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  • 1

    posted a message on Prison Block Mafia II Sign ups 15/15: Transferring to prison...
    Quote from Zionite »
    /in

    Smile
    Mmm, these signups are getting pretty nostalgic. I like it!

    Hi, Zionite!
    Posted in: Old Sign-ups
  • 1

    posted a message on Modern Mafia - Game Over: Terminus [Town Victory]
    Never got a chance to post after game thoughts, so real quick:

    • Thanks to Proph for a fun game! Some cool roles, nifty setup, fair flavor, overall two thumbs up.
    • Thanks to everyone for playing fun games. Felt like the energy on this one was way up.
    • Nominate Axel for town MVP; his analysis this game was really thorough and, in combination with how/when/where he pushed, made him lock town to me.
    • Great job to Tom and Wisp for pushing on in the face of adversity.
    • Sorry to my teammates for so quickly doubting my own results. Proph's wording combined with others saying they got specifics made me feel like shenanigans were more likely than me just catching Tom lying for no reason, so... meh.
    Posted in: Mafia
  • 3

    posted a message on Nobody expects the Ravnican Inquisition!
    Nuts.

    Good game, Cardz. I look forward to Juan's observations, but in the meantime, how did you luck into that first round card design? That was really solid and, for me, carried you most of the game.

    I think you did a fine job, Void; I'm pretty sure I would have done exactly the same as you had I been in your shoes. And you did a good job of establishing your alignment via card design, imo. As for subsequent games, the game I'm working on is likely going to be a little different than what Juan offered up. I don't know if I want to offer to collaborate with you on one game or if we should both develop separately and simultaneously. (I do have another pair of eyes on my tentative setup, but I'm sort of in a holding pattern until I hear from this thread what worked and what didn't.)

    I'm a little sad that so many people felt like my designs were out-of-character for Izzet. I haven't played the recent expansions (*cries*), but from what I remember when I last played Izzet, they're the quirky crazy bunch more focused on their experimentation and having a blast (figuratively and literally) than anything else. I thought my cards, albeit unusual, fit that criteria. (For example, I agree that it would be unusual for there to be an Izzet cleric, but if they had one, it wouldn't be focused on healing or curing. It'd use gadgets and gizmos to effect the most expedient method of resetting a fellow creature to its default state, i.e. bouncing it so it can be played afresh.)

    @Everyone: What did you enjoy in this game? If you were a Guildy, what was fun, what was annoying? If you were Bolas, was round 1 ridiculously difficult (and Cardz really did luck into his design)? Did the number of peek cards you received work? Make it too easy/hard? Etc. The more feedback Void and I get, the better future games will be.

    Finally, I'd like to extend an open invitation to everyone here: if you enjoyed this in any way, shape, or form, you should consider giving regular Mafia a try. I find it a lot of fun. I've played in close to 50 games, I believe, and hosted a fair number, as well. Basic rundown is that it's a lot like this game, without the card design but with some/all players (depending on the game) having special abilities. A more in-depth explanation can be found here. Here's a link to the signup thread for the next game to start, which is Hill House Mafia, a high flavor, low complexity game with flavor relating to the Clue board game. From what I've been told, it would be a great game to get your feet wet. I'm playing in that game, and I'd love to see you come try it out. Feel free to ask if you have any questions.
    Posted in: Custom Card Contests and Games
  • 1

    posted a message on Nobody expects the Ravnican Inquisition!
    I reread all of Subject16's posts. I'm...actually leaning away from him being Bolas. I'm not getting a manipulative feeling from his posts, and he's pretty consistently seemed to be a little unclear on the rules and/or quests, and not in obvious derpy ways, either. One specific example that I found convincing was in 231 where he says "The quest says nothing about placing an alarm or a snare, only to create something that traps (either in a specific location or within an object)." (emphasis mine) The quest was "...Make a trap for a place or object..." Subject16 thinking that the quest was asking for the intruder to be trapped "within an object" and then designing the card he did (Stasis Ooze) actually makes some sense, and, I think, lends more credibility to his recent rules derps. I'll probably regret this, but I think I'm going to say that Subject is Guildy.

    Which means that it's two of Void, Cardz, and Superbajt, which blows me away because I felt pretty good about both Void and Cardz.

    @Cardz and @Void: Which card do you each think you've done the best job on so far in this game?
    Posted in: Custom Card Contests and Games
  • 1

    posted a message on April MCC Judge Signups
    I'd prefer to play, but...go ahead and sign me up as a judge. If, by chance, two other individuals *also* sign up, I'd like to play instead.
    Posted in: Monthly Contests Archive
  • 1

    posted a message on Nobody expects the Ravnican Inquisition!
    Quests for Reference:

    1: It's time to turn the trap thing around. Make a trap for a place or object that either traps or heavily damages any intruder foolish enough to trigger it.
    2: Meanwhile, it's the Guildpact holiday this week. Help the celebrations somehow.
    3: We have an offer from Dimitrev, the renowned artificer, who wants to help our new Guildpact. Work with him by designing an artifact for the ages.

    zdtsd Orzhov
    Contract Trap 5WB
    Instant-Trap
    You may pay 1WB rather than this spell's mana cost if am opponent controls 3 or more creatures.
    Tap all creatures your opponents' control. For each creature tapped this way, its controller loses 1 life and you gain 1 life.
    The Boros soldiers signed the contract without reading the fine print. They realized their mistake too late.

    Obviously for quest #1, mostly fits, but it doesn't really trap "an object or a place". Meh, could be a fit, but I'm pretty sure they're Bolas from previous rounds. Of course, I was pretty sure on M_J, too, so... Frown

    Superbajt Golgari
    Fungal Frontier 2BG
    Instant
    Prevent all combat damage that would be dealt to players this turn.
    Until end of turn, whenever a creature dies, each opponent loses one life and you gain 1 life.
    You'll never know which step decided that you are fungus food.

    Wait...what? Two cards that drain life for each creature [that foo]? I'm pretty sure at least one of these is Bolas and copied the other...but that's really specific copying. Something feels off. This also doesn't feel so much like a trap (I'm assuming quest #1), but the connection is there, I guess. Hmm, now I want to look back at something...I'll get back to you on that.

    Cantripmancer (Me) Izzet
    Tripwire Inspiration 1UR
    Enchantment - Aura (U)
    Enchant land or artifact
    Enchanted permanent has "Sacrifice this permanent: Tripwire Inspiration deals 6 damage to target creature that's attacking you. Draw two cards."
    Fools have their uses, especially when paired with my patented flame-banana peel alarm system!

    I'll hold off until others have a chance to weigh in, other than to confirm that I (obviously) designed for quest 1.

    Subject16 Simic
    Stasis Ooze 3GU
    Creature - Ooze (Mythic)
    1GU: Adapt 1 (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)
    Whenever one or more +1/+1 counters are placed on Stasis Ooze, you may exile another target creature for as long as Stasis Ooze remains on the battlefield.
    Stasis Ooze has all activated abilities and creature types of each creature card exiled with it.
    "It doesn't hurt those it swallows. It keeps them asleep whilst its genes are sampled."
    2/2

    Another trap, mostly ok? It certainly traps a creature, but I don't feel like it specifically punishes those "foolish enough to trigger it" (the trigger normally will have nothing to do with the opponent, whether their creatures are attacking you, etc).

    Cardz5000 Dimir
    Psionic Barrier 2UB
    Creature - Illusion Wall {R}
    Defender
    You may cast spells with cipher as though they had flash.
    Whenever Psionic Barrier blocks, if there is a card encoded on it, you may copy the encoded card. If you do, you may cast the copy without paying its mana cost.
    Trespassing on Duskmantle, while an impressive feat, is likely to be the last thing you'll never remember.
    0/5

    Another trap...hmm, popular option. This doesn't scream "traps or heavily damages any intruder" to me, but leaning Guildy from previous rounds.

    void_nothing Boros
    Armory of the Ages 2
    Artifact (R)
    3R, T: Gain control of target Equipment and attach it to a creature of your choice. That creature gets +1/+0 until end of turn for each Equipment attached to it.
    3W, T: Prevent all damage that would be dealt to players and planeswalkers this turn by a source of your choice. When damage is prevented in this way, you gain that much life.
    "Dimitrev's elegant solution to sorting and storing twenty thousand years' worth of Legion arms and armor." - Mor Kenek, Wojek investigator

    As the only one to design for quest 3, Void's Guildy unless this is the trap.

    I don't like this round. I'm assuming that the breakdown is:

    Quest 3: void_nothing
    Quest 1: Everyone else

    (Please correct me if I'm wrong on which quest you designed for.)

    And I feel pretty similar about all four of the other traps as far as how well they relate to the quest. None of them scream that they were designed specifically for it, but none of them feel particularly off.

    So I'm going to do some looking at the past for a couple of things. More to come...
    Posted in: Custom Card Contests and Games
  • 1

    posted a message on February MCC Round 3 - Hybrid Theory
    Judgings Complete

    Thrill-Kill Chaser (B/R)(B/R)
    Creature - Human Warrior (U)
    Haste
    Whenever Thrill-Kill Chaser attacks put a +1/+1 counter on it.
    At the beginning of your end step, if Thrill-Kill Chaser didn’t attack this turn, remove all +1/+1 counters from it.
    1/1


    Design -
    (1.75/3) Appeal: Spike sees the potential, and Johnny sees something interesting to play around with. The last clause + feelbads when topdecking this late game turns Timmy off.
    (2.75/3) Elegance: Pretty grokkable, mild complexity.

    Development -
    (2.5/3) Viability: I'm not entirely sure I agree with mono-black getting this card, but Ordeal of Erebos seems to think the basic idea is acceptable (although as part of a cycle, it's still tenuous). Jumbo Imp, to some extent, seems to hold that up, although I don't usually look to Un-sets as the standard. The red side is fine. Uncommon is the best place for it, and no rules issues.
    (3/3) Balance: No balance concerns. Feels pretty solid.

    Creativity -
    (2.5/3) Uniqueness: Armory of Iroas with relevant red/black drawback. Interesting combination of effects that, as far as I can tell, hasn't been done.
    (2/3) Flavor: Name is actually pretty evocative, although it sounds more like it should get +1/+1 counters from kills, not just attacking. Not a lot of room for flavor text, but a nice one-line zinger might have helped tie those elements together better.

    Polish -
    (2.75/3) Quality: Should have a comma after "attacks".
    (2/2) *Main Challenge: Good.
    (2/2) Subchallenges: Good.

    Total: 21.25/25
    *An entry with 0 points here is subject to disqualification.
    Denied Relief (W/B)(W/B)
    Instant (U)
    Non-Spirit creatures you control gain Afterlife 1 until end of turn.
    "It may seem cruel to most, but it's just business."


    So...I started reviewing this and it felt awfully familiar...which is when I realized I had already judged (essentially) this card, just a few weeks ago. So...sorry that some of the below is cut and paste. With two designers this month making this card, it obviously needs to see print!

    Design -
    (2.5/3) Appeal: Mild to strong appeal across the board, with both Spike and Johnny taking some extra notice.
    (2.75/3) Elegance: Nice solid package, a little surprised nothing like this exists already. Slight point dock because it's going to still create rules questions, but not terribly complex ones.

    Development -
    (3/3) Viability: Colors and rules are fine, as far as I can tell. This feels like the kind of effect that belongs at uncommon. Possible memory concerns if this is played at the start of a long turn/with a board laden with creatures, but it's pretty minimal. Also slight possibility of shenanigans with non-spirit token creatures. I think it's more likely this would be printed with the stricter "nontoken creatures you control" clause to prevent things like Bridge From Below+Altar of Dementia/Goblin Bombardment+your card, but maybe WotC would Never mind. Requiem Angel is a thing; this is fine.
    (2.75/3) Balance: Closest comparisons I can find are Knight of the Last Breath and Field of Souls. For a one-shot global effect, this is probably pretty close to costed correctly. I don't think it's going to warp any particular format, although I could see it fueling a sacrifice-based deck with some potential danger.

    Creativity -
    (2.5/3) Uniqueness: Not SUUUUUUPER unique, but, as I'm surprised something like it hasn't been printed, high marks. Slight point dock for not realizing one of your competitors posted a very similar card earlier this month.
    (2.5/3) Flavor: I like the name and flavor text combination, and they work well with the card concept. I think the flavor text would connect better if you dropped "to most".

    Polish -
    (3/3) Quality: Should probably have the reminder text, but I'm not going to dock for that.
    (2/2) *Main Challenge: Good.
    (2/2) Subchallenges: Good.

    Total: 23/25
    *An entry with 0 points here is subject to disqualification.
    Domri, Raze-Boar's Champion 1(R/G)(R/G)
    Legendary Planeswalker - Domri (M)
    [+1]: Until end of turn, up to one target creature gets +3/+1.
    [-2]: Target creature you control deals damage equal to its power to another target creature.
    [-6]: You get an emblem with "Creatures you control have riot, riot and riot."
    {3}


    Design -
    (3/3) Appeal: Very few planeswalkers miss on appeal, and this is not that exception. Timmy and Johnny love the last two clauses, and Spike is sold at the body + the first ability.
    (2.5/3) Elegance: Mostly fine, but that triple riot is going to make people think. The good news is that making it obviously repetitive, you solve the initial, "wait, is this a mistake" question so that players can move on to doing battle calculations.

    Development -
    (3/3) Viability: Everything here fits in Gruul's wheelhouse, and there aren't any rules issues.
    (2.75/3) Balance: Pretty sure these effects are balanced, especially compared to the base Domri Rade. Comparing across on each level, the first ability is weaker than the potential card draw, but the second ability is slightly better than Domri's "fight" ability. The third is a bit less complex than Domri's "your creatures are awesome in so many ways", but it's still "your creatures are awesome for other reasons that are still pretty cool".

    Creativity -
    (2/3) Uniqueness: As identified in Balance, it's pretty similar to Domri Rade. That said, a lot of planeswalker riffs seem to shift only slightly, so...maybe ok? You did some interesting things here, so you get some points.
    (2.75/3) Flavor: Name goes a long way with this. Flavor fits the abilities, and feels like it could be a riff on Domri.

    Polish -
    (3/3) Quality: I *think* that if a planeswalker grants +/+ bonuses to a creature and no other abilities, the "until end of turn" comes at the end of the phrase, as per Jiang Yanggu and Nissa, Genesis Mage. That clause appearing at the start seems to only occur when a planeswalker gives the +/+ AND other abilities (Ajani Steadfast, Arlinn Kord, others). But then Elspeth, Knight-Errant gives +3/+3 and flying and the clause appears at the end...eh, I'll give you a pass on this one.
    (2/2) *Main Challenge: Good.
    (2/2) Subchallenges: Good.

    Total: 23/25
    *An entry with 0 points here is subject to disqualification.
    Frenzied Rager (R/G)(R/G)(R/G)
    Creature-Human Shaman (Rare)
    Riot
    Each other creature you control with a +1/+1 counter on it has haste.
    Sacrifice a land: Frenzied Rager gets +2/+0 until end of turn.
    "Some Gruul can't tell the difference between their lands and ours. They're the scary ones."-Jorek, Wojek Captain
    3/2


    Design -
    (3/3) Appeal: Spike is all over this, Timmy sees a 3-mana 9/2 with haste, and Johnny has lots of creatures with +1/+1 counters that could use a bit of haste. This hits across the board.
    (2.75/3) Elegance: There's quite a bit going on, but nothing that's super complex. Players will have to pause for a moment to confirm that they still get either a hasty critter or a pumped one (for the Rager itself), but otherwise, good.

    Development -
    (3/3) Viability: No color, rules, or rarity issues. This feels like a solid rare.
    (2/3) Balance: Land sacrifice to get +2/+0 ueot has some history, but it hasn't appeared recently. Note that those all have costs and/or limits imposed on the land sacrifice ability. Although some Togs are all about the free land sac for a similar pump. I am...a little leery about an unlimited free land sac pump. I fear that this could very easily be a T4/T5 game ender to the head. Maybe not consistently enough to be the only deck that gets played, but often enough that I could see it brutalizing the environment it was unleashed upon. And that's not even taking into account the mass-haste granting.

    Creativity -
    (2.5/3) Uniqueness: Akki Avalanchers + Exava, Rakdos Blood Witch with riot takes some interesting abilities and combines them in a synergistic way. Pretty creative.
    (1.25/3) Flavor: This is a little subjective, I think, but Frenzied Rager sounds like a foot soldier rather than a battle-hardened general (not sure if that's because of Frenzied Goblin associations). I also don't quite get how the flavor text is supposed to relate; it's not like the Rager can destroy your opponent's lands. Nor would I expect Gruul to care about land boundaries (or concepts like "yours vs ours"), or a Wojek captain to be surprised that they don't care.

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

    Total: 21.5/25
    *An entry with 0 points here is subject to disqualification.
    Posted in: Monthly Contests Archive
  • 1

    posted a message on February MCC Judge signup thread
    I will commit to judging this month.
    Posted in: Monthly Contests Archive
  • 1

    posted a message on December MCC Round 1 - Decisions, decisions
    MCC December 2018 Round 1 Judgings
    Quote from RaikouRider »
    Abolishment Summit 1WW
    Sorcery {R}
    Will of the council — Starting with you, each player votes for a number. For each nonland permanent, destroy it unless its converted mana cost has the most votes or is tied for the most votes.
    Design -
    (2.25/3) Appeal: Spike can use this, although it's not his first go-to; there are more direct solutions. Timmy has a love-hate with board resets, and this will almost always sweep any ground pounders away (and, again, there are other similar solutions that appeal more directly). Johnny is really the only one who gushes about it, but just about everyone can find *something* to work with here.
    (2.5/3) Elegance: I feel like it's a little counter-intuitive at first because it destroys everything EXCEPT the CMC(s) that are voted for. But it's a two-read card and works for me in the end.

    Development -
    (3/3) Viability: White definitely gets mass destruction, even selective mass destruction, and no rules concerns. Rare is appropriate for this kind of effect.
    (2/3) Balance: I feel like this is undercosted. Compare it to Council's Judgement, which is also a 1WW rare sorcery, but will often only exile 1-2 permanents you don't control (yes, it can be more in a large multiplayer game, but considering Commander, 2HG, and smaller multiplayer (3-5 players), Judgement often only gets 1-2). This--especially in multiplayer--is going to sweep a wide swath. Compare to Austere Command, Akroma's Vengeance, Catastrophe, even Citywide Bust, I would think 3WW or *maybe* 1WWW would be more appropriate. That said, once costed appropriately, I don't think it would be problematic, especially because of the nature of Will of the Council cards.

    Creativity -
    (1/3) Uniqueness: This is pretty heavily trod ground, as per all the cards I mentioned in Balance (and more). It's nifty in that it's like a reverse Engineered Explosives, and this exact variation hasn't been done, but other than that, it doesn't really hit the unique-o-meter.
    (1.25/3) Flavor: I like the sound of "Abolishment Summit", but I feel torn, as "Abolishment Summit" sounds like the council is choosing what to abolish, when they're really choosing what to save. That said, "Preservation Summit" or "Protection Summit" or "Save the Whales Summit" don't really sound like awe-inspiring board-sweeping spells. So I sorta feel like--were this being designed by WotC--the name would end up being something completely different, like "Culling Edict" (which could even be a throwback to Culling Scales/Culling Sun). There is definitely room for flavor text, and while there is some tradition in board sweepers being somewhat stark in that area (to maximize the punch of the rules text), I feel like flavor text would help tie things together.

    Polish -
    (3/3) Quality: This looks good.
    (2/2) *Main Challenge: Good here.
    (1/2) Subchallenges: It's monocolor, but not an artifact, creature, enchantment, or land.

    Total: 18/25
    *An entry with 0 points here is subject to disqualification.
    Selvala's Exploration 3GG
    Enchantment (MR)
    Will of the council — At the beginning of your end step, starting with you, each player votes for flora or fauna. If flora gets more votes, search your library for a land card, put it onto the battlefield tapped, then shuffle your library. If fauna gets more votes or the vote is tied, search your library for a creature card, reveal it, put it into your hand, then shuffle your library.
    Design -
    (2.5/3) Appeal: Johnny loves this, Spike appreciates this, Johnny isn't exactly excited by it, but it's an engine, so he'll consider it.
    (2.75/3) Elegance: Very grokkable, use of flora/fauna makes good sense and ties things together. It's a little unwieldy with two search-and-shuffle clauses, but overall very focused.

    Development -
    (3/3) Viability: No worries for green, rules are fine, and repeatable targeted land and creature search should definitely be at rare or higher. I don't know...I'm not feeling the "mythic" here. I suspect that it'd be printed at rare, but I could be wrong.
    (2.25/3) Balance: Planar Portal might think this is too cheap, but I think the cost is close to appropriate, maybe could cost 6 instead of 5. It's slightly more powerful in 2HG/Commander/any team-vs-team format because it'll often be easier to tie the vote. Sometimes it'll "just" be a deck thinner, and that's ok too.

    Creativity -
    (2.25/3) Uniqueness: I could be wrong, but I don't think there's been a card printed that repeatedly "gave" you a land or a creature every turn. Planar Portal is certainly the closest match I could find among permanents, while Traverse the Ulvenwald is sorta the one-shot. In general, a nice twist on something familiar.
    (2.75/3) Flavor: Name is ok, but since you don't have space for flavor text, it has to carry more of the flavor than normal. I feel like you could find a word a little more evocative than "exploration" (especially since Selvala is an "explorer". "Expedition"? "Pilgramage"? Mostly just something for you to consider; the name is ok, just not spectacular. Selvala is a fine flavorful tie-in. Overall card feels pretty flavorfully solid.

    Polish -
    (3/3) Quality: Looks good.
    (2/2) *Main Challenge: Good.
    (2/2) Subchallenges: Both met.

    Total: 22.5/25
    *An entry with 0 points here is subject to disqualification.
    Quote from mirrodin71 »
    Relax W
    Enchantment (U)
    Join forces— At the beginning of upkeep, starting with you each player may pay 1. Each player gain X life, where X is the total amount of mana paid this way.
    Design -
    (1/3) Appeal: This is pretty solidly a pure Johnny card. The effect isn't nearly splashy enough for Timmy, and Spike doesn't give this a second thought.
    (2.75/3) Elegance: Completely grokkable, a little complex for such a simple effect, but it works.

    Development -
    (2.75/3) Viability: White is where this belongs, no rules issues. I'm a little torn on the rarity because the effect is pretty minimal (even if it can make a difference over the course of a game), so it *feels* like it should be common (see Ajani's Mantra, but this more complex, scalable, en masse version probably fits at uncommon? I think you've got it where it should be.
    (2.5/3) Balance: Cost is fine, imo, especially since if you drop it T1 you then have to make decisions, pre-draw, as to whether you're going to tie mana up in it each turn. I can't see it ruining or dominating any formats, other than with slight tendencies to make games longer (possibly lending itself to combo/mill decks?).

    Creativity -
    (1.5/3) Uniqueness: Eh, mostly just Ajani's Mantra for multiplayer. Fun use of Join Forces, though. Would kind of liked to have seen this on a creature rather than an enchantment.
    (1/3) Flavor: Name seems a little...basic? Like, I can get behind one word names if they're embodiments of aspects (Anger, Brawn), but "Relax" sounds like a command (maybe an until-end-of-turn instant that pacifies a target creature, for example), not an ongoing enchantment. "Relaxing Presence" or "Peace of Mind" or somesuch would work more for me. No flavor text when there's room? That would be a good opportunity to tie-in/strengthen that name. I feel the overall "feeling" of the flavor/effect, though, so a point for that.

    Polish -
    (2/3) Quality: Needs "your" or "each" before "upkeep". There should be a comma after "starting with you". Should be "gains".
    (2/2) *Main Challenge: Good here.
    (2/2) Subchallenges: Both met.

    Total: 0/25 It would have been 17.5, but you edited your submission post-deadline, which is a disqualification. Frown I know that I have the pre-edit version saved, but still: you can't edit your submission after the deadline. Sorry.
    *An entry with 0 points here is subject to disqualification.
    Quote from IcariiFA »
    Argorbar, the Prolific 3GGG
    Legendary Creature - Hydra (M)
    Trample
    Council's dilemma — When Argorbar, the Prolific enters the battlefield, starting with you, each player votes for bodies or heads. Create a 3/3 green Hydra creature token with trample for each bodies vote. Put 3 +1/+1 counters on each Hydra you control for each heads vote.
    Argorbar boasted strength in numbers no matter how you counted them.
    3/3
    Design -
    (3/3) Appeal: Timmy gives this 327 thumbs up. Johnny can't do the math fast enough. And even Spike sees the guaranteed board presence as a good deal.
    (3/3) Elegance: This is very well put together. Easy to understand, holistic card idea.

    Development -
    (3/3) Viability: Fatties in large numbers (with stacks of large numbers) fits fine in green. No rulebreaking. Feels very mythic.
    (1.75/3) Balance: I feel like this is too good, even at mythic and legendary. Just to talk it out, for 3GGG, in your basic duel, you're getting either a 9/9, two 6/6's, or three 3/3's. Armada Wurm produces similar, I suppose, but has to commit to white mana. Coursers' Accord gets you a 3/3 and possibly another 3/3/possibly something better. Dragon Broodmother and Dragonlair Spider both feel a little weak by comparison. Hydra Broodmaster gives you a 7/7 for your initial investment, but then you have to pump a lot more mana into it to get some tokens. Kalonian Twingrove might be comparable, but only in a duel. I mean, that's a pretty long list of strong cards that yours eclipses. And then we look at multiplayer and suddenly each additional player ramps those numbers up by one level in each category (3 players = one 12/12 or three 6/6's or four 3/3's, etc). And then Johnny taps you on the shoulder and says, "hey, have you met my friend Mirror Entity?" At which point things really get ridiculous. The Legendary is a pretty minor balancing element. Drawing a second one when you've already laid down the first isn't going to be heartbreaking; it just makes the one already on the board into a raging suicide engine of death. To be frank, I think at this cost he should be a 2/2 that makes 2/2's and grants two +1/+1 counters. Or cost at least 8 cmc.

    Creativity -
    (1.75/3) Uniqueness: This is a twist on an pretty well established concept, but it's a fun twist. I'm actually reminded of Elegant Edgecrafters, but, of course, this is the version on steroids. Not the most unique card concept, but well executed.
    (2.75/3) Flavor: Name is mostly ok, although Argorbar is more of a mouthful than it needs to be. Even just "Argobar" is less of a workout for your tongue. Flavor text is well-done; I like it. Overall package is pretty cohesive and adds to the Hydra library nicely.

    Polish -
    (3/3) Quality: Good.
    (2/2) *Main Challenge: Good here.
    (2/2) Subchallenges: Both met.

    Total: 22.25/25
    *An entry with 0 points here is subject to disqualification.
    Notes:
    • Judgings are not final until the judging deadline.
    • If you have questions or concerns with the way I have judged your card, feel free to send me a PM and we can discuss it, but, as per the MCC rules, don't expect a change in score unless I've missed something hugely significant.

    Bolded advance:
    StonerOfKruphix: 22.75
    IcariiFA: 22.25
    RaikouRider: 18

    mirrodin71: 0
    Posted in: Monthly Contests Archive
  • 2

    posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    This feels fine, for the most part, very utilitarian, solid concept. It *might* even be able to be a 3/5 for that cost. You know what would be a nifty twist?

    Golgari Elemental 3 B/G mana B/G mana
    Creature - Elemental
    When Golgari Elemental enters the battlefield, target creature gets -1/-1 for each black mana spent to cast ~.
    When Golgari Elemental enters the battlefield, you gain 2 life for each green mana spent to cast ~.
    2/4

    So the evoke is severely curtailed (maybe up the evoke cost to 1 mana B/G mana ?), but the creature itself is a 2/4 that gives you up to 10 life and/or a creature gets up to -5/-5. That would be some pretty fancy Spike/Johnny candy. Heh, what's really cool (well, maybe "interesting" is a better word) is that you could make the Evoke cost 1 mana (or 2 mana in my alternate version) and it would be just as effective as B/G mana (or 1 mana B/G mana ).

    Glimpse of Desolation BB
    Enchantment
    Flash
    Creatures controlled by opponents get -1/-1.
    At end of turn, sacrifice ~. If you do, each opponent discards a card.
    A moment of insanity for a lifetime of regret.
    Posted in: Custom Card Contests and Games
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