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  • posted a message on October CCL Round 1: Signed Spell
    Oona's Trick :symub::symub::symub:
    Sorcery (R)
    Name a color. Target opponent reveals their hand. For each card of the chosen color revealed this way, create a 1/1 blue and black Faerie Rogue creature token with flying.
    Posted in: Monthly Contests Archive
  • posted a message on October MCC Round 1 - Keep On Curve
    Gutterslither 2B/G mana
    Creature - Snake (C)
    Deathtouch
    From spy tunnels to conclave gardens, gutterslithers are ubiquitous in nearly all guild territories.
    2/3
    Posted in: Monthly Contests Archive
  • posted a message on September CCL Round 2: To Save Another
    Holder
    Posted in: Monthly Contests Archive
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Congrats to netn10 for winning August!!
    Posted in: Custom Card Contests and Games
  • posted a message on August MCC 2018 Round 4 - Activate

    [box]
    The Fleeting Dream 2UU
    Legendary Creature - Shapeshifter (Mythic)
    You may have The Fleeting Dream enter the battlefield as a copy of any creature or enchantment on the battlefield.
    2BB, Discard The Fleeting Dream: Create a token that's a copy of a creature card in your graveyard.
    2WW, Return The Fleeting Dream from your graveyard to your hand: Create a token that's a copy of an enchantment card from your graveyard.
    0/0
    [/box]
    Design -
    (2/3) Appeal: Timmy isn't super enthralled with this but this is a Spike and Johnny wet dream.
    (2/3) Elegance: All of the effects are pretty straightforward, even if creating copies of cards has its own elegance issues. Also, this being a "three color" legendary that you are asked to build around but yet works against the "Commander" rule of putting the commander back into the command zone making this unintuitive in regards to the format.

    Development -
    (3/3) Viability: Mythic and "Esper" with a blue core is perfect.
    (1.5/3) Balance: Having a recurring cloning engine where you can keep targetting the same the cards to clone seems to be too string and leads to repetitive and boring gameplay. You should probably have to exile what you clone.

    Creativity -
    (2.5/3) Uniqueness: Cloning in blue is not new but the abilities are certainly different.
    (2/3) Flavor: Flavor is fine. No room for flavor text. There isn't really anything "fleeting" about this.

    Polish -
    (2.5/3) Quality: The second ability should be "enchantment card IN your graveyard."
    (2/2) *Main Challenge: All good
    (2/2) Subchallenges: Yup

    Total: 19.5/25

    [box]
    Design -
    (3/3) Appeal: Timmy likes weenies. Johnny likes blinking. Spike likes the cards high power level.
    (1.5/3) Elegance: The first ability can be very confusing. Do I activate when I attack? Can I wait until after blocks? If I do can they still block? How does it work with exalted? The second ability should probably have reminder text on exalted.

    Development -
    (2/3) Viability: White is on point but this should probably be rare.
    (2/3) Balance: This is quite pushed for a Savannah Lion.

    Creativity -
    (3/3) Uniqueness: This is new in nearly every aspect.
    (2.5/3) Flavor: The second ability really hits it home.

    Polish -
    (3/3) Quality: All good.
    (2/2) *Main Challenge: Yup
    (2/2) Subchallenges: Yup

    Total: 21/25

    [box]
    Mogg Jungleblazer 2R
    Creature - Goblin {U}
    Haste
    R: Target creature can't block Mogg Jungleblazer this turn.
    Second wind 2RR (2RR, Exile this card from your graveyard: Create a token that's a copy of it.)
    3/1
    [/box]
    Design -
    (1/3) Appeal: This is a pure Spike card.
    (3/3) Elegance: Easily understood.

    Development -
    (3/3) Viability: Red and uncommon are fine.
    (2.5/3) Balance: Push but what feels balanced red card. The Second Wind should probably cost 1 more

    Creativity -
    (1/3) Uniqueness: Basically just embalm.
    (2.5/3) Flavor: Flavor is fine. Could have fit a line of flavor text.

    Polish -
    (2.5/3) Quality: The "W" in wind should be capitalized.
    (2/2) *Main Challenge: All good.
    (1/2) Subchallenges: Doesn't activate from hand.

    Total: 18.5/25


    netn10: 19.5
    Hemlock: 21
    Raikou: 18.5

    Final Scores:
    netn10: 63.5
    Hemlcok: 61
    Raikou: 58.5

    Congrats to netn10 for winning August!!
    Posted in: Monthly Contests Archive
  • posted a message on August MCC 2018 Round 4 - Activate
    I'll have my crits up by tomorrow night. Sorry for the delay
    Posted in: Monthly Contests Archive
  • posted a message on September CCL Round 2: To Save Another
    Terrashield 1RW
    Enchantment (U)
    Sacrifice a land: Prevent all damage that would be dealt to target creature this turn.
    The Eldrazi may be gone but the land still protects its young.
    Posted in: Monthly Contests Archive
  • posted a message on August MCC 2018 Round 4 - Activate
    Alright boys get to judging!
    Posted in: Monthly Contests Archive
  • posted a message on September CCL, Round 1: A Mighty Fortress
    Guard Hound W
    Creature - Hound (C)
    Defender
    Whenever you are dealt combat damage, Guard Hound loses defender. (This effect last indefinitely)
    2/2
    Posted in: Monthly Contests Archive
  • posted a message on September MCC Round 1 - Homecoming
    Gruul.

    Ghor-Clan Channeler 1G
    Creature - Human Shaman (U)
    Primal 1 (You may have this creature enter the battlefield with a +1/+1 counters on it. If you do, it loses all other abilities.)
    T: Add G.
    Gruul shamans know when it's time to stop chanting and start smashing.
    2/2
    Posted in: Monthly Contests Archive
  • posted a message on August MCC 2018 Round 4 - Activate



    August MCC 2018 Round 4 - Activate

    This month we will be messing with different abilities

    Main Challenge: Design a card with two or more activated abilities
    Subchallenge 1: One ability activates from the hand.
    Subchallenge 2: One ability activates from the graveyard.


    If you have questions about the challenge, please post in the MCC discussion thread. Best of luck!


    None yet.

    Design Deadline: All submissions are to be final and submitted by September 5th 11:59 PM EST

    Judging Deadline: All judgements are to be final and completed by September 8th 11:59 PM EST

    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.

    Judges:
    Koopa
    Gerrard's Mom
    Antiantiserum

    Contestants:
    netn10
    RaikouRider
    Hemlock


    A helpful tip for those formatting their cards:
    Quote from bravelion83 »
    A reminder to everyone:
    In the MCC, putting rarity on cards is mandatory! If you don't put a rarity on your card, expect huge deductions in both Viability AND Quality.
    Also, you should format your text cards accordingly to the forum rules (see the "this formatting looks best" spoiler in the linked OP). Again, expect deductions in Quality otherwise.
    Posted in: Monthly Contests Archive
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    No, netn10 will still win by .5 points.
    Posted in: Custom Card Contests and Games
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Congrats to Raikou, netn10, and Hemlock for advancing to the finals. I am off to bed tonight. Finals will be posted in the morning.
    Posted in: Custom Card Contests and Games
  • posted a message on August MCC Round 3 - Hat Trick

    [box]
    Silverpaw Detective 1GW
    Creature - Elf Advisor {R}
    Silverpaw Detective gets +1/+1 for each Clue you control.
    Whenever you cast your first spell each turn, investigate. (Create a Clue artifact token with "2, Sacrifice this artifact: Draw a card.)
    T: You may cast a nonland card from your hand with converted mana cost less than or equal to the number of Clues you control without paying its mana cost. Activate this ability only any time you could cast a sorcery.
    0/1
    [/box]
    Design -
    (2/3) Appeal: Timmy likes playing his big guys but this takes too long. Johnny likes the ability to make multiple clues and cheat creatures in. Spike likes the card advantage and efficient abilities.
    (2.5/3) Elegance: Card is pretty clear. There is just a lot going on here (which is going to happen with 3 abilities)

    Development -
    (2.5/3) Viability: Green works well for the Clue effects but I think the "free cast" feels blue and the whole Clue subtheme was UG. I don't think W is poor, I just don't see the white here.
    (2/3) Balance: This card is quite strong but only hitting one clue a turn feels like it is balanced. The "cheating" ability is very dangerous.

    Creativity -
    (3/3) Uniqueness: Carrying about Clues isn't ground breaking but this is new territory for sure.
    (2.5/3) Flavor: Flavor is solid though "Silverpaw" made me think this was going to be a Wolfir at first.

    Polish -
    (2.5/3) Quality: Create a COLORLESS clue token.
    (2/2) *Main Challenge: All good
    (2/2) Subchallenges: Yup!
    Total: 21/25

    [box]
    Deep-Sea Salvager WU
    Creature - Human Scout (Rare)
    When Deep-Sea Salvager enters the battlefield, you may return target Equipment card from your graveyard to your hand.
    Equip abilities you activate cost up to 2 less to activate.
    1U, T: Gain control of target Equipment.
    2/2
    [/box]
    Design -
    (1.5/3) Appeal: Timmy doesn't care. Johnny could have fun with free equipment. Spike might like gaining control of equipment and the build in card advantage.
    (2/3) Elegance: The first two abilities are very simple and easy to understand but gaining control of equipment can be tricky. For example, if you equip your creature and I gain control of the equipment, it is still attached to your creature, which could create some real feel-bad experiences.

    Development -
    (3/3) Viability: Blue and White is good. Rare is good.
    (2.5/3) Balance: This is fine if not a little weak.

    Creativity -
    (2/3) Uniqueness: Decreasing equip costs and returning stuff isn't new but gaining control of equipment is different.
    (3/3) Flavor: Flavor is quite good for no flavor text.

    Polish -
    (2.5/3) Quality: Auriok Steelshaper is the correct way to format the second ability.
    (2/2) *Main Challenge: Good
    (2/2) Subchallenges: Yup

    Total: 20.5/25

    Lord of the Cycle BBGG
    Creature - Elf Shaman (R)
    Lord of the Cycle's power and toughness are equal to the number of creature cards in your graveyard.
    Whenever a creature you control dies, you may pay 2 life. If you do, draw a card.
    BG, Sacrifice a creature: Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order.
    */*
    [/box]
    Design -
    (3/3) Appeal: Timmy likes big creatures and this can get real big. Johnny sees the powerful draw engine here. Spike is foaming at the mouth for the tutor and draw.
    (2.5/3) Elegance: Like every card in this round, there is a lot going on here but it is quite simple.

    Development -
    (3/3) Viability: Green and black are perfect colors here. Rare is fine but this could be a mythic.
    (2.5/3) Balance: This card is real strong. With it's own abilities you can basically blank your opponents removal until they deal with this and once you have something like a free sac outlet you can just go to town on drawing cards. The color restriction helps balance this, but I would be worried it would warp standard.

    Creativity -
    (1.5/3) Uniqueness: Evolutionary Leap plus some drawing.
    (2.5/3) Flavor: Flavor is good.

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

    Total: 22/25

    Satja, Tasigur's Caretaker 2BG
    Legendary Creature - Human Assassin (R)
    Other Assassin creatures you control have deathtouch.
    Whenever Satja deals combat damage to an opponent, create a 1/1 black Assassin creature token with deathtouch.
    2G: Creatures you control other than Satja must be blocked this turn if able.
    3/3
    [/box]
    Design -
    (2/3) Appeal: Timmy is medium. Johnny is medium. Spike likes how this dominates combat.
    (2/3) Elegance: Like Regal Caracal, I dislike how this grants Deathtouch and then makes tokens that with the keyword. It makes the card feel weird. Also, aside from the challenge restriction, why doesn't this have deathtouch?

    Development -
    (3/3) Viability: BG and is fine here. Rare is good.
    (3/3) Balance: This seems fine. You have to at least make one connection to get a token but once you get a couple the effects really snowball.

    Creativity -
    (3/3) Uniqueness: Assassin tribal is different for sure.
    (2/3) Flavor: The flavor in regards to the name is lost on me here. However, the mechanics mesh well together for a Assassin lord.

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

    Total: 22/25

    Dono, Battlefield Weaponmaster1RW
    Legendary Creature - Human Warrior (r)
    When Dono, Battlefield Weaponmaster enters the battlefield, create a colorless Equipment artifact token named Short Sword with
    "Equipped creature gets +1/+1." and equip 1.
    Equipped creatures you control have indestructible.
    T: Unattach an equipment from Dono and attach it to target creature you control.
    3/3
    [/box]
    Design -
    (2/3) Appeal: Spike likes the efficiency here. Johnny likes the ability to blink for multiple swords and the fun of moving equipment around. Timmy is meh
    (3/3) Elegance: This is probably the most elegant card I had in the round.

    Development -
    (3/3) Viability: Red and white is good. Rare is good.
    (2.5/3) Balance: This seems to hit the mark but being able to move an indestructable shield around once per turn is very good.

    Creativity -
    (2.5/3) Uniqueness: Equipment-matters cards aren't new but this is a fresh take on it.
    (2.5/3) Flavor: The only thing I miss here is how does she make your equipped creatures indestructible?

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

    Total: 22.5/25


    Raikou: 21
    Marco: 20.5

    Jimmy: 22
    Raptor: 22
    Hemlock: 22.5

    Raikou, Hemlock, and netn10 advance!
    Posted in: Monthly Contests Archive
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