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  • posted a message on July MCC Round 4 (Finals) - The Return of the God-Pharaoh
    Bolas's Treachery RR
    Enchantment [R]
    Whenever you gain control of a permanent from another player, Bolas's Treachery deals 3 damage to that player. You may sacrifice that permanent at the beginning of the next end step.
    3RR: Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. At the beginning of the next end step, sacrifice Bolas's Treachery. Activate this ability only any time you could cast a sorcery.
    Posted in: Monthly Contests Archive
  • posted a message on August Judge Signup Thread
    You have to judge for four rounds, usually around once per week. Your judgment looks good, you're in!
    Posted in: Monthly Contests Archive
  • posted a message on August Judge Signup Thread

    Hello, and welcome to the August MCC signup thread! If you're interesting in judging, please do so by posting in this thread. If you're newer at judging and unsure of your capabilities, you can judge the sample card provided below to test yourself.

    Also, please note that this is going to be the first month in which judges will be entered into the Judge Rewards Program. Though I do not have the system fully fleshed out yet, your participation as a judge (or a host, in future months) will grant you raffle 'tickets' with which you have a chance to win marvelous prizes! Now, having said that, let's get to the judging.

    Will of the Oversoul 1(G/W)(G/W)
    Instant [U]
    Choose target creature you control. If W was spent to cast Will of the Oversoul, that creature gets +1/+0 and gains indestructible until end of turn. If G was spent to cast Will of the Oversoul, that creature fights target creature you don't control.
    "You don't want to get on her bad side."
    —Gaddock Teeg

    Design -

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

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

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

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

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

    Posted in: Monthly Contests Archive
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Hey, I feel like I should weigh in.

    Back in November he just dropped the MCC with no explanation; me and void_nothing had to take over for the month (which sucked because I really liked my design that round). The fact that he was allowed to judge, much less host, after that first offense is debatable, but after bailing out for a second time I see no reason why he should be allowed to host. My proposal is that he has a permanent ban from hosting, and a one year ban from judging. I don't think we should ever have a host that has demonstrated that they are capable of forgetting about the MCC altogether; losing a judge is one thing, but losing a host completely throws off the rhythm.

    Also, that brings me to another topic. Judging (and especially hosting) can be a thankless job at times. I would like to instate a raffle in which each judge and host is entered, and a winner is drawn after a certain time period. The winner would be mailed a valuable card (I will donate some from my own collection to begin with, and I encourage anyone who would like to join me to do so). I could manage this "rewards program". Thoughts?

    Lastly, do we have a host for the next month? If not I volunteer to do so.
    Posted in: Custom Card Contests and Games
  • posted a message on July MCC Round 3 - Sandstorm
    Amonkhet's Ruin 2RR
    Enchantment [R]
    At the beginning of your upkeep, discard a card, then draw a card.
    At the beginning of your end step, if there are ten or more Desert cards in your graveyard, you win the game.
    "My only regret is that I could destroy this plane but once."
    —Nicol Bolas
    Posted in: Monthly Contests Archive
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    As someone who judges often, I would like to offer a rebuttal to some of the points you have made, kjsharp:

    Quote from kjsharp »
    (i) Limited: As someone who jammed 150+ FRF-KTK drafts on MTGO, I can tell you that 95% of the time the +1/+1 counter mode was used for Citadel Siege. That ability has been removed. In its place, the second mode of Citadel Siege has been made more powerful if you have a desert. In a vacuum, I think Brutality of the Second Sun is stronger than the second mode of Citadel Siege if you have 3 or more deserts in your deck, a tad worse if you have 2, significantly worse if you have 1, and much much worse if you have zero.


    Fate Reforged is widely cited as having some of the most overpowered rares in draft in a long time, and Citadel Siege is among the most powerful cards in that set. Having your card be comparable to a clearly overpowered card is not good, even if your card is somewhat more conditional. Additionally, I think you're underestimating how strong the Desert clause is on this card. Shrinking a creature and gaining a life per turn in addition to tapping that creature is a huge upside.

    Quote from kjsharp »
    The general flavor of the card is obvious. The sun over the desert is making it hard for the former Hekma denizens to survive in the desert. Has Biblical callbacks to the wandering of the Israelites in the desert, as does Open into Wonder to Moses parting the waves of the Red Sea, and it suits the flavor of the story of Amonkhet perfectly.

    Regarding the flavor text, wailing and beating of breasts are terms used to describe those in agony and deep-seated existential pain. They are common Biblical tropes, and are employed by various literary authors, including Alexander Pope in his famous Rape of the Lock. The use of "its" there is also correct - sometimes in English you de-gender a baby. "Babe" is also correct - "baby" would be fine but less poetic and less befitting in this instance. "A babe in its mother's arms" is a common expression in English. Jesus is often described as a "babe wrapped in swaddling clothes"; few pastors would say "baby wrapped in swaddling clothes". Given the gravity of the situation being described, the heightened poeticism works well.


    How often do you see common biblical tropes in Magic nowadays? Flavor text written in a biblical style is equally absent too. I'm not saying that the flavor text is poorly written — it isn't, but it is out of place in this card game. The reference would be obscure for many players, and that your judge is also confused by it should not be surprising.
    Posted in: Custom Card Contests and Games
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Does my card satisfy the main challenge?

    "Whenever a spell or ability you control puts one or more -1/-1 counters on a creature enchanted player controls, Curse of Burning Sands deals 1 damage to that player."
    Posted in: Custom Card Contests and Games
  • posted a message on July MCC Round 2 - The Scorpion's Sting
    Scalding Sands 1RR
    Enchantment [R]
    At the beginning of each opponent's upkeep, put a -1/-1 counter on target creature that player controls.
    2RR: Each creature with a -1/-1 counter on it deals 1 damage to its controller.
    Expelled from their city, the people of Amonkhet faced challenges daily from every aspect of the environment.
    Posted in: Monthly Contests Archive
  • posted a message on July MCC Round 1 - Rise Eternal
    Gustcaller Adept 2U
    Creature — Human Wizard [U]
    Whenever a creature you control with power 4 or greater attacks, it gains flying until end of turn.
    Eternalize 5UU (5UU, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Wizard with no mana cost. Eternalize only as a sorcery.)
    "The skies deserve to be ruled by the worthy."
    2/2
    Posted in: Monthly Contests Archive
  • posted a message on June MCC Round 2: A Myriad of Swings
    Did the amonkhet challenge last round.

    Dune-Brood, Incarnation of the Many BRGW
    Legendary Creature — Nephilim [M]
    First strike, deathtouch
    2BR: Target creature gains myriad until end of turn. (Whenever a creature with myriad attacks, for each opponent other than defending player, that creature's controller may create a token that’s a copy of that creature that’s tapped and attacking the defending player or a planeswalker he or she controls. Exile the tokens at end of combat.)
    GW: Target creature and each other creature with the same name as that creature get +1/+1 and gain trample until end of turn.
    4/3
    Posted in: Monthly Contests Archive
  • posted a message on May Round 4 - Shape the Future (Finale)
    Design
    (3/3) Appeal:
    (3/3) Elegance:

    Development
    (3/3) Viability: Red/green works.
    (2/3) Balance: For an uncommon, this is very strong. A 3 mana 3/3 that can turn into a Murderous Redcap at will is already strong, and the way this combos with things that remove -1/-1 counters or pump creatures is a little too good. Just think about how powerful this card is with Shed Weakness.

    Creativity
    (2/3) Uniqueness: It reminds me of Murderous Redcap a little too much.
    (2/3) Flavor: The flavor text feels slightly off to me. I think you could have used a stronger adjective than "harm".

    Polish
    (2.5/3) Quality: There needs to be a space in between 1 and t after the comma. Also, it should be "deals damage equal to its power to that creature or player" in the reminder text.
    (4/4) Challenges:

    Total: 21.5/25

    Design
    (3/3) Appeal: There's something for everyone here.
    (3/3) Elegance:

    Development
    (3/3) Viability:
    (1/3) Balance: This card is completely unbeatable in limited outside of a removal spell. Let's draw a common picture. For the first four turns of the game both you and your opponent have been developing minions to the board. On your fifth turn you jam this card and attack with your three creatures. Their creatures can't block, so you get through and restrain their entire team. That's a pretty powerful turn. However, it doesn't get any better for the opponent. Your guys are going to keep attacking and keep tapping their guys down forever unless they can find a removal spell. I get that it's a very hard to cast mythic rare, but "utterly unbeatable" isn't a good place to be.

    Creativity
    (3/3) Uniqueness:
    (3/3) Flavor: The flavor text is short but sweet. "Arrester" isn't the best title for a card, but it works so I'll let it pass.

    Polish
    (3/3) Quality:
    (4/4) Challenges:

    Total: 23/25

    Design
    (3/3) Appeal: There's something for everyone here.
    (2/3) Elegance: There's a lot going on here. I'd have given you a lower score if it wasn't for the fact that the depth of this card far exceeds its wordiness.

    Development
    (3/3) Viability: I feel like black is missing from this card, as stealing the opponent's cards in this manner almost feels like a more black thing to do than a blue thing.
    (2/3) Balance: I'm not a fan of how this card takes over any game it's in, and is very hard to kill, especially if you don't kill it the turn it comes down.

    Creativity
    (3/3) Uniqueness: Being able to cast their blinked cards is a new twist.
    (2/3) Flavor: There's no real flavor to tie the card together other than "This is Lorren. He blinks and steals things."

    Polish
    (2.5/3) Quality: It should be "Exile that permanent." in the reminder text.
    (4/4) Challenges:

    Total: 21.5/25

    Design
    (3/3) Appeal: There's something for everyone here.
    (3/3) Elegance:

    Development
    (3/3) Viability:
    (1/3) Balance: This card is pushed a little too hard, much like how Archangel Avacyn was. Casting this card for X=0 is already very powerful, and this card leads to a savage tempo swing later on in the game. I would have made it a 3/3. Additionally, there is the fact that this card can loop itself, essentially turning into a Capsize for X4WU later on in the game unless your opponent can produce a removal spell.

    Creativity
    (2.5/3) Uniqueness: There's not too much new going on here.
    (3/3) Flavor: This flavor text isn't my favorite among the ones you've written, but it serves the card and the mechanics work together to form a good shell.

    Polish
    (2.5/3) Quality: It should be "Return those creatures to their owners' hands" in the flavor text. Perhaps BraveLion's fix of "To recall a creature,..." works better than mine also.
    (4/4) Challenges:

    Total: 22/25
    Posted in: Monthly Contests Archive
  • posted a message on Bontu's Last Reckoning - Lessons learned?
    We've only seen three cards from this set. It's extremely possible that the cards they were referring to are not the three we've seen.
    Posted in: New Card Discussion
  • posted a message on June 2017 MCC Round 1: A Grave Proposal
    Amonkhet Challenge

    Resentful Returned 1BB
    Creature — Zombie [U]
    Whenever a creature token dies, its controller loses 2 life.
    Embalm BB (BB, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie with no mana cost. Embalm only as a sorcery.)
    "As spiteful in death as it was in life. Perhaps a return to servitude can adjust that."
    —Senifet, Vizier of Bontu

    4/1
    Posted in: Monthly Contests Archive
  • posted a message on May Round 3 - Live in the Moment (Judging Phase)
    Design
    (1.5/3) Appeal: Johnny wants to pair this with something like Electrickery for a one-sided board wipe. Spike is somewhat interested in using this creatively in his deckbuilding (perhaps in an aggro deck with all fragile creatures?)
    (2.5/3) Elegance: On the surface, this card is very elegant. My only issue is that it's a legendary card that has no effect in multiples.

    Development
    (2.5/3) Viability: This is a very black effect, but it can work in artifact form. This doesn't feel like a mythic rare; rare is a much better place.
    (3/3) Balance: I think three mana is about right for this kind of card.

    Creativity
    (2/3) Uniqueness: Very similar to Everlasting Torment
    (2.5/3) Flavor: The flavor's good, but I'm not a fan of the flavor text. You could have been more creative with it.

    Polish
    (3/3) Quality: Wording is good.
    (4/4) Challenges:

    Total: 21.5/25

    Design
    (2/3) Appeal: Johnny and Spike are both in.
    (2/3) Elegance: "Damage dealt by creatures doesn't destroy it" is a very confusing phrase.

    Development
    (3/3) Viability: It checks out.
    (0/3) Balance: This card is completely unbeatable in limited. For three mana, you can kill almost any creature once a turn.

    Creativity
    (3/3) Uniqueness:
    (2/3) Flavor: The flavor's a bit generic for my liking.

    Polish
    (2/3) Quality: The first ability doesn't make sense within the rules. Better would be "Prevent all damage that would be dealt to equipped creature by creature sources."
    (4/4) Challenges:

    Total: 18/25
    Posted in: Monthly Contests Archive
  • posted a message on Surge - Modern Dice Factory
    They were all paradox combo (I tried a ramp version with wildfire and ugins but I didn't like how unreliable it felt)

    I used Planar Portal to go off in the same way, except much more reliable; the requirements for going off aren't much higher and you risk much less. I never tried Atlas and only tried Temple Bell for a little while so those could be better, but I don't believe so.

    I built the deck on MTGO and tested extensively there. The matchup against fair decks seems awful (grixis and jund are both very tough), but I found that I could just outrace the other aggressive decks sometimes. Wurmcoil Engine in the sideboard is very good for this.

    I didn't like Gambit at all; three mana felt like such a huge investment for a deck that makes use of every single mana it has. Ancient Stirrings is one of the best cards in the deck. Thoughtcast just felt hyper efficient; I cast it for one mana very often.

    Here's the core I'd run with:



    I feel like you really want those 54 cards in the deck (if you were to shave to make more room, you could cut the Key, an Everflowing Chalice, or maybe a Paradox Engine). I've been trying a lot of things in the last 4 slots, but I'm really not sure what I want there. Here's what my sideboard looks like right now:



    I'm sure there's lots of room to experiment though, I feel like there's still much to be explored. I'm trying out a slightly different list right now with more maindeck interaction and different ways to make use of charge counters: https://www.mtggoldfish.com/deck/626617#online
    Posted in: Deck Creation (Modern)
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