Ghor-Clan Bonesmasher3(R/G)(R/G)
Creature - Beast (U)
Trample
Whenever this creature attacks, it fights target creature defending player controls. "The citizens of Ravnica have committed crimes against nature. We will grind them to dust if it means we get our freedom back."
- Ruric-Thar, Ghor-Clan Chieftain
4/4
Warden of the First Tree4W
Creature - Human Warrior (C)
Vigilance (B/G): Warden of the First Tree gains deathtouch until end of turn. "No intruders shall pass into these sacred grounds, no matter what must be done to stop them."
2/5
Phyrexian Harvester1
Artifact - Fortification (U)
Fortified land has "T, Sacrifice this land: Add 2 to your mana pool."
Fortify 2(2: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.) Even Mirrodin itself falls to Phyrexian progress.
Nobody is accusing you of copying anyone, hawkeye. I know this was discussed a lot last month, but I don't really think it's that big of an issue when cards pop up with similar designs, especially in early rounds. A lot of the time the challenge lends itself to similar designs being created.
On a completely unrelated note, can we please stop spelling my name with a "c"? This has been going on for something like 5 months now.
Hazardous Future2UR
Enchantment (R) 2, Exile Hazardous Future: Take an extra turn after this one. At the beginning of your next upkeep, discard all the cards in your hand, then draw that many cards. “Who knows what the future holds in store for you? The only way to discover it is to let go of everything and just take the risk!”
Congrats to bravelion83 for winning, and thanks to everyone who participated in the October MCC.
Fate-Sealer Siren1UB
Creature - Siren (R)
Flying
As long as Fate-Sealer Siren is untapped, creatures your opponents control attack you each turn if able.
Whenever one or more creatures attack you, Sirens you control gain deathtouch until end of turn.
2/3
Being a Time Warp effect in and of itself is not enough to give a card potential. There needs to be something more.
Design (6/10) Creativity – Cultivate + Time Warp. It's an interesting combination, though mashing the two together isn't the most creative thing I've ever seen. Elegance – The biggest issue I have with this is that it doesn't exile itself. Recurring cards like this is dangerous, so that's probably the first thing I would change. Potential – This doesn't really thrill me more than any other Time Warp effect does. Putting land searching on it doesn't make it that much more thrilling.
Development (7/10) Viability – We have reached the point where extra turns are almost exclusively mythic (unless they suck like Search the City). So probably deserves a bump in rarity. Balance – I feel like this with a turn 1 Elvish Mystic would be pretty backbreaking. Not to mention its still just a 6 mana Time Warp late game, which is still acceptable. I'd feel better if it cost one more mana. Creative Writing – The whole name/flavor text/ability trinity works very nicely here for me.
Polish Challenge (2/2) Quality (3/3) – Good.
Total: 18/25
Design (8.5/10) Creativity – This is a pretty spicy twist on taking an extra turn. Definitely an interesting design. Elegance – This really does convey the idea of borrowed time very well, in that the effect is powerful, but your gonna have to pay a lot for it. Potential – It's got potential in that it can take an extra turn for cheap, but other than that I just don't really see much else that's all that exciting.
Development (4.5/10) Viability – I struggle to see the red in this. I really just see this as monoblue. Balance – This card is balanced in the worst way possible. If they don't have anyway to deal with it, it's broken. It's a Time Warp for 3 mana, and cummulative upkeep will never get this off the field quick enough (realistically it'll take about 7-8 turns before want to sac this). If they do have a way to deal with it, it is the worst thing ever for you, as giving your opponent that extra turn is awful. This really isn't the type of card I would ever want to see printed. Creative Writing – Pretty good here. Not much to say other than I like it.
Polish Challenge (2/2) Quality (2.5/3) – Has to say "extra turn". "Another turn" ain't cutting it.
Total: 17.5/25
Design (7/10) Creativity – Time Warp + Tolarian Winds. Sure. Elegance – There's really nothing too egregious here, I just personally wish you discarded when you exiled it. It seems a bit more clunky having to wait until the next upkeep. Potential – It can enable some graveyard/madness stuff, but it doesn't seem like the most exciting card to build around.
Development (7/10) Viability – Should be mythic, as most extra turn cards are nowadays. Fine otherwise. Balance – I probably wouldn't feel any worse about printing this than Time Warp. It's six mana total, which is pretty reasonable for the cards effect, and it can go off until turn 5 (without acceleration), and even then you've essentially spent a turn and a half to cast and pop this. It's certainly good, but I don't think it's too good (that's what we like to call balanced). (Quick add on: all of this is predicated on a lack of good GY interactions) Creative Writing – Doesn't feel all that hazardous. Feels like I'm drawing cards and getting value. That's not all that hazardous. Also, I really like my quotes to have names behind them.
Design (7.5/10) Creativity – Plays around in Medomai the Ageless space of creatures producing extra turns, which is pretty unexplored. The card is pretty interesting. Elegance – I dislike the first strike for a couple of reasons. First, I'm getting the feeling this is more of a Ball Lighting type elemental, which to me just needs haste. Second, it makes resolving the damage trigger weird, since you're doing it in the middle of combat before the rest of the damage is dealt. It's just something that doesn't need to be on the card. Potential – It's certainly cool. I think the fact that it's this interesting creature gives it more potential then your typical Time Warp effect.
Development (5/10) Viability – Don't think that just because this is a creature means you get to ignore the enchantment part. This thing still needs to act like an enchantment. If I remove the creature part and all the keywords is this an enchantment? Not even close. This is a creature. That's it. Balance – I like the balance on this. The trigger isn't particularly easy to abuse, it doesn't have built in evasion, but the reward of an extra turn is very nice, and it is a big hasty dude. Creative Writing – Watchmaker? So he makes watches? Can I get a Rolex? I'm saying the name is awful. I do like the flavor text, however.
Polish Challenge (2/2) Quality (2.5/3) – This should probably be in another section, but it needs to be something like "If ~ is exiled this way, take an extra turn after this one."
Pretty much anything that says "take an extra turn" on it is fine. It can be conditional/optional/whatever, as long as there is the potential for extra turns. What you have is fine.
While not exactly contained within the story of Khans of Tarkir itself, we do know that the entire block of Tarkir is a time travel story. And of course, there's only one real way to show time travel on a Magic card.
Main Challenge: Design a card that allows you to take another turn.
Additional Challenges:
Challenge 1: Is an enchantment.
Challenge 2: Is multicolored.
None currently.
Player Deadline: 23:59 EDT, 29 October 2014
Judge Deadline: 23:59 EDT, 1 November 2014
Design (X/10) – This reflects the work put into the initial concept of the card. Creativity – How original or innovative is the card? Does it present an old idea with a new twist? Does it employ an entirely new mechanic? Elegance – Is the concept easily understood at a glance? Does the design just 'click' with the flavor? Potential – Will different player demographics (Spike/Johnny/Timmy) find a use for this card? Does it stand out as a card to build a deck around?
Development (X/10) – This reflects the execution of the idea, fleshing it into a playable card. Viability – How well does this card fit into the color wheel? Does it break or bend the rules of the game? Is it at the appropriate rarity? Balance – Does the card's cost match its power? How balanced are its interactions with other cards? Can it be played in constructed, limited, or multiplayer without breaking any of those formats? Creative Writing – Does the name sound like it fits on a card? Does the flavor text feel natural and professional? Does the combination of name, flavor text, and card concept make Vorthos spout poetry?
Polish – This reflects the finishing touches made to the card, polishing it to an end product that could see print. Challenge (X/2) – One point awarded per satisfied challenge condition. Quality (X/3) – Points deducted for incorrect spelling, grammar, and templating.
Give artists credit for any renders. Also, make sure to post a text version even if you do a rendered version.
Use up to date wordings like "dies" or "enters the battlefield"
Spelling and grammar count!
Always format your cards like this:
CARDNAME 3BRG
Creature — Bear {R}
Trample
CARDNAME'S rules text goes here.
Don't forget to use appropriate line breaks! Flavor text should be in italics!
2/2
Creature - Beast (U)
Trample
Whenever this creature attacks, it fights target creature defending player controls.
"The citizens of Ravnica have committed crimes against nature. We will grind them to dust if it means we get our freedom back."
- Ruric-Thar, Ghor-Clan Chieftain
4/4
Also, is hybrid mana acceptable for challenge 1?
Creature - Human Warrior (C)
Vigilance
(B/G): Warden of the First Tree gains deathtouch until end of turn.
"No intruders shall pass into these sacred grounds, no matter what must be done to stop them."
2/5
Artifact - Fortification (U)
Fortified land has "T, Sacrifice this land: Add 2 to your mana pool."
Fortify 2 (2: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Even Mirrodin itself falls to Phyrexian progress.
On a completely unrelated note, can we please stop spelling my name with a "c"? This has been going on for something like 5 months now.
...bravelion83!
Congrats to bravelion83 for winning, and thanks to everyone who participated in the October MCC.
Marco: 18 + 22 + 18 + 19 = 77
GG Crono: 17.5 + 20 + 22 + 19 = 78.5
bravelion83: 19 + 22 + 21 + 21 = 83
riliss: 17 + 20 + 21 + 20 = 78
Congrats to bravelion83, the winner of the October MCC!!!
Fate-Sealer Siren 1UB
Creature - Siren (R)
Flying
As long as Fate-Sealer Siren is untapped, creatures your opponents control attack you each turn if able.
Whenever one or more creatures attack you, Sirens you control gain deathtouch until end of turn.
2/3
Creativity – Cultivate + Time Warp. It's an interesting combination, though mashing the two together isn't the most creative thing I've ever seen.
Elegance – The biggest issue I have with this is that it doesn't exile itself. Recurring cards like this is dangerous, so that's probably the first thing I would change.
Potential – This doesn't really thrill me more than any other Time Warp effect does. Putting land searching on it doesn't make it that much more thrilling.
Development (7/10)
Viability – We have reached the point where extra turns are almost exclusively mythic (unless they suck like Search the City). So probably deserves a bump in rarity.
Balance – I feel like this with a turn 1 Elvish Mystic would be pretty backbreaking. Not to mention its still just a 6 mana Time Warp late game, which is still acceptable. I'd feel better if it cost one more mana.
Creative Writing – The whole name/flavor text/ability trinity works very nicely here for me.
Polish
Challenge (2/2)
Quality (3/3) – Good.
Total: 18/25
Creativity – This is a pretty spicy twist on taking an extra turn. Definitely an interesting design.
Elegance – This really does convey the idea of borrowed time very well, in that the effect is powerful, but your gonna have to pay a lot for it.
Potential – It's got potential in that it can take an extra turn for cheap, but other than that I just don't really see much else that's all that exciting.
Development (4.5/10)
Viability – I struggle to see the red in this. I really just see this as monoblue.
Balance – This card is balanced in the worst way possible. If they don't have anyway to deal with it, it's broken. It's a Time Warp for 3 mana, and cummulative upkeep will never get this off the field quick enough (realistically it'll take about 7-8 turns before want to sac this). If they do have a way to deal with it, it is the worst thing ever for you, as giving your opponent that extra turn is awful. This really isn't the type of card I would ever want to see printed.
Creative Writing – Pretty good here. Not much to say other than I like it.
Polish
Challenge (2/2)
Quality (2.5/3) – Has to say "extra turn". "Another turn" ain't cutting it.
Total: 17.5/25
Creativity – Time Warp + Tolarian Winds. Sure.
Elegance – There's really nothing too egregious here, I just personally wish you discarded when you exiled it. It seems a bit more clunky having to wait until the next upkeep.
Potential – It can enable some graveyard/madness stuff, but it doesn't seem like the most exciting card to build around.
Development (7/10)
Viability – Should be mythic, as most extra turn cards are nowadays. Fine otherwise.
Balance – I probably wouldn't feel any worse about printing this than Time Warp. It's six mana total, which is pretty reasonable for the cards effect, and it can go off until turn 5 (without acceleration), and even then you've essentially spent a turn and a half to cast and pop this. It's certainly good, but I don't think it's too good (that's what we like to call balanced). (Quick add on: all of this is predicated on a lack of good GY interactions)
Creative Writing – Doesn't feel all that hazardous. Feels like I'm drawing cards and getting value. That's not all that hazardous. Also, I really like my quotes to have names behind them.
Polish
Challenge (2/2)
Quality (3/3) – Seems good.
Total: 19/25
Creativity – Plays around in Medomai the Ageless space of creatures producing extra turns, which is pretty unexplored. The card is pretty interesting.
Elegance – I dislike the first strike for a couple of reasons. First, I'm getting the feeling this is more of a Ball Lighting type elemental, which to me just needs haste. Second, it makes resolving the damage trigger weird, since you're doing it in the middle of combat before the rest of the damage is dealt. It's just something that doesn't need to be on the card.
Potential – It's certainly cool. I think the fact that it's this interesting creature gives it more potential then your typical Time Warp effect.
Development (5/10)
Viability – Don't think that just because this is a creature means you get to ignore the enchantment part. This thing still needs to act like an enchantment. If I remove the creature part and all the keywords is this an enchantment? Not even close. This is a creature. That's it.
Balance – I like the balance on this. The trigger isn't particularly easy to abuse, it doesn't have built in evasion, but the reward of an extra turn is very nice, and it is a big hasty dude.
Creative Writing – Watchmaker? So he makes watches? Can I get a Rolex? I'm saying the name is awful. I do like the flavor text, however.
Polish
Challenge (2/2)
Quality (2.5/3) – This should probably be in another section, but it needs to be something like "If ~ is exiled this way, take an extra turn after this one."
Total: 17/25
Marco
GG Crono
riliss
bravelion83
Good luck everyone!
Finals - Time Travel
While not exactly contained within the story of Khans of Tarkir itself, we do know that the entire block of Tarkir is a time travel story. And of course, there's only one real way to show time travel on a Magic card.
Main Challenge: Design a card that allows you to take another turn.
Additional Challenges:
Challenge 1: Is an enchantment.
Challenge 2: Is multicolored.
Player Deadline: 23:59 EDT, 29 October 2014
Judge Deadline: 23:59 EDT, 1 November 2014
Creativity – How original or innovative is the card? Does it present an old idea with a new twist? Does it employ an entirely new mechanic?
Elegance – Is the concept easily understood at a glance? Does the design just 'click' with the flavor?
Potential – Will different player demographics (Spike/Johnny/Timmy) find a use for this card? Does it stand out as a card to build a deck around?
Development (X/10) – This reflects the execution of the idea, fleshing it into a playable card.
Viability – How well does this card fit into the color wheel? Does it break or bend the rules of the game? Is it at the appropriate rarity?
Balance – Does the card's cost match its power? How balanced are its interactions with other cards? Can it be played in constructed, limited, or multiplayer without breaking any of those formats?
Creative Writing – Does the name sound like it fits on a card? Does the flavor text feel natural and professional? Does the combination of name, flavor text, and card concept make Vorthos spout poetry?
Polish – This reflects the finishing touches made to the card, polishing it to an end product that could see print.
Challenge (X/2) – One point awarded per satisfied challenge condition.
Quality (X/3) – Points deducted for incorrect spelling, grammar, and templating.
Total: X/25
For a full FAQ please see the MCC Discussion Thread but a few general tips:
Give artists credit for any renders. Also, make sure to post a text version even if you do a rendered version.
Use up to date wordings like "dies" or "enters the battlefield"
Spelling and grammar count!
CARDNAME 3BRG
Creature — Bear {R}
Trample
CARDNAME'S rules text goes here.
Don't forget to use appropriate line breaks!
Flavor text should be in italics!
2/2
Judges:
Ogonomany
admirableadmiral
Trivmvirate
Moss_Elemental
Finalists:
Marco
GG Crono
riliss
bravelion83
Good luck!