I'm really busy. I have a poster presentation due at a conference by Tuesday evening, and therefore will give two-sentence reviews each, of what I liked and what I didn't like.
MagicProfessor28 - Mind Shread
Wow. I love your art. That was absolutely perfect.
But the mechanics... First, hard counter for black? Second, this is strictly better than any counterspell out there. (2U is generally as good as UU in terms of mana cost. 2B is heavily undercosted.)
4/10
Albaran - Trucebirth Pollen
Very nice effect. But quite undercosted. It goes through every protection there is. Shroud, protection from green/white/enchantment, everything.
5/10
Sooty - Undying Plague
Wow! Extra strong tie in with your hero. But continuous wrath effects aren't that fun to play with at all. It's not overpowered, considering how costly it is. It's just not fun to play with... there's barely any way to remove it once it hits. Game over for any aggro decks thereafter... Bonus point because it has one of the best synergies with your hero.
7/10
mstieler - Verdify
no connection to the dragon.... at all. and it's really close to Alabran's card. :/ It's a green Armageddon... -_- It's not too fun to play with, is it.
4/10
Burning Ninja -Outpouring of Insanity
Well. It's fine. Well balanced, nice tie-in with your hero. Honestly, can't find much wrong with it. Conditional LD and creature destruction ain't too bad.
9/10
snoopYah -Yosnopah's Decree
Anyway... Wow. once again, this is vastly overpowered. So for B, you can destroy a creature AND gain 3 life AND draw a card? Uh... I'm pretty sure I'm reading it right here. It's the same problem as your hero. These are extremely overpowered.
4/10
Lorgalis - Kalabron's Toolkit
Nice toolbox effect, and nice connection to your hero (this is so much better than your actual legend). The effects don't seem too overpowered at all, other than the reusability. Perhaps you could've compensated for the versatility by having each effect cost 2 CMC instead of 1, or by giving each effect a Tap cost instead of just a mana cost. Still, not bad at all.
8/10
MeatballWarrior - Syphoner of Souls
Vampire. But only through deathtouch. Still, it's not bad. Quite strong, actually. Basically, the opponent will never want to block it, and will never want to attack into it. Hmm. Hmmm. It's still overpowered, is my gut feeling, due to its reusability.
6/10
Ace - no show
JeroenC - no show
Dragoon26 - no show
Ixidor, Universe Sculptor3UU
Planeswalker - Ixidor
+2: You may play a card in your hand face down as a 2/2 creature.
+3: Turn all face-down cards face up.
-5: Search for a card from each player's library and put it into play face down as a 2/2 creature under your control. Then each player shuffles his or her library.
[4]
504.9 If a face-down permanent is turned face up as an instant or a sorcery card, its controller may play that card without paying its mana cost. If he or she doesn't, put it into its owner's graveyard.
It's not that I always like flashy cards. Things like "You win the game if the sum of all life totals is less than 5" isn't something that I give an auto 4/4 in creativity unless it's well implemented.
I do have a personal tilt towards things like Cobychin's card, that said "All lands you control come into play untapped. " It's not flashy or really gamebreaking, but it's a very creative way of changing the rules just a little bit so that there's an explosion of possibilities. (Too bad he made several mistakes that cost him the second round position.)
Right. In the case of Jotun Grunt, if someone made a card that almost exactly copied it or just aimed at someone's library instead of graveyard, then in the original scale, it would receive a 0. But now, it would get a 2 instead.
I do think cards can be perfect. Really. But in this round's cards at least, I see flaws in flavor that I can't ignore, and creativity that, when I compare with some pre-existing cards, weren't that innovative. I tried to give clear reasons for the point values I gave.
Is it perhaps just the numerical point values that are low? This is what I'm trying to change next round, perhaps this time taking off no more than half off each section, such that the minimum score you could get is 12.5 from me.
Render issues: extremely poor quality art, microtext, mismatches between render and text version, and any other problems exclusive to renders will result in a maximum of 1 point deducted.
Text card issues: templating mistakes, errors in grammar and/or punctuation, missing mana symbols, missing power/toughness on creatures, and any other issues relating to text cards or overall sloppiness will result in a maximum of 2 points deducted.
Breaking design rules: design rules not directly covered by other catagories will be covered here. Things like memory issues, cards that create counters or tokens of multiple types, etc., will result in a maximum of 2 points deducted, though I expect only severe violations would get more than a point off.
The "slick" factor: a "slick" factor point will be reserved for cards that are elegant, super cool, or simply very well-rounded designs. Cards that are clunky, un-grokkable, or generally fail to wow me will not earn this point. (Yes, that means it is very difficult to get more than 3 quality points.)
Round requirements: failure to meet the round requirements, or technically meeting the requirements but doing so in a way that is obviously contrary to the round's intent will result in a loss of up to all 4 quality points.
Right. Next round, I will probably set up a system of "minimum points" for each section so that multiple mistakes in a card won't be penalized beyond the minimum points area.
This should keep the score above 15, but it will be harder to differentiate between good cards and bad cards.
Still though, I find it odd that the scoring range needs to be between 10 and 25, if the actual numerical range can be from 0 to 25.
(and BTW a big kudos to everyone who busted their hump to finish already!)
I really did "bust my hump" to finish the judgings, as it was my first time and was anxious to get some feedback. It took quite a long time for me to judge each card (upwards 30 minutes).
I don't see a problem. When I see something that's just a slight variation of what was there before, then I don't see anything creative. That's it. I do reward actual creativity generously. Cobychin, for example, got a 4/4 in creativity this round from me.
Belgareth, I know I slighted you when I first came to this forum. I'm sorry about that. I hope that isn't making you cast a critical eye on most anything I do.
Ugh. "Flux" itself is quite an esoteric word to be used as a representation of a creature. Most people, when they think of "flux" used as a noun, will think of "flow" rather than "change." It was used that way in every magic card with "flux" in its name.
That's the least of the issues he had with his card. Where's the connection between his flavor text and ability? How does his art capture the "spirit"? What does the card have anything to do with "dream"?
I really wanted one trophy of any type so that my judgments can gain some sort of legitimacy... But doesn't really matter now.My first real judging-I hope it goes well.
Jenna's ResolveWWUU
Legendary Enchantment (R)
Whenever a spell or permanent you control becomes the target of a spell or ability, you may remove it from the game with a time counter on it. If you do, it gains suspend. "Even the vilest of evils can't destroy something that doesn't exist," Explained Jenna warmly assured the worried masses. "Do not worry. Your homes and your lands will be safe so long as I am here to guide you."
So this otherwise ordinary girl gains powers of time travelling. Last round's card shows that that whenever something, anything would try to alter the girl , she would automatically timeshift out such that she wouldn't be affected. That's the basis of such a weak girl having the protection from everything. By chance she is "sacrificed," she actually time travels to another dimension temporarily then comes back. There weren't any professions that said "time traveller"... I wanted to capture the flavor of an ordinary girl who happened to gain this ability and is trying to cope with it. Three multicolored mana for an unblockable, unkillable 1/2 with some utility wasn't too bad in my opinion.
So what does this have to do with this round's card? This card pictures Jenna during her more "adventurous" teenager days, when she first learned of her powers. She went back in time, and whilst travelling, came upon the hapless village under attack from Felix. This village helped her recover when she accidentally discovered her powers after near-death, and she wants to repay them in turn. She is exploring the limits of her powers, and realizes that if she touches something and wills her mind to it, she can move the things she touch through time with her whenever she activates her ability.
The bigger it is, the more strain it causes her, hence the need for "resolve." After Felix' dire warning, Jenna is determined to help everyone in the village temporarily escape through time and come back after Felix is done with it.
About balance: 4 mana costing enchantments are known to have pretty strong effects even when we speak of nonlegendary, monocolored colorless-cost heavy enchantments. (see Worship, for example.) WWUU is a very heavy multicolored mana cost. It's a gold legendary enchantment, and it has no other abilities. Therefore, it's not overpowered.
I thought my card from last round did that :/
MagicProfessor28 - Mind Shread
Wow. I love your art. That was absolutely perfect.
But the mechanics... First, hard counter for black? Second, this is strictly better than any counterspell out there. (2U is generally as good as UU in terms of mana cost. 2B is heavily undercosted.)
4/10
Albaran - Trucebirth Pollen
Very nice effect. But quite undercosted. It goes through every protection there is. Shroud, protection from green/white/enchantment, everything.
5/10
Sooty - Undying Plague
Wow! Extra strong tie in with your hero. But continuous wrath effects aren't that fun to play with at all. It's not overpowered, considering how costly it is. It's just not fun to play with... there's barely any way to remove it once it hits. Game over for any aggro decks thereafter... Bonus point because it has one of the best synergies with your hero.
7/10
mstieler - Verdify
no connection to the dragon.... at all. and it's really close to Alabran's card. :/ It's a green Armageddon... -_- It's not too fun to play with, is it.
4/10
Burning Ninja -Outpouring of Insanity
Well. It's fine. Well balanced, nice tie-in with your hero. Honestly, can't find much wrong with it. Conditional LD and creature destruction ain't too bad.
9/10
snoopYah -Yosnopah's Decree
Anyway... Wow. once again, this is vastly overpowered. So for B, you can destroy a creature AND gain 3 life AND draw a card? Uh... I'm pretty sure I'm reading it right here. It's the same problem as your hero. These are extremely overpowered.
4/10
Lorgalis - Kalabron's Toolkit
Nice toolbox effect, and nice connection to your hero (this is so much better than your actual legend). The effects don't seem too overpowered at all, other than the reusability. Perhaps you could've compensated for the versatility by having each effect cost 2 CMC instead of 1, or by giving each effect a Tap cost instead of just a mana cost. Still, not bad at all.
8/10
MeatballWarrior - Syphoner of Souls
Vampire. But only through deathtouch. Still, it's not bad. Quite strong, actually. Basically, the opponent will never want to block it, and will never want to attack into it. Hmm. Hmmm. It's still overpowered, is my gut feeling, due to its reusability.
6/10
Ace - no show
JeroenC - no show
Dragoon26 - no show
Top 3.
1. Burning Ninja
2. Lorgalis
3. Sooty
Planeswalker - Ixidor
+2: You may play a card in your hand face down as a 2/2 creature.
+3: Turn all face-down cards face up.
-5: Search for a card from each player's library and put it into play face down as a 2/2 creature under your control. Then each player shuffles his or her library.
[4]
This requires a small addendum in comprehensive rules to Rule 504: Face-down Spells and Permanents.
504.9 If a face-down permanent is turned face up as an instant or a sorcery card, its controller may play that card without paying its mana cost. If he or she doesn't, put it into its owner's graveyard.
It's not that I always like flashy cards. Things like "You win the game if the sum of all life totals is less than 5" isn't something that I give an auto 4/4 in creativity unless it's well implemented.
I do have a personal tilt towards things like Cobychin's card, that said "All lands you control come into play untapped. " It's not flashy or really gamebreaking, but it's a very creative way of changing the rules just a little bit so that there's an explosion of possibilities. (Too bad he made several mistakes that cost him the second round position.)
Would that be ok?
I do think cards can be perfect. Really. But in this round's cards at least, I see flaws in flavor that I can't ignore, and creativity that, when I compare with some pre-existing cards, weren't that innovative. I tried to give clear reasons for the point values I gave.
Is it perhaps just the numerical point values that are low? This is what I'm trying to change next round, perhaps this time taking off no more than half off each section, such that the minimum score you could get is 12.5 from me.
Right. Next round, I will probably set up a system of "minimum points" for each section so that multiple mistakes in a card won't be penalized beyond the minimum points area.
This should keep the score above 15, but it will be harder to differentiate between good cards and bad cards.
Still though, I find it odd that the scoring range needs to be between 10 and 25, if the actual numerical range can be from 0 to 25.
I really did "bust my hump" to finish the judgings, as it was my first time and was anxious to get some feedback. It took quite a long time for me to judge each card (upwards 30 minutes).
Belgareth, I know I slighted you when I first came to this forum. I'm sorry about that. I hope that isn't making you cast a critical eye on most anything I do.
That's the least of the issues he had with his card. Where's the connection between his flavor text and ability? How does his art capture the "spirit"? What does the card have anything to do with "dream"?
Next time, raise this kind of issues through PMs.
Card Entry:
Jenna's Resolve WWUU
Legendary Enchantment (R)
Whenever a spell or permanent you control becomes the target of a spell or ability, you may remove it from the game with a time counter on it. If you do, it gains suspend.
"Even the vilest of evils can't destroy something that doesn't exist," Explained Jenna warmly assured the worried masses. "Do not worry. Your homes and your lands will be safe so long as I am here to guide you."
So this otherwise ordinary girl gains powers of time travelling. Last round's card shows that that whenever something, anything would try to alter the girl , she would automatically timeshift out such that she wouldn't be affected. That's the basis of such a weak girl having the protection from everything. By chance she is "sacrificed," she actually time travels to another dimension temporarily then comes back. There weren't any professions that said "time traveller"... I wanted to capture the flavor of an ordinary girl who happened to gain this ability and is trying to cope with it. Three multicolored mana for an unblockable, unkillable 1/2 with some utility wasn't too bad in my opinion.
So what does this have to do with this round's card? This card pictures Jenna during her more "adventurous" teenager days, when she first learned of her powers. She went back in time, and whilst travelling, came upon the hapless village under attack from Felix. This village helped her recover when she accidentally discovered her powers after near-death, and she wants to repay them in turn. She is exploring the limits of her powers, and realizes that if she touches something and wills her mind to it, she can move the things she touch through time with her whenever she activates her ability.
The bigger it is, the more strain it causes her, hence the need for "resolve." After Felix' dire warning, Jenna is determined to help everyone in the village temporarily escape through time and come back after Felix is done with it.
About balance: 4 mana costing enchantments are known to have pretty strong effects even when we speak of nonlegendary, monocolored colorless-cost heavy enchantments. (see Worship, for example.) WWUU is a very heavy multicolored mana cost. It's a gold legendary enchantment, and it has no other abilities. Therefore, it's not overpowered.