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  • posted a message on April Round 1 - The Dragon Reborn
    Ghonorov of the Stormbite 5BB
    Legendary Creature — Dragon [M]
    Flying
    Dash 2BBB
    Exploit—When Ghonorov of the Stormbite enters the battlefield, you may sacrifice a creature. If you do, return a creature card with converted mana cost 4 or less from your graveyard to the battlefield. It gains haste. Sacrifice it at the beginning of the next end step.
    Ghonorov, the scion of Silumgar and Kolaghan, oversees the pact between the two elder dragons knows as the Stormbite.
    6/4
    Posted in: Monthly Contests Archive
  • posted a message on March 2017 MCC Round 3 — Take the Heat
    Design
    (1.5/3) Appeal: Johnny might try to break this, but Spike likes how this card invokes subtle decisions that let him flex his muscles. Also, it's a powerful effect too.
    (2.5/3) Elegance: The fact that your extra phase comes after your main phase is a little awkward to comprehend.

    Development
    (3/3) Viability: You could make a case for mythic, but rare seems good.
    (2.5/3) Balance: This one is very tricky to evaluate. If you can take your turn 5 off to play this card and not die for it or have your artifact removed, I think you'd find it very difficult to lose that game. If you have cards, you double your mana, and if you don't, you double your draws. I don't think this would break a standard format, but it would make control very, very good.

    Creativity
    (3/3) Uniqueness: It feels like more cards like this have been printed, but they have not.
    (3/3) Flavor: The flavor's cute. The stone of the longest day gives you longer turns. I like it. It makes up for the lack of flavor text.

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

    Total: 22.5/25

    Design
    (1.5/3) Appeal: This is all Spike. It's powerful enough to be interesting too.
    (3/3) Elegance: Crisp.

    Development
    (3/3) Viability:
    (1/3) Balance: This card is absolutely too strong for limited, and might even be very good in standard too. If Smuggler's Copter has told us one thing, it's that powerful and cheap vehicles with crew 1 are very abusable. Not only does your card come down early, it hits hard and can't be stopped in combat.

    Creativity
    (2/3) Uniqueness: This is a natural evolution to an existing mechanic.
    (3/3) Flavor: The flavor text isn't really breaking the mold, but it serves the card well.

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

    Total: 20.5/25

    Design
    (0/3) Appeal: Strict lifegain spells are fairly niche as far as their appeal goes. This feels like a forgettable effect, much like Providence is.
    (3/3) Elegance: Sure, it works. Either you go to 20, or you gain 15.

    Development
    (3/3) Viability:
    (2/3) Balance: Gaining 15 life when you're already at 20 isn't very significant, so this is mostly a weaker Resolute Archangel; one mana cheaper, but minus the body.

    Creativity
    (2/3) Uniqueness: This is a twist on an existing effect.
    (3/3) Flavor: The flavor text goes on a bit longer than necessary, but it serves the card well.

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

    Total: 20/25

    Design
    (2/3) Appeal: Johnny wants to load this into a deck with lots of flash creatures, spike wants to put this in a control deck so he can double dip on sorcery spead cards and counterspells.
    (1/3) Elegance: I had to read the card several times to understand what it does.

    Development
    (3/3) Viability:
    (2/3) Balance: Double untap effects are very dangerous, especially at the low price of four mana. The turn you play it it doesn't even cost you mana so long as your next card is an instant, and from then out you get to double dip on mana. Granted, your opponent does too, but any deck featuring this card will make far better use of it. That's not even considering the utility of using it for mana.

    Creativity
    (3/3) Uniqueness:
    (2/3) Flavor: It's a top-down design, but the flavor is hard to make out unless you're squinting at the card. I get that turning off the AC saves power now, but most people wouldn't really comprehend the flavor.

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

    Total: 20/25
    Posted in: Monthly Contests Archive
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Oops, got my dates mixed up. I'll have them up by tonight!
    Posted in: Custom Card Contests and Games
  • posted a message on [MMOCCCRPG] Lugario's Circus
    I like the system; I'm just not a fan of how open-ended the challenges are. If they were more focused, I'd have an easier time making cards and posting. Restrictions breed creativity after all. That's not to say that you should restrict what actions we can take in our posts, but rather that having a specific task for each challenge would benefit it.
    Posted in: Custom Card Contests and Games
  • posted a message on [MMOCCCRPG] Lugario's Circus
    It seems like most people want to continue with the RPG. How about we resume it April 21st? We can send out a mass PM when it does go down so people don't forget.
    Posted in: Custom Card Contests and Games
  • posted a message on [MMOCCCRPG] Lugario's Circus
    How about we start a new thread for season 2 in a month? We could also allow newcomers at that point; maybe we've recruited nearby townsfolk in our quest to reclaim the carts and to exact justice?
    Posted in: Custom Card Contests and Games
  • posted a message on [MMOCCCRPG] Lugario's Circus
    Maybe we could just take a hiatus? This seems like a good place to end Season 1. If we all come back to this in, say, a month, I'm sure we could have a renewed start. Don't D&D groups do this often?
    Posted in: Custom Card Contests and Games
  • posted a message on [MMOCCCRPG] Lugario's Circus
    Holder
    Posted in: Custom Card Contests and Games
  • posted a message on March 2017 MCC Round 2 — Warm Breeze
    Design
    (1.5/3) Appeal: Johnny likes this. Spike wants to like this, but coming into play tapped is a pretty big downside.
    (2/3) Elegance: I had to read it a few times to get what it did, and I'm sure there are plenty of cases where it makes tapping for lands a far more complex sequence than it needs to be.

    Development
    (1/3) Viability: Blue/black isn't the right color combo for untapping lands. Blue can do it (but it's a bend for blue to do that), but black can't get this kind of effect, yet a mono black deck could easily play this land.
    (3/3) Balance: This probably isn't more powerful than Creeping Tar Pit. The ability is useful and it's probably very good with some cards like Ancient Tomb, but coming into play tapped is a very big downside.

    Creativity
    (1/3) Uniqueness: This is mostly similar to Deserted Temple.
    (3/3) Flavor: The name and mechanics are at ends, but the flavor text saves it.

    Polish
    (2.5/3) Quality: Reminder text should be italicized.
    (4/4) Challenges:

    Total: 18/25

    Design
    (3/3) Appeal: I think everyone can appreciate good dual lands.
    (3/3) Elegance: Sure, it's not too hard to understand.

    Development
    (3/3) Viability: This can work. The counters don't even stay on the land for very long because players will get rid of them at the first opportunity.
    (3/3) Balance: I had to think for a long time about this one. I think your lands are probably at the right level for standard play. They hit the sweet spot of "usually untapped and usually provides the right color of mana without being perfect untapped mana every time in every deck".

    Creativity
    (2/3) Uniqueness: It's a clever original design, but there is a ceiling to how strong of a score a traditional dual land can get in this area without doing something crazy.
    (2/3) Flavor: The name and mechanics work together well. The flavor text feels inappropriate; poems like this aren't seen in flavor text any more.

    Polish
    (1.5/3) Quality: Don't use tildes instead of your card's name in your rules text. Also, you're missing a period in your flavor text.
    (4/4) Challenges:

    Total: 21.5/25

    Design
    (1/3) Appeal: Johnny likes a combo piece.
    (3/3) Elegance:

    Development
    (3/3) Viability:
    (2/3) Balance: A 2-power flash and flying body is roughly valued at two mana in my estimation. I think that your card would commonly be a 4 mana card that has the same impact as a 2 mana card. However, if your opponent walks into it, it can be a blowout. I don't think that's a good place for a card design to be. I'd have to see the rest of the set to see if there is any noncombat value to the untap trigger.

    Creativity
    (0/3) Uniqueness: Though this exact combination of effects hasn't been seen before, it's a very forgettable card.
    (3/3) Flavor: Sure, it works.

    Polish
    (3/3) Quality:
    (4/4) Challenges: Though it's a bit of a stretch to say that this card is evocative of spring, I'll give it to you.

    Total: 19/25

    Design
    (2/3) Appeal: Johnny likes this. Spike wants to like it so badly as it turns Faithless Looting into a super-Brainstorm, but the 3 mana 2/2 body is hard to overcome. Timmy wants to combo this with planeswalkers that draw cards.
    (3/3) Elegance: It's not hard to understand.

    Development
    (3/3) Viability:
    (3/3) Balance: I really wish this card was legendary, as it would make for a great commander. As-is, it's a fantastic build-around, yet vulnerable to removal. It checks all the right boxes. Good call on making this not double your triggered ability-draws.

    Creativity
    (3/3) Uniqueness: I don't think we've had a card like this one before.
    (2.5/3) Flavor: The flavor text could be stronger, but it suits the card.

    Polish
    (1.5/3) Quality: The correct wording for your card is "If a spell or activated ability would cause you to draw one or more cards, you draw that many cards plus one instead."
    (4/4) Challenges:

    Total: 22/25

    TheElkSpeaks: 22/25
    Indighost: 21.5/25

    Ink-Treader: 19/25
    Folza: 18/25
    Posted in: Monthly Contests Archive
  • posted a message on [MMOCCCRPG] Lugario's Circus
    Grevax agreed with Nilt's desires to carry on. "We must reclaim what is ours!" he said. "Let our dreams and aspirations not go up in smoke. We don't want the bandits to win. We should track down the lost cart, and make those bandits pay for what they had taken."
    Posted in: Custom Card Contests and Games
  • posted a message on [MMOCCCRPG] Lugario's Circus
    Grevax grabbed Nilt's extended hand, allowing him to help Grevax get back on his feet. He thanked him sincerely for his help, then turned to the bandit. "I think we can get him to talk." he murmured. Though Grevax had not been through a herculean ordeal, he felt... different. He couldn't quite put his finger on it yet, but he knew that the truth he had been hiding from his whole life was beginning to come undone.

    They dragged the bandit back to the tent. The bandit snarled insults at the two, but his threats were ignored. Eventually he fell silent, eyes glaring at the two; eyes filled with anger but also a tinge of fear and uncertainty at his fate. They took him to the cages from the earlier performance and locked him inside. Grevax grabbed a wooden chair and set it outside of the cage. "Tell me everything you know" he stated. The bandit glared at him through the metal bars, but his gaze was the only message he was going to send. Grevax grabbed the bars and shook the cage, mirroring how the earlier events had shaken his mind's cage as well. "ANSWER ME!" he shouted. Grevax's anger blinded him for now, masking the fear he felt from the attack. He joined the circus to escape the fears he had felt all his life, yet they still managed to follow him. The bandit's eyes grew hard as granite as his brow furrowed and his eyes narrowed. He was the one locked in the cage, yet the circus freak was the one losing control? A small smile touched his lips. Grevax was infuriated. He reached deep inside to cast a spell on the thug, yet blue mana wasn't the only kind he found...

    Grevax, the Haunted Mirror UB
    Legendary Creature — Human Wizard [R]
    Skulk
    1UU: Return Grevax, the Haunted Mirror to its owner's hand, then create a token that's a copy of it.
    1B: Target creature token gains deathtouch until end of turn.
    2/2

    (Experience Points post-level up: 1)

    Unending Nightmare 1B
    Enchantment — Aura [U]
    Enchant creature
    Whenever enchanted creature becomes tapped, its controller loses 2 life.
    U: Tap enchanted creature.
    Some nightmares cannot be awoken from.
    Posted in: Custom Card Contests and Games
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    My judgments are up. Also, if any judge would like to go back and judge the card I posted before I decided to judge this month, I'd appreciate it! Smile
    Posted in: Custom Card Contests and Games
  • posted a message on March 2017 MCC Round 1 — Bundle Up
    Design
    (1.5/3) Appeal: Johnny wants to abuse this, and Spike might be interested in this if it's useful in the same way Doomsday is.
    (0/3) Elegance: I don't think this is a good implementation of Legendary spells. Something like Relic of Progenitus or Scavenging Ooze very easily negates the drawback.
    Also, the fact that this would lead to competitive players writing down every card that was in their graveyard in order to not forget is very inelegant. Lastly, the fact that shuffling your library makes this card useless gives it a very poor elegance design. Much better would have been "If you would draw a card, you may return a nonlegendary card from your graveyard to your hand chosen at random instead." Or "Exile your graveyard. You get an emblem with 'If you would draw a card, you may put a card exiled by The Unforgotten Winter chosen at random into your hand instead.'"

    Development
    (3/3) Viability: Green can do this sort of thing. Mythic is correct.
    (1/3) Balance: I'm pretty sure your card is either completely unplayable for the reasons I mentioned in Elegance or completely broken, because it lets you "stack your deck" in a manner that presumably lets you win the game on the spot. There is little middle ground, as your card is prohibitive to cast and has little "fair" application.

    Creativity
    (3/3) Uniqueness:
    (2.5/3) Flavor: Mechanically, the name makes very little sense with the card. This card does not evoke the idea of winter in the slightest.

    Polish
    (2/3) Quality: The wording for your card's abilities should be "Put each card in your graveyard on the bottom of your library in a random order." (Footbottom Feast), and "If you would draw a card, you may draw the bottom card of your library instead." (Archmage Ascension)
    (4/4) Challenges:

    Total: 17/25

    Design
    (2/3) Appeal: Johnny wants to abuse this with Turnabout effects. Spike likes killing things over and over with this.
    (3/3) Elegance: The card doesn't feel elegant, but it's not difficult to understand nor is it particularly wordy.

    Development
    (2/3) Viability: Enchantments aren't supposed to tap.
    (0/3) Balance: This card is completely unbeatable in limited. Compare to Koth of the Hammer's emblem. Koth's emblem lets you tap a mountain to deal 1 damage to a creature or player. While yours cannot damage the opponent, it instead lets you achieve the same effects, except it grants the ability to every permanent you control, including itself. After you play this card, nothing your opponent ever plays will live for a turn again.

    Creativity
    (1.5/3) Uniqueness: This is very similar to Flame Fusillade.
    (1/3) Flavor: The name, flavor text, and mechanics all feel very strange and don't work together at all. How am I harnessing the ice if I'm stuck inside it?

    Polish
    (1.5/3) Quality: Replacement effects can't target. Also, the correct wording for your ability would be "If a permanent you control would become untapped, you may deal 1 damage to a creature of your choice instead."
    (3/4) Challenges:

    Total: 14/25

    Design
    (2/3) Appeal: Spike likes this kind of effect. Johnny might want to break the symmetry.
    (2/3) Elegance: Having counters on lands en masse is very annoying to keep track of. Imagine this being in play when both players hvae 6+ lands. That's a large amount of dice.

    Development
    (1/3) Viability: Land hate of this type isn't acceptable by today's design philosophy. There's a reason Blood Moon hasn't been printed in over a decade.
    (0/3) Balance: This is too powerful against control decks. In an aggro, deck, it's of little consequence to play this after you've deployed your threats, but it's devastating to only get to use a land for colored mana twice before it turns into a Wastes for a control player.

    Creativity
    (3/3) Uniqueness:
    (2/3) Flavor: I'm not a fan of the flavor text. It could have described the effect of the card in a stronger and more professional way. The name is mediocre for similar reasons.

    Polish
    (3/3) Quality: In spite of the ability being quite tricky to word correctly, you did it perfectly. Well done!
    (4/4) Challenges:

    Total: 18/25

    Design
    (0/3) Appeal: A card like this doesn't really appeal to anyone.
    (3/3) Elegance:

    Development
    (3/3) Viability: Sure, green and white can both get this kind of effect.
    (0/3) Balance: This is much worse than Tower Defense unless you have a very large number of creatures. In fact, the power level of this card is so much lower that your card could be one mana and still be unplayable. This should be an instant, at the very least, and cost less mana as well.

    Creativity
    (2/3) Uniqueness: This kind of effect has been seen before in cards like Might of the Masses, but not in this form.
    (3/3) Flavor: I gotta give it to you, this card's flavor is excellent. You're lacking flavor text, but the top-down design makes up for it.

    Polish
    (2.5/3) Quality: A better wording for your card is "Creatures you control get +0/+X until end of turn and you gain X life, where X is the number of creatures you control."
    (4/4) Challenges:

    Total: 17.5/25

    Design
    (2/3) Appeal: Johnny might want to pair this with Quicken to stop an opponent from using mana. Spike likes mana denial, as it's the best way to stop an opponent from doing anything.
    (2.5/3) Elegance: It's not hard to get what the card does, but most players would be confused as to what the card's purpose is.

    Development
    (3/3) Viability: Red is a fine fit. Rare is a good place.
    (1/3) Balance: Aside from stopping counterspells and other such instant-speed interaction, what does this card do? It isn't even foolproof for doing that, as a sharp opponent will know to leave nonbasic lands untapped on your turn if they suspect you're playing this card. I'm not sure what purpose this card serves.

    Creativity
    (2/3) Uniqueness: Blood Moon for a turn.
    (3/3) Flavor: "Warmless" isn't a word. Here are some better words you could have used instead of 'warmless'.

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

    Total: 20/25

    Unfortunately, as your card already exists almost exactly the same (Battle Hymn), I'm afraid I have to disqualify you.

    Design
    (2/3) Appeal: Johnny might try to break the symmetry, but Spike is very interested in using this in a control deck that doesn't care about attacking.
    (3/3) Elegance: It's not hard to understand.

    Development
    (2/3) Viability: It's a bit of a bend for black to get this effect. It's been seen in blue before (Fatespinner), and every other card that involves skipping phases is a white card that skips combat.
    (1/3) Balance: This is a little too powerful in a control deck. Fatespinner was 1CC instead of 1C to cast, and was vulnerable to spot removal. Your card slots too easily into control; with this, your opponent is severely hindered in their devlopment early on if they want to attack you, and if they want to develop then they can't chip away at your life total. On top of all of these factors, your card is one-sided; even in a midrange or aggro deck, your card denies the opponent attack steps.

    Creativity
    (0/3) Uniqueness: The similarity to Fatespinner hurts you greatly here, as does the fact that your card plays out similarly to Angelic Arbiter.
    (3/3) Flavor: I like the flavor quite a bit. It's a strong top-down design with good flavor text.

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

    Total: 18/25

    Design
    (2/3) Appeal: Spike likes a good sweeper, and Johnny loves a good payoff for a thematic deck.
    (3/3) Elegance:

    Development
    (3/3) Viability: This fits.
    (3/3) Balance: One more mana than Mutilate, but it doesn't force you to be monocolored and you can break the symmetry. Five mana is a very good call.

    Creativity
    (1/3) Uniqueness: The similarity to Mutilate hurts you greatly in this area.
    (3/3) Flavor: The name, flavor text, and mechanics all work together excellently. Though single-word names are invaluable, your card puts it to use quite well.

    Polish
    (2.5/3) Quality: You missed a typo; "Nonsnow creatures get -1/-1..."
    (4/4) Challenges:

    Total: 21.5/25




    IcariiFA: 21.5/25
    tgdgc: 20/25
    GeneveniS: 18/25
    Itank: 18/25

    Ninja Caterpie: 17.5/25
    netn10: 17/25
    Jimmy Groove: 14/25
    SelesnyaNewLife: Disqualified
    Posted in: Monthly Contests Archive
  • posted a message on February MCC Round 4 - "Reclamation"
    Design
    (2/3) Appeal: This is very appealing to Johnny and contextually appealing to Spike.
    (1/3) Elegance: Your card is extremely complex. If I was a new player at a prerelease seeing your entry for the first time, I feel like I could read the card three times and still not have a sense of everything it does.

    Development
    (3/3) Viability:
    (2/3) Balance: Your card is so complex that it's extremely difficult to evaluate. It has three core functions: generating energy, acting as an anthem for artifact creatures, and converting mass amounts of energy to mana for artifacts. All three of these seem cute enough when evaluating the card in a vaccuum, but when you put them all together and take them in the context of a synergistic energy deck, I feel like this card has high potential for abuse.

    Creativity
    (3/3) Uniqueness:
    (2/3) Flavor: Your card does so many different things that the flavor takes a hit too. I feel as though the card deserves more than "well, it's a reactor, so it messes with energy" in terms of flavor.

    Polish
    (3/3) Quality:
    (5/5) Challenges:

    Total: 20/25

    Design
    (1/3) Appeal: Johnny might be interested in this.
    (1.5/3) Elegance: Not only is the card wordy and complex, it also features mechanics that feel out of place in modern card design, not dissimilar to Necropotence.

    Development
    (2.5/3) Viability: Though this isn't too much of a reach for artifacts to get this effect, this feels strongly like it should be a black effect, if not a black/white one. Paying life for hexproof and indestructible just doesn't feel like something an artifact does.
    (1.5/3) Balance: This card has two modes: dead weight that greatly hinders you due to its hefty drawback, or oppressive and uninteractive, because the deckbuilder managed to find a way to bypass the drawback. There is no middle ground.

    Creativity
    (3/3) Uniqueness:
    (2/3) Flavor: This feels out of place in Kaladesh, especially as an artifact. Had your flavor explained that the technology was Phyrexian or even Tezzeret's, then I would have given you a higher score in this area. Also, the mechanics feel disjointed, and as a complex card with so many moving parts, it takes a very strong flavor aspect to get a perfect score in this area, which I do not believe your card delivers.

    Polish
    (2/3) Quality: I believe the best way to phrase the timing restriction on the activated ability is "activate this ability only during your first main phase."
    (5/5) Challenges:

    Total: 19/25

    Design
    (1.5/3) Appeal: This is definitely a Timmy card. Johnny might want to mess around with using Brass Squire or Quest for the Holy Relic with this.
    (3/3) Elegance: It's not hard to grasp.

    Development
    (3/3) Viability:
    (3/3) Balance: Yeah, I could see this being in a Conspiracy set. The fact that you can reequip to become the monarch at will is strong, but for five mana it's not too bad. Giving any creature protection from all opponents is very powerful, but the fact that usurping the monarch or targeting the sword itself both circumvent that means that most decks shouldn't be dead in the water to this card.

    Creativity
    (2/3) Uniqueness: This isn't doing anything too crazy, but it doesn't play out too much like other cards.
    (3/3) Flavor: The flavor forms a strong package.

    Polish
    (3/3) Quality:
    (5/5) Challenges:

    Total: 22.5/25

    Design
    (1.5/3) Appeal: Timmy wants to go huge with this, Johnny might be interested in cheating the mana costs.
    (3/3) Elegance: Having an equipment with an ability that doesn't care about the equipped creature is a bit weird, but it's not out of place.

    Development
    (3/3) Viability:
    (1/3) Balance: This card is too expensive to see constructed play. 5 and 5 is a huge amount for an equipment, and on top of that you have to generate a massive amount of energy for this to even be worth it. You'd be hard pressed to get more than one or two energy out of this card's ability naturally, so you're putting in a lot of work to get... a big equipment? I can't even see this in a Commander deck, where generating the 5+ energy to make this worthwhile is no small task. Compare to Argentum Armor; at similar mana costs, that card unconditionally gives +6/+6 and a Vindicate every attack. Your card isn't even good enough to see play in limited.

    Creativity
    (1.5/3) Uniqueness: Giving +X/+X for X amount of a resource you have isn't very new, and the energy generating ability is just a narrower version of Aetherworks Marvel.
    (3/3) Flavor:

    Polish
    (2/3) Quality: The flavor text should go after the equip cost. Also, every Energy card has reminder text describing what the energy symbol is.
    (5/5) Challenges:

    Total: 20/25
    Posted in: Monthly Contests Archive
  • posted a message on March MCC Judge Signup Thread
    If you're still short, put me on the list.
    Posted in: Monthly Contests Archive
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