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  • 1

    posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Ironroot Infantry GW
    Creature - Treefolk Soldier [R]
    Vigilance
    Ironroot Infantry gets +0/+1 for each creature you control.
    "Alone, easy to chop down. In a group, a moving castle."
    —Skerk Hobnett, wilderness guide

    2/0

    IIW
    Top-down IT Device/concept
    Posted in: Custom Card Contests and Games
  • 1

    posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Bounty Hunt 3BB
    Enchantment {R}
    Whenever a creature would die, if it had no bounty counters on it, you may outlaw it instead. (Put a bounty counter on that creature. For as long as that creature has a bounty counter on it, it has "When this creature dies, each opponent draws a card and gains 2 life.")
    Nobody will pay me if I kill you... now.

    IIW: IT device/concept
    Posted in: Custom Card Contests and Games
  • 1

    posted a message on February MCC Round 4 (Finals) - More Legends of Ravnica
    Isperia, the Lawgiver 4WU
    Legendary Creature - Sphinx (M)
    Flying
    Whenever a creature attacks you or a planeswalker you control, tap that creature. That creature doesn't untap during its controller's untap step for as long as you control Isperia.
    "Our laws must reflect our moral high ground."
    3/7
    Posted in: Monthly Contests Archive
  • 1

    posted a message on Nobody expects the Ravnican Inquisition!
    I don't know if it's fear of Bolas or jealousy, but... Void posts his thoughts, solemnly defending one of the worst cards, to have so many people switch to probably the best card of the triangle, second at worst. I posted mine before him, and no one tried to discuss me on this. Should I take my post, repeat it, but without spoilers, just so you see it?
    Whatever: If you ask me, there are two bad designs, Aleto and Raptorchan, and Aleto is worse of them. I think also there is a triangle of possible inspiration: Izzet, Rakdos, Gruul. It is related to no-quest mechanics. They are centered in Izzet, which creates an army and kills one creature with gain, while Gruul is only creating an army, and Rakdos is killing with gain. They are all flavored to fit a quest now, sure. But out of those cards, Izzet is searching in text, Gruul has good for searching Boars instead of Beasts as on other cards, and Rakdos has nothing like this. Why would any guild want to share secrets by having its members killed?! And it's not even sharing, it is a gain for the controller! I don't see how this card fits any of the quests really. It looks to me that Mergatroid either saw Cantripmancer's card or both inferred a quest is about killing something and gaining something for it or gathering an army to kill one threat. In the first scenario, it's possible Ragnarok is Bolas as well, as he and Mergatroid both took the wrong mechanics from Catripmancer, but in both scenarios Mergatroid is Bolas.
    Posted in: Custom Card Contests and Games
  • 1

    posted a message on Nobody expects the Ravnican Inquisition!
    See? Subject16 just edited his post. He was voting for Raptorchan and changed it after Void's comment. For me, it looks suspicious. I prefer clarity in my hidden role games, so the lies need to be consistent. Now, he can claim whatever he wants. It would be better if everything that was said was saved, so the thought process of everyone is clear.
    Posted in: Custom Card Contests and Games
  • 1

    posted a message on Nobody expects the Ravnican Inquisition!
    Also, rules about not editing and possible double posting from Mafia should also apply here, to enable fair and good communication.
    Posted in: Custom Card Contests and Games
  • 1

    posted a message on February MCC Round 2 - Ribonucleic Acid
    Pain Poet 2B
    Creature - Human Rogue (U)
    Whenever a player discards a card, each opponent loses 1 life.
    3R, Discard a card: Draw a card.
    Rakdos artists tend to overemphasize slamming in their slam poetry.
    3/2
    Posted in: Monthly Contests Archive
  • 1

    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: Monthly Contests Archive
  • 2

    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: Monthly Contests Archive
  • 1

    posted a message on January MCC Judge Signups
    +1 Smile
    Posted in: Monthly Contests Archive
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