Design (5/10) Creativity – Reminds me a lot of Phyrexian Rebirth, but that sort of effect isn't too overplayed, especially since the Raid trigger is an interesting twist. Elegance – I'm not the biggest fan of having to attack to get a benefit out of killing my own creatures. Also, I don't really see the flavor of 3 random dudes popping up after everything gets destroyed. Potential – Probably EDH and kitchen tables only, and even in those formats there are wraths for the same amount of mana that have bigger upsides.
Development (8/10) Viability – I think this could easily be mono-W, but the flavor of it gives it a pass. Everything else is fine. Balance – I want this to have 5 CMC so it's constructed viable, but that would probably make it busted in limited. Resetting the board then being ahead afterwords is really powerful in limited (see Duneblast). Then again, the Raid trigger makes it worse, but I still think 6 is appropriate. Creative Writing – I don't think that a butcher that is intent on killing everything would randomly spare 3 white dudes, so I'm not a huge fan of the name or general flavor.
Design (7/10) Creativity – Summoning Trap effect with Delve. Not the most original effect, but the Delve sure does make it interesting. Elegance – The design is pretty clean, although the effect feels like it fits more flavorfully with Temur or even Abzan. Potential – Who likes the fatties? (Hint: A lot of people).
Development (5.5/10) Viability – This is a decidedly green effect, so I'm not sure this is the right place for it to be 3-color. It could have been 10GG with no issues. Balance – Limited it's fine, since you need another bomb for this to really do any serious work. The bigger issue is constructed. I think this is appropriately costed to have Delve, but I really dislike the fact that it puts all the cards in your graveyard. If you cast one of these, the next one you cast automatically becomes 3 mana ( which is a lot). Also, 10 cards is a lot. It's a risky card, and would probably be safer at either less cards revealed or if the cards were put at the bottom. Creative Writing – The flavor on this card is perfect...for a reanimation spell. For this kind of spell, it kind of falls flat for me.
Polish Challenge (2/2) – Good. Quality (2/3) – I don't really want to hold the double reminder text against you, but I am. Also, the last sentence should read like See the Unwritten.
Total: 16.5/25
Design (6/10) Creativity – Multiple combat steps is done constantly. Mass double strike isn't done as much, but is still done a bit. Combining them isn't even completely original (Savage Beating). Elegance – I like that the creatures are coming back stronger after the first attack. Feels pretty solidly Mardu. Potential – Multiple combat phases are fun, and while I'm not sure how this stacks up to the rest of the cards with this sort of effect, EDH players would probably still want there hands on this (insta-kill with an unblocked Zurgo Helmsmasher).
Development (7/10) Viability – Your issues are more with templating than viability, so I think we're good here. Balance – I feel like this occupies the same power level spot as Flying Crane Technique. In limited, you windmill slam it because it's a bomb, but if you're opening packs elsewhere you're sad because you're rare is useless in constructed (though this is better in EDH than the Technique). Creative Writing – The name connects pretty well with the card, though I wish there was some sweet Mardu flavor text.
Polish Challenge (2/2) – Good. Quality (0.5/3) – Your first sentence on this card costs you so many points, mainly because the end of phases isn't a thing. I know you were looking for a templating solution to make your card work, but this isn't it. Also, second main phase isn't a thing either. You want "first postcombat main phase" instead. And you want to add another main phase. Basically, you wanted to use World at War templating. Other small errors: There's an "if" missing in the Raid trigger, and double strike should be two words.
Total: 15.5/25
Design (3.5/10) Creativity – Making tokens is just not that exciting, and the Raid trigger doesn't really add anything significant to the design. Elegance – This has a similar issue to Flying Crane Technique, in that while it could theoretically be used on defense, it really makes sense to play it like it's a sorcery. Especially since playing it as an instant goes against the nature of having a Raid effect. Potential – Orcs are sweet, so there's at least that going for it. Honestly though, there are better token makers, and this just isn't powerful enough.
Development (3/10) Viability – Feels mono-W, but red dips it's toes in token making and it feels Mardu enough to be those colors. However, this card should definitely be uncommon, since it isn't powerful enough to justify rare, nor is it complex enough. Balance – This is so weak. Assuming you can definitely get raid, it is either a 6 mana sorcery that makes 3 2/2's or its a 6 mana instant that makes 2. Neither of those are a rate I'm interested in paying in any format. Creative Writing – The name is fine. The flavor text is terrible. The Mardu aren't ninjas (that's the Jeskai). Your gonna hear them coming. Even if they were, it just sounds so cheesy.
Polish Challenge (2/2) – Good. Quality (1.5/3) – Cards should be written as they would if they were to get printed. If you put flavor text in italics, I'm gonna know it's flavor text. Aside from that, the tokens need a color, and the last line should be "those tokens", not "these tokens".
Total: 10/25
Design (5/10) Creativity – Pretty original, as there's not too many similar effects. Elegance – The flavor is fine, but indefinite first strike is a no-no. The effect really needs to end at either the end of your turn or be until your next turn. Potential – This is a pretty unexciting combat trick, and I just don't see a lot of potential for use here.
Development (4/10) Viability – Definitely should be uncommon. The card isn't powerful enough to justify this being rare, nor is the effect unique enough. Balance – Very underwhelming. I imagine this would be underpowered in every format. It just cost too much for what seems like a pretty mediocre effect. Creative Writing – The name is OK. The flavor is pretty nice overall.
Polish Challenge (2/2) – Good. Quality (3/3) – I wish the first sentence were split into to, but I can't be sure that's right, and other than that you're fine.
Total: 14/25
Design (9/10) Creativity – Messing with morph is pretty cool, and this does it in a pretty unique way. Elegance – The abilities work well with each other, and overall the card feels pretty coherent. Potential – Eat your heart out, Johnny.
Development (7/10) Viability – Probably makes more sense as U/G, though Temur isn't too bad. Balance – I think the cost prevents it from doing anything too broken, but this card can do so cool things. It can abuse face-up effects, but more importantly it can turn every morph flip into a pseudo-Beast Within (that doesn't hit lands). I think this feels pretty balanced to me overall. Creative Writing – I don't like the name of this card at all. It just doesn't make sense to me with what the card does.
Polish Challenge (2/2) – Good. Quality (2.5/3) – The "turn face down" effect should mention that they are 2/2 creatures.
Poisonous Vision3BG
Sorcery (U)
Search your library for up to two creature cards with deathtouch and put them into your hand. Then shuffle your library.
Rusted Guardian4
Artifact Creature - Construct (U)
Aged Guardian enters the battlefield with 4 -1/-1 counters on it. 4, T: Remove a -1/-1 counter from Aged Guardian. "It'll be fine once the maintenance guy shows up."
6/6
Staff of Memories3
Artifact (R)
Whenever a spell you control is countered, you may exile it. X, T: You may cast a card exiled by Staff of Memories with converted mana cost X without paying its mana cost.
Still looking for one more person to judge this month. The more judges we have, the more people we have for later rounds, not to mention we may be at risk of cutting people who post Round 1 entries.
Still looking for one more person to judge this month. The more judges we have, the more people we have for later rounds, not to mention we may be at risk of cutting people who post Round 1 entries. Signups are here, or you can PM me.
Crystallize3WU
Instant (R)
Exile target creature. Put a colorless artifact token named Crystal onto the battlefield. It has "T: Add one mana of any color to your mana pool."
Fear of Darkness1BB
Enchantment (U)
All creatures have intimidate. (Creatures with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.) "Some people are afraid of what they don't know. But I know what lurks out there, and believe me when I say that I wish I didn't."
- Garndo, village watchmen
As most people are well aware of, Khans of Tarkir was released last month, and with all the cool stuff happening on the plane of Tarkir, the October MCC will be filled with challenges inspired by the warring plane.
Round 1 - Wedges
One of the most defining features of Tarkir is the five warring clans, each represent by a three color combination known as a wedge. The wedges are created by choosing a color and then pairing it with both of its enemy colors. Since wedges haven't had any card representation in a long time, seeing a bunch of wedge-colored cards is pretty exciting.
Main Challenge: Design a wedge-colored noncreature spell.(The mana cost must be exactly 3 colors, and those 3 colors must represent a wedge.)
Additional Challenges:
Challenge 1: Must have a CMC of 6 or more.
Challenge 2: Contains at least one of the following keywords or ability words: Morph, Delve, Raid, Ferocious
None currently.
Player Deadline: 23:59 EDT, 4 October 2014
Judge Deadline: 23:59 EDT, 7 October 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
Judgments. Round 1 for the October MCC should be up around midnight. We could really use one more judge for this month, so if you are open to doing that, you can sign up here.
Design (6/10) Creativity – It feels a lot like Venser, the Sojourner, but the loyalty clause is a pretty interesting twist. Elegance – All the abilities play pretty nicely with each other, which is good. The loyalty clause feels a little weird on the card to me, but it isn't that big of an issue. Also, the fact that you can't uptick without a creature being on the field is bad, so it should probably be worded more like Ajani, Caller of the Pride. Potential – This feels like a gold mine for a flicker deck, plus people just like planeswalkers in general.
Development (6/10) Viability – I feel like this would be fine as mono-W, but U/W is probably fine too. I'm not sure if your actually breaking the rules, but unmorphing without having damage be dealt to a player is at best inelegant, and at worst not plausible within the rules. Balance – Gonna be honest, I have no clue how good this is. I think the fact that you can't put this into play without dealing combat damage with other creatures makes this pretty bad. Then again, the ability to remove an opposing creature every turn is pretty powerful, so maybe it's OK. Also abusing ETB effects can always be good. Creative Writing – I like the overall feel of this card, but the name Rambler is dumb.
Polish Challenge (1/2) – Morph and ETB triggers aren't separate. Quality (2.5/3) – Emblem needs more Psychic Intrusion-like wording for mana use.
Total: 15.5/25
Design (5/10) Creativity – There are a lot of unique effects on this card, so at least there's that going for you. Elegance – All I see on this card is a bunch of stuff, none of which really feel like they go together. There's also a bunch of 8's and then the shades are 3/3's. Also having this in play face up means whoever has more permanents on the field essentially just wins. Potential – There's an alt-win con, so there's potential there. Also the effects are powerful so I'm sure people would like this card.
Development (3.5/10) Viability – I'm pretty sure having "target" in a morph cost causes the rules to explode. Five color seems fine since this seems to do enough wacky, powerful things. Balance – I would be very worried about this cards interaction with any sort of graveyard exile, like Tormod's Crypt or Rest in Peace. 8 permanents is not all that much, so the biggest barrier is getting cards in exile, so cards like that seem like an issue. Creative Writing – I don't even know. I just, I...I don't even...what is this?...it's...I don't know...
Creativity – Reminds me a lot of Phyrexian Rebirth, but that sort of effect isn't too overplayed, especially since the Raid trigger is an interesting twist.
Elegance – I'm not the biggest fan of having to attack to get a benefit out of killing my own creatures. Also, I don't really see the flavor of 3 random dudes popping up after everything gets destroyed.
Potential – Probably EDH and kitchen tables only, and even in those formats there are wraths for the same amount of mana that have bigger upsides.
Development (8/10)
Viability – I think this could easily be mono-W, but the flavor of it gives it a pass. Everything else is fine.
Balance – I want this to have 5 CMC so it's constructed viable, but that would probably make it busted in limited. Resetting the board then being ahead afterwords is really powerful in limited (see Duneblast). Then again, the Raid trigger makes it worse, but I still think 6 is appropriate.
Creative Writing – I don't think that a butcher that is intent on killing everything would randomly spare 3 white dudes, so I'm not a huge fan of the name or general flavor.
Polish
Challenge (2/2) – Good.
Quality (3/3) – Good.
Total: 18/25
Creativity – Summoning Trap effect with Delve. Not the most original effect, but the Delve sure does make it interesting.
Elegance – The design is pretty clean, although the effect feels like it fits more flavorfully with Temur or even Abzan.
Potential – Who likes the fatties? (Hint: A lot of people).
Development (5.5/10)
Viability – This is a decidedly green effect, so I'm not sure this is the right place for it to be 3-color. It could have been 10GG with no issues.
Balance – Limited it's fine, since you need another bomb for this to really do any serious work. The bigger issue is constructed. I think this is appropriately costed to have Delve, but I really dislike the fact that it puts all the cards in your graveyard. If you cast one of these, the next one you cast automatically becomes 3 mana ( which is a lot). Also, 10 cards is a lot. It's a risky card, and would probably be safer at either less cards revealed or if the cards were put at the bottom.
Creative Writing – The flavor on this card is perfect...for a reanimation spell. For this kind of spell, it kind of falls flat for me.
Polish
Challenge (2/2) – Good.
Quality (2/3) – I don't really want to hold the double reminder text against you, but I am. Also, the last sentence should read like See the Unwritten.
Total: 16.5/25
Creativity – Multiple combat steps is done constantly. Mass double strike isn't done as much, but is still done a bit. Combining them isn't even completely original (Savage Beating).
Elegance – I like that the creatures are coming back stronger after the first attack. Feels pretty solidly Mardu.
Potential – Multiple combat phases are fun, and while I'm not sure how this stacks up to the rest of the cards with this sort of effect, EDH players would probably still want there hands on this (insta-kill with an unblocked Zurgo Helmsmasher).
Development (7/10)
Viability – Your issues are more with templating than viability, so I think we're good here.
Balance – I feel like this occupies the same power level spot as Flying Crane Technique. In limited, you windmill slam it because it's a bomb, but if you're opening packs elsewhere you're sad because you're rare is useless in constructed (though this is better in EDH than the Technique).
Creative Writing – The name connects pretty well with the card, though I wish there was some sweet Mardu flavor text.
Polish
Challenge (2/2) – Good.
Quality (0.5/3) – Your first sentence on this card costs you so many points, mainly because the end of phases isn't a thing. I know you were looking for a templating solution to make your card work, but this isn't it. Also, second main phase isn't a thing either. You want "first postcombat main phase" instead. And you want to add another main phase. Basically, you wanted to use World at War templating. Other small errors: There's an "if" missing in the Raid trigger, and double strike should be two words.
Total: 15.5/25
Creativity – Making tokens is just not that exciting, and the Raid trigger doesn't really add anything significant to the design.
Elegance – This has a similar issue to Flying Crane Technique, in that while it could theoretically be used on defense, it really makes sense to play it like it's a sorcery. Especially since playing it as an instant goes against the nature of having a Raid effect.
Potential – Orcs are sweet, so there's at least that going for it. Honestly though, there are better token makers, and this just isn't powerful enough.
Development (3/10)
Viability – Feels mono-W, but red dips it's toes in token making and it feels Mardu enough to be those colors. However, this card should definitely be uncommon, since it isn't powerful enough to justify rare, nor is it complex enough.
Balance – This is so weak. Assuming you can definitely get raid, it is either a 6 mana sorcery that makes 3 2/2's or its a 6 mana instant that makes 2. Neither of those are a rate I'm interested in paying in any format.
Creative Writing – The name is fine. The flavor text is terrible. The Mardu aren't ninjas (that's the Jeskai). Your gonna hear them coming. Even if they were, it just sounds so cheesy.
Polish
Challenge (2/2) – Good.
Quality (1.5/3) – Cards should be written as they would if they were to get printed. If you put flavor text in italics, I'm gonna know it's flavor text. Aside from that, the tokens need a color, and the last line should be "those tokens", not "these tokens".
Total: 10/25
Creativity – Pretty original, as there's not too many similar effects.
Elegance – The flavor is fine, but indefinite first strike is a no-no. The effect really needs to end at either the end of your turn or be until your next turn.
Potential – This is a pretty unexciting combat trick, and I just don't see a lot of potential for use here.
Development (4/10)
Viability – Definitely should be uncommon. The card isn't powerful enough to justify this being rare, nor is the effect unique enough.
Balance – Very underwhelming. I imagine this would be underpowered in every format. It just cost too much for what seems like a pretty mediocre effect.
Creative Writing – The name is OK. The flavor is pretty nice overall.
Polish
Challenge (2/2) – Good.
Quality (3/3) – I wish the first sentence were split into to, but I can't be sure that's right, and other than that you're fine.
Total: 14/25
Creativity – Messing with morph is pretty cool, and this does it in a pretty unique way.
Elegance – The abilities work well with each other, and overall the card feels pretty coherent.
Potential – Eat your heart out, Johnny.
Development (7/10)
Viability – Probably makes more sense as U/G, though Temur isn't too bad.
Balance – I think the cost prevents it from doing anything too broken, but this card can do so cool things. It can abuse face-up effects, but more importantly it can turn every morph flip into a pseudo-Beast Within (that doesn't hit lands). I think this feels pretty balanced to me overall.
Creative Writing – I don't like the name of this card at all. It just doesn't make sense to me with what the card does.
Polish
Challenge (2/2) – Good.
Quality (2.5/3) – The "turn face down" effect should mention that they are 2/2 creatures.
Total: 20.5/25
riliss
Freyeles
Zoomba
Poisonous Vision 3BG
Sorcery (U)
Search your library for up to two creature cards with deathtouch and put them into your hand. Then shuffle your library.
Rusted Guardian 4
Artifact Creature - Construct (U)
Aged Guardian enters the battlefield with 4 -1/-1 counters on it.
4, T: Remove a -1/-1 counter from Aged Guardian.
"It'll be fine once the maintenance guy shows up."
6/6
Staff of Memories 3
Artifact (R)
Whenever a spell you control is countered, you may exile it.
X, T: You may cast a card exiled by Staff of Memories with converted mana cost X without paying its mana cost.
Crystallize 3WU
Instant (R)
Exile target creature. Put a colorless artifact token named Crystal onto the battlefield. It has "T: Add one mana of any color to your mana pool."
Fear of Darkness 1BB
Enchantment (U)
All creatures have intimidate. (Creatures with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.)
"Some people are afraid of what they don't know. But I know what lurks out there, and believe me when I say that I wish I didn't."
- Garndo, village watchmen
And moving on, round 1 for October is here.
As most people are well aware of, Khans of Tarkir was released last month, and with all the cool stuff happening on the plane of Tarkir, the October MCC will be filled with challenges inspired by the warring plane.
Round 1 - Wedges
One of the most defining features of Tarkir is the five warring clans, each represent by a three color combination known as a wedge. The wedges are created by choosing a color and then pairing it with both of its enemy colors. Since wedges haven't had any card representation in a long time, seeing a bunch of wedge-colored cards is pretty exciting.
Main Challenge: Design a wedge-colored noncreature spell. (The mana cost must be exactly 3 colors, and those 3 colors must represent a wedge.)
Additional Challenges:
Challenge 1: Must have a CMC of 6 or more.
Challenge 2: Contains at least one of the following keywords or ability words: Morph, Delve, Raid, Ferocious
Player Deadline: 23:59 EDT, 4 October 2014
Judge Deadline: 23:59 EDT, 7 October 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 Brackets:
Ogonomany:
riliss
Freyeles
Zoomba
niko52301
porcelainscarecrow
Hyral
admirableadmiral:
Jimmy Groove
NVRBLND
Marco
northprophet
doomfish
Trivmvirate:
RaikouRider
hopefulhawkeye
GG Crono
Ninja Caterpie
Sagharri
Moss_Elemental:
bravelion83
Am Shegar
JudaaMarr
aftermarketradio
Flatline
Top 4 scores from each bracket advance.
Creativity – It feels a lot like Venser, the Sojourner, but the loyalty clause is a pretty interesting twist.
Elegance – All the abilities play pretty nicely with each other, which is good. The loyalty clause feels a little weird on the card to me, but it isn't that big of an issue. Also, the fact that you can't uptick without a creature being on the field is bad, so it should probably be worded more like Ajani, Caller of the Pride.
Potential – This feels like a gold mine for a flicker deck, plus people just like planeswalkers in general.
Development (6/10)
Viability – I feel like this would be fine as mono-W, but U/W is probably fine too. I'm not sure if your actually breaking the rules, but unmorphing without having damage be dealt to a player is at best inelegant, and at worst not plausible within the rules.
Balance – Gonna be honest, I have no clue how good this is. I think the fact that you can't put this into play without dealing combat damage with other creatures makes this pretty bad. Then again, the ability to remove an opposing creature every turn is pretty powerful, so maybe it's OK. Also abusing ETB effects can always be good.
Creative Writing – I like the overall feel of this card, but the name Rambler is dumb.
Polish
Challenge (1/2) – Morph and ETB triggers aren't separate.
Quality (2.5/3) – Emblem needs more Psychic Intrusion-like wording for mana use.
Total: 15.5/25
Creativity – There are a lot of unique effects on this card, so at least there's that going for you.
Elegance – All I see on this card is a bunch of stuff, none of which really feel like they go together. There's also a bunch of 8's and then the shades are 3/3's. Also having this in play face up means whoever has more permanents on the field essentially just wins.
Potential – There's an alt-win con, so there's potential there. Also the effects are powerful so I'm sure people would like this card.
Development (3.5/10)
Viability – I'm pretty sure having "target" in a morph cost causes the rules to explode. Five color seems fine since this seems to do enough wacky, powerful things.
Balance – I would be very worried about this cards interaction with any sort of graveyard exile, like Tormod's Crypt or Rest in Peace. 8 permanents is not all that much, so the biggest barrier is getting cards in exile, so cards like that seem like an issue.
Creative Writing – I don't even know. I just, I...I don't even...what is this?...it's...I don't know...
Polish
Challenge (2/2) – Seems good.
Quality (3/3) – Also seems good.
Total: 13.5/25
riliss: 13.5/25