tutor for a planeswalker.
    (2.5/3) Balance: If the card was to work, I guess both 4 mana hexproof Tarmogoyf and 4 mana repeatable tutor are dangerous, but not broken.

    Creativity -
    (3/3) Uniqueness: Sure, it's unique, both concept and some modes.
    (2.5/3) Flavor: I like the flavor, but it's diluted with such huge text.

    Polish -
    (1.5/3) Quality: its power and toughness are each equal to the number... end step , search your library for a land, artifact, instant, or planeswalker *card* and put it on top of your library or into your graveyard. Then shuffle your library.
    (0.67/2) Main Challenge: Only one third Incarnation.
    (1/2) Subchallenges: Not monocolor.

    Total: 14.67/25
    Cardz5000 20
    mirrodin71 19
    Freyleyes 19.5
    The_Hittite 23
    Conntroll 18.5
    netn10 21
    BlackWaltz3 14.67
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Blightsteel Beast 3Phyrexian Black Mana
    Artifact Creature - Beast (U)
    Indestructible, Infect
    Whenever Blighsteel Beast is dealt damage, put a -1/-1 counter on it.
    When Mirrans realized even darksteel couldn't resist Phyrexia, many lost all hope.
    3/3


    IIW: Top-down IT concept/device
    Posted in: Custom Card Contests and Games
  • posted a message on January MCC Judge Signups
    +1 Smile
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Shaver 0
    Artifact
    E: Until your next turn, Apes you control are Human in addition to their other types.

    IIW: top-down IT concept/device
    Posted in: Custom Card Contests and Games
  • posted a message on December MCC Round 3 - The Captain of Her Heart
    Maraja, Newcomer General 3W
    Legendary Creature - Cat Soldier (R)
    Creatures your team controls get +1/+1.
    4G, T: You gain life equal to the highest power among creatures your team controls.
    Maraja, one of Naya's finest commanders, found her true home on Bant.
    3/3
    Posted in: Monthly Contests Archive
  • posted a message on December MCC Round 2 - Together Forever
    Poweful Awakening 4GGG
    Sorcery (R)
    Surge 3GGG (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)
    Until end of turn, all lands your team controls become 2/2 Elemental creatures with haste. They are still lands. If Powerful Awakening's surge cost was paid, untap all lands your team controls.
    Posted in: Monthly Contests Archive
  • posted a message on December MCC Round 1 - Decisions, decisions
    Nationalism 3WW
    Enchantment (R)
    Council's dilemma — When Nationalism enters the battlefield, starting with you, each player votes for pride or prejudice. When they do, put a pride counter on Nationalism for each pride vote and exile target nonland permanent for each prejudice vote.
    Creatures you control get +1/+1 for each pride counter on Nationalism.
    Posted in: Monthly Contests Archive
  • posted a message on November MCC Round 4 (Finals) - Legends of Ravnica
    Mazirek, Hivemind BBGG
    Legendary Creature — Insect Shaman (M)
    Flying, deathtouch
    Whenever another nontoken creature you control dies, create a 1/1 black and green Insect creature token with flying.
    Tap four untapped Insects you control: Return Mazirek, Hivemind from your graveyard to the battlefield.
    2/2

    Design -
    (1.5/3) Appeal: Spike likes this card, as it is effective both against point and mass removal. Johnny could use this, but the cost is too restrictive for him. Timmy doesn't have much use for this card.
    (3/3) Elegance: This card is elegant and understandable.

    Development -
    (1.5/3) Viability: This card is mono black. Also, mythic is reserved for guild leader in Guilds.
    (2/3) Balance: Reanimation without mana cost is quite dangerous, especially on such a powerful creature. I feel like playing against this card would be awful.

    Creativity -
    (2.5/3) Uniqueness: No ability is really unique, but the whole package is quite ok.
    (2/3) Flavor: I don't see much connection between name and abilities, and "Hivemind" doesn't really match Mazirek for me.

    Polish -
    (3/3) Quality: No problems
    (2/2) Main Challenge: OK, though it's not the most Mazirek that ever Mazireked for me.
    (1.5/2) Subchallenges: This card doesn't really need to be green.

    Total: 19/25
    Trostani Unified GGWW
    Legendary Creature - Dryad (M)
    Whenever another creature enters the battlefield under your control, you gain 1 life.
    (G/W), Tap two untapped creatures you control other than Trostani Unified: Create a 1/1 green Saproling creature token.
    1/5

    Design -
    (2.5/3) Appeal: Both Spike and Timmy appreciate mass token production. Johnny doesn't see anything special about this mythic.
    (2/3) Elegance: The issue is the mathematics of token creation. Why can't I tap Trostani themselves? Also, I don't like the fact that the triggered ability is so much weaker than the activated one.

    Development -
    (3/3) Viability: Colors, rules and rarity do what they should.
    (1.5/3) Balance: The cost of creating a creature is too small, especially that you can use newly created creature to tap for another. It becomes unbeatable too fast.

    Creativity -
    (2.5/3) Uniqueness: Token generator with Soul Warden attached. Nothing spectacular, but not a new one.
    (3/3) Flavor: This really sounds like Trostani. Good work.

    Polish -
    (3/3) Quality: Nothing spotted.
    (2/2) Main Challenge: OK
    (2/2) Subchallenges: OK

    Total: 21.5/25
    Mazirek, Embodiment of the Golgari BBBGGG
    Legendary Creature - Insect Shaman (Mythic)
    Flying, deathtouch
    Whenever a creature an opponent control dies, you may exile it.
    2BG: You may put a creature card from your hand or target creature card from your graveyard to the battlefield.
    4/4

    Design -
    (2.5/3) Appeal: Both Johnny and Timmy like reanimation/Show and Tell aspect of this card. Spike notices that it takes 10 hard mana in total and is not that happy.
    (2/3) Elegance: The abilities are not closely related. Also, the activated ability looks and plays very strange.

    Development -
    (2/3) Viability: This card is almost monoblack, but Dramatic Entrance saves it. The wording of the activated ability breaks how choosing targets works. Mythic is reserved for guild leaders.
    (2/3) Balance: One difference between this card and The Scarab God is, in short, the god exiles things they reanimate. Your card invites you to create repeating game states, and it's not fun in any environment. Also, it makes sure you cheat mana costs of any creature you may have, wherever it is, which is extremely dangerous.

    Creativity -
    (2.5/3) Uniqueness: A blend of many already existing abilities (even though putting from hand is rare) in new package.
    (2.5/3) Flavor: There's not much Golgari in Dramatic Entrance.

    Polish -
    (2.5/3) Quality: Exile that card. Also, again, I'm quite sure the non-target and target templated like that doesn't work as you think it should, but I removed points before for it.
    (2/2) Main Challenge: OK.
    (2/2) Subchallenges: OK.

    Total: 20/25
    Flatline - 19
    rkohn1357 - 21.5
    netn10 - 20
    Posted in: Monthly Contests Archive
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    I completed my judgments for R3 and edited my post as I told earlier.
    Posted in: Custom Card Contests and Games
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