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  • posted a message on MTGS MCC Finale June 2019 Round 2 - Two Roads Diverged...
    Tezil, the Galvanizer
    {GUR Color Identity Indicator} Legendary Creature — Human Shaman (MR)
    Dash GUR
    When Tezil, the Galvanizer enters the battlefield, create two 1/1 red Elemental creature tokens with haste, then return a creature you control to its owner's hand. Then, if Tezil, the Galvanizer's dash cost was paid for the second time this turn, for each token you control, create a token that's a copy of that permanent.
    "The second time surprises them even more."
    3/3
    Posted in: Custom Card Contests and Games
  • posted a message on MTGS MCC Finale June 2019 Round 1 - Best of Both Worlds
    Mix 2RW
    Instant (R)
    Exile target permanent. Its owner reveals cards from the top of their library until they reveal a card that shares a card type with the exiled card and puts it onto the battlefield. Put all revealed cards on the bottom of its owner's library in a random order.
    Fuse (You may cast one or both halves of this card from your hand.)
    ///
    Match 2GU
    Sorcery (R)
    Create a token that's a copy of target permanent.
    Fuse (You may cast one or both halves of this card from your hand.)
    Posted in: Custom Card Contests and Games
  • posted a message on May MCC, Round 2 - Time and Time Again
    Erratic Experimentation 2UURR
    Enchantment (MR)
    Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Wizard creature token with prowess.
    Wizards you control have "T: This creature deals 1 damage to any target."
    Exile Erratic Experimentation: Take an extra turn after this one. Activate this ability only if you control six or more Wizards.
    What started as a quick way to reheat food soon became one of the Academy's greatest discoveries.
    Posted in: Custom Card Contests and Games
  • posted a message on April MCC, Round 4 - Rise in Sedraxis
    Quote from bravelion83 »
    Dark Knights of New Alara 4(W/B)(W/B)
    Creature — Human Knight (R)
    When Dark Knights of New Alara enters the battlefield, exile another target creature you don’t control. If it entered from your graveyard and under your control, instead exile all other creatures and all creature cards from all graveyards.
    Unearth 5WB (5WB: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
    A Bant battalion tainted by Grixis dark magic.
    4/4


    Design -
    (2.5/3) Appeal: All three of the psychographics see some value in this, but Spike a bit less than the other two because of the high costs.
    (2.5/3) Elegance: The card reads clearly and it's pretty elegant, but the "under your control" clause will make a few players scratch their heads in case they want to reanimate it from another player's graveyard.

    Development -
    (3/3) Viability: White and black are the two colors that are able to exile creatures and graveyards, so at face value, as a hybrid card, there's nothing wrong with that. While Unearth has usually been a Grixis mechanic, I could see this as an interesting twist in case of a return to Alara. I could see this at mythic for limited purposes, but rare seems appropriate too.
    (3/3) Balance: While both effects are definitely strong, they are kept in check by both the high and specific mana costs. At a closer look, this opens the door for some reanimation shenanigans, as you get the "super" etb effect in case of classic reanimation too, but this would mean you should have to run a deck geared towards that. This is a windmill slam in limited for its splashability and effect, but I don't see it as making a huge splash in eternal formats (outside EDH, of course), even though, as I already said, some reanimator decks would love to play with this.

    Creativity -
    (3/3) Uniqueness: Having a card improve on its effect by the use of a mechanic is a fresh and interesting take on Unearth.
    (2.5/3) Flavor: There's nothing wrong in this card, per se, but I feel like the flavor text is a bit bland. My hypothesis is because you didn't want to overcrowd the card, but, still, I think it was a good call.

    Polish -
    (3/3) Quality: All good here.
    (2/2) Main Challenge: It has Unearth.
    (2/2) Subchallenges: Check and check.

    Total: 23.5/25
    Quote from netn10 »
    Guider from Beyond 1W
    Creature - Spirit (Rare)
    Whenever a creature you control is exiled from the battlefield, you may pay 1W. If you do, return that creature to the battlefield.
    Unearth 3W
    2/1



    Design -
    (1.5/3) Appeal: This is mainly a Johnny card. Timmy sees nothing in it, and Spike likes this for sideboarding potential.
    (2.5/3) Elegance: Very elegant, but see the Quality section for my remarks.

    Development -
    (2.5/3) Viability: While is not new to having some "imposition" effects, and this plays well in its court, as well as falling in the wheel of protection effects White also has to offer. The effect is deserving of it's rarity, but it's nothing to write home about. "Unearth" on a Spirit feels strange, though, without mentioning that it's not even a mechanic White has access to.
    (2/3) Balance: While there's nothing wrong in a 2/1 for 1W in contemporary standard, this card is either really weak or really broken if you take advantage of the effect clause, but that would mean investing a lot of mana. This is not a high pick in limited and could, at best, see some fringe play in sideboards.

    Creativity -
    (3/3) Uniqueness: I have to give credit where credit is due, there's not a card to this day that "prevents" things from being exiled.
    (2.5/3) Flavor: The card's name is perfect, and gives a very accurate idea of what the card does. My problem is that this card has a lot of space on it which I feel could've been used to either put in Unearth reminder text (although it's not required at higher rarity) or some flavor text.

    Polish -
    (2/3) Quality: The card should have a "under it's owner's/your control" after the last sentence. This opens up some weird scenarios, like: what if I steal this and then use a blink effect? Under which player control would the creature return to?
    (2/2) Main Challenge: It has Unearth.
    (1/2) Subchallenges: Has the triggered ability but not the mana symbols.

    Total: 19/25
    Quote from IcariiFA »
    Harox, City of Corpses
    Legendary Land (M)
    T: Add C.
    B, T, Sacrifice Harox, City of Corpses: Add CC.
    When Harox, City of Corpses enters the battlefield, if you unearthed it, it becomes a 10/10 black Zombie Giant in addition to it's other types.
    Unearth 6BBB



    Design -
    (2.5/3) Appeal: Timmy and Johnny like this. Spike likes this in the late game only, and the fact that it's both legendary and colorless prevent him from really really liking it.
    (3/3) Elegance: Very elegant.

    Development -
    (3/3) Viability: Black is the main Unearth color and has already had lands that like to sacrifice themselves in the past, so there's nothing wrong with that. The fact that it's going to be pretty telegraphed when it's about to come down makes me think this could be a rare, but I could see this as a mythic for its flair and uniqueness.
    (3/3) Balance: This is a very interesting land, since it works as a Wastes for most of the game, but later gives you the option to Unearth it by itself, as it's not that easy (especially in limited) to sacrifice a land. I must commend you for making so you break even on mana (which you can use to Unearth it) when you crack this, as I feel that many would've given it a way more potent mana boost. Probably not a windmill slam in limited, I could see this as part of some control builds who want to add one more finisher without muddying the spells part of the deck too much. I don't see this seeing play in modern, but maybe it could find a home in Legacy Lands for the surprise effect.

    Creativity -
    (3/3) Uniqueness: Even though there are lands that sport mechanics (the first one off the top of my head is Zoetic Cavern), this is a very interesting and fresh design.
    (2.5/3) Flavor: This card has an awesome flavor, but it could be enriched by some flavor text, as MSE shows me that there's abundant space for it. The name sounds Grixian, but I would've liked to know more.

    Polish -
    (2/3) Quality: Should be "its". Should also become a creature.
    (2/2) Main Challenge: It has Unearth.
    (2/2) Subchallenges: Check and check.

    Total: 23/25


    Bravelion83 23.5
    IcariiFA 23
    Netn10 19
    Posted in: Monthly Contests Archive
  • posted a message on May MCC, Round 1 - Pumping It Up
    Circuitcharger 1UR
    Creature — Weird (U)
    R: Circuitcharger gets +1/+0 until end of turn.
    Whenever Circuitcharger deals combat damage to a player or planeswalker, draw cards equal to Circuitcharger's power, then discard that many cards minus one at random.
    Results may vary.
    1/3
    Posted in: Custom Card Contests and Games
  • posted a message on April MCC, Round 3 - Light of the Sigils
    Quote from RaikouRider »
    Sigil of Flight's Wings 1W
    Enchantment - Aura {C}
    Enchant creature
    Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
    Enchanted creature has flying and vigilance.
    As Eron clutched the golden medallion, large wings white as snow grew from his shoulders. "Look at yourself...!" was all Aravan could say to his friend. Neither of them could believe it--Asha had transformed Eron into an angel!


    Design -
    (2/3) Appeal: Timmy likes this. Spike likes that it's a strong effect, but doesn't like opening himself to 2-for-1s, as is often the case with auras. Johnny is mildly interested, but sees not much potential.
    (2.5/3) Elegance: The card reads easily, but because the Exalted is on the aura, some players are going to assume this is just an aura that gives +1/+1, flying and vigilance.

    Development -
    (3/3) Viability: Flying, exalted, vigilance and auras are all things White has already done, so no color breaks. Some might think this could be an uncommon since it does quite a few things, but commons recently have been pretty pushed, and this seems like the case.
    (3/3) Balance: This card isn't going to break any format it sees play in half, but it's nevertheless a solid common you'll pick in draft, since just one hit with this makes it worth it on a stalled board, allowing you to play both offense and defense. It's a solid pick, but not one you're going to prioritize early in draft.

    Creativity -
    (2.5/3) Uniqueness: There are no auras with exalted existing to this day, but apart from that, the rest of the card is pretty standard.
    (2/3) Flavor: The name sounds a bit redundant, but the thing that prevents me from giving it a full score is the fact that Eron is a character that already exists in the MTG universe, so I would've gone for another name. Interestingly, this has already happened with Reyhan, who is both an Abzan legendary creature and a Samite healer in some flavor texts, included Eron's one.

    Polish -
    (3/3) Quality: Everything's okay here.
    (2/2) Main Challenge: The card has exalted.
    (2/2) Subchallenges: The card is not a creature and it's monocolored.

    Total: 22/25
    Quote from IcariiFA »
    Undying Herald 3BB
    Enchantment (R)
    Exalted
    At the beginning of your end step, if you control no creatures, return target creature card from your graveyard to the battlefield. That creature is a black Zombie in addition to its other colors and types.
    He received the call as death's champion and was stricken of the will to refuse.


    Design -
    (2/3) Appeal: Johnny and Spike appreciate how solid it is and the recursion and advantage this could lead to, even though Spike is sad that at face value this is an exalted trigger for five mana on a full board. This does too little for Timmy, but he likes the idea of bringing back his biggest creature every turn.
    (3/3) Elegance: Very elegant.

    Development -
    (3/3) Viability: For an effect like this, I wouldn't expect nothing less than rare, so the rarity is okay. We've also seen black dabble with Exalted in a core set, and of course reanimation is a black thing.
    (2.5/3) Balance: This is a very strong card that needs some help to really shine, but when it does, oh boy. While I don't think this would see play in eternal formats (except for EDH), there would probably be some standard deck made to abuse it, especially if you go for an Aristocrats type of deck, maybe reanimating Garna on your end step so you can do this all over again next turn. While not a windmill slam in limited, this card is a high pick if you're in black, even though it doesn't do enough when you're behind and the exalted seems kinda stapled on it. Also, the idea that you could recur the same creature seems like something that could get out of hand, so I would've liked the clause of "If that creature would leave the battlefield, exile it instead", but it would go against the name of the card.

    Creativity -
    (3/3) Uniqueness: To this day, there are no existing cards that behave exactly like this one, so the full score is pretty deserved.
    (3/3) Flavor: Pretty much a flavor homerun here.

    Polish -
    (3/3) Quality: Everything's okay here.
    (2/2) Main Challenge: The card has exalted.
    (2/2) Subchallenges: Not a creature and monocolored.

    Total: 23.5/25

    Quote from Artorias »
    Topan Prayers 3WW
    Enchantment {M}
    Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
    Creatures you control have exalted. (If a creature has multiple instances of exalted, each triggers separately.)
    1W: Create a 0/1 white Monk creature token.
    When the Chosen goes to combat all his brothers watch him with pride, waiting their moment.


    Design -
    (2.5/3) Appeal: Everyone likes what this card brings to the table, but Spike likes it a bit less than the other two.
    (2.5/3) Elegance: The redundancy of both the enchantment itself having Exalted and giving all of your creatures Exalted might trip up some players during attacks.

    Development -
    (3/3) Viability: Nothing wrong color pie-wise, as white has already done both Exalted and token creation. For an effect as strong as this, I wouldn't expect nothing less than rare, but I could see this as a mythic for limited purposes.
    (1.5/3) Balance: While it's true that this card requires some setup to be working, as slamming this on an empty board does nothing, once it gets going it's going to be very hard for your opponents to hit you, as the card gives you a steady flow of chumpblockers and doubles as a quasi-Abyss, since your attacking creature is going to get enormous. This is a windmill slam in limited and would probably see some play as a control finisher, and there are a lot of EDH decks that would greatly like the efficiency this card gives.

    Creativity -
    (2/3) Uniqueness: While the "Creatures you control have exalted" is lifted off Sublime Archangel, this is a very nice Mobilization variant.
    (3/3) Flavor: Top notch, man. It's just that good.

    Polish -
    (3/3) Quality: Everything's okay here.
    (2/2) Main Challenge: The card has exalted.
    (2/2) Subchallenges: Not a creature and monocolored.
    Total: 21.5/25
    Quote from bravelion83 »
    Instinctive Charge 2GG
    Enchantment (R)
    Exalted, exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn. Then do it again.)
    At the beginning of combat on your turn, target creature you control gains trample and haste until end of turn.
    “The creatures I summon with the Arkbow don’t need any command. They instinctively know what to do.”
    —Vivien Reid



    Design -
    (2.5/3) Appeal: Timmy likes his creatures getting big and hasty, while Johnny thinks of the way this could deal as much damage to anyone as possible, maybe with multiple combats. Spike likes it, but he won't play this unless he already got something on the board, since this does nothing by itself.
    (3/3) Elegance: The double exalted might confuse some player, but that's what the reminder text is there for.

    Development -
    (3/3) Viability: Green is tertiary in haste, primary in trample and has already had Exalted during Alara block, so nothing wrong color pie-wise. I wouldn't see this as anything but a rare.
    (3/3) Balance: This is a card with a high potential that needs some help to really shine. Well, by "help" I mean just playing creatures, but this embodies the green philosophy of "going tall" very nicely. I think this card would see play in the current standard environment as a top end for some aggro decks (maybe replacing Rhythm of the Wilds), and it would be a solid addition to any green decks in limited. I know a lot of EDH decks that would love to play with this.

    Creativity -
    (2.5/3) Uniqueness: As of this day, there are no cards with double Exalted on them, but the score is balanced out by the fact that the rest of the card is a bit bland.
    (2.5/3) Flavor: The name is a bit generic, but the flavor text really enchances the flavor of the card.

    Polish -
    (3/3) Quality: Everything's okay here.
    (2/2) Main Challenge: The card has exalted.
    (2/2) Subchallenges: Not a creature and monocolored.

    Total: 23.5/25

    Results:

    RaikouRider 22
    VS
    IcariiFA 23.5


    Artorias 21.5
    VS
    Bravelion83 23.5
    Posted in: Monthly Contests Archive
  • posted a message on April MCC, Round 2 - Maelstrom's Landscape
    Judgments complete. I apologize for my lateness and wish all of you a happy Easter.

    Quote from Artorias »
    Cylian Channeler 1G
    Creature — Elf Shaman {U}
    When you cycle Cylian Channeler or it dies, add RW.
    Mountaincycling 3, plainscycling 3 (3, Discard this card: Search your library for a Mountain or Plains card, reveal it, put it into your hand, then shuffle your library.)
    2/1


    Design -
    (2.5/3) Appeal: There's a bit for everyone here: Spike likes the versatility, Johnny likes the death/cycling trigger and Timmy likes it as a 2-drop, but he would like it more as a 2/2.
    (3/3) Elegance: In spite of the two basic landcycling abilities, the card reads well.

    Development -
    (3/3) Viability: While the rarity is correct, some might have problems with white having a little mana burst (as you could potentially play this in a monoW deck that's splashing red), but in a shard set, and especially in the Naya shard, it makes sense.
    (2.5/3) Balance: This card is pretty solid in a limited deck of its colors, but I don't see it as making a dent into constructed formats, maybe in some commander decks who specialize in cycling. It's definitely a solid card, but not one you'll pick highly.

    Creativity - 
    (2/3) Uniqueness: We have already seen death triggers that produce mana and cycling triggers, but this is a nice combination. I suppose it's part of a cycle?
    (2/3) Flavor: The name makes sense with what we know of the Naya shard, but the fact that it's a bit generic, combined with a lack of flavor text, prevent me from giving you full points here.

    Polish - 
    (3/3) Quality: Everything seems correct.
    (2/2) Main Challenge: Check.
    (2/2) Subchallenges: Check and check.

    Total: 22/25


    Quote from egoblinsw »
    Dragonroost
    Legendary Land (R)
    TAdd 1
    TAdd 2. Spend this mana only to cast Dragon spells.
    Mountaincycling 3.
    When you cycle Dragonroost you may sacrifice three mountains. If you do, search your library for a Dragon creature card with converted mana cost less than or equal to the number of lands in your graveyard. Put that card onto the battlefield, then shuffle your library.


    Design -
    (2/3) Appeal: This is Timmy and Johnny territory, Spike is not even remotely interested in the setup and in the not-so-competitive tribe.
    (1.5/3) Elegance: The card is overcrowded and many players will need a second read, especially of the cycling ability.

    Development -
    (2.5/3) Viability: While it perfectly works as a "Tribal" land (á la Eldrazi Temple), the "lands in your graveyard" part doesn't scream "red" to me. The rarity is correct.
    (2.5/3) Balance: The land limits itself when it comes down to tutoring, but I'm afraid not many players will use this outside of dedicated EDH dragon decks, as the cost for the cycling ability is very steep and, outside of some ulterior help, tutoring a 4-drop dragon doesn't seem worth the effort. Maybe this might see some play in some fringe modern decks, but even then, it might be a longshot.

    Creativity - 
    (2.5/3) Uniqueness: This card is a dragon version of Eldrazi temple with some tutoring stapled onto it, but at least the condition is original.
    (2.5/3) Flavor: The name sounds pretty generic for a legendary land, but the effect is very flavorful.

    Polish - 
    (2/3) Quality: There's a period missing after the first mana ability and an extra period after the mountaincycling one.
    (2/2) Main Challenge: Check.
    (2/2) Subchallenges: Check and check.

    Total: 19.5/25


    Quote from Jimmy Groove »
    Water The Roots 3G
    Enchantment (R)
    Whenever an Island or Swamp becomes tapped, target creature you control gets +1/+1 until end of turn and you gain 1 life.
    Islandcycling 1G, swampcycling 1G (1G, Discard this card: Search your library for an Island or Swamp card, reveal it, and put it into your hand. Then shuffle your library.
    When you cycle Water the Roots, you may play an additional land this turn.


    Design -
    (3/3) Appeal: This card speaks on all three of the psychographics, albeit on different levels.
    (3/3) Elegance: Despite its wordiness, the card reads easily and it's very clear.

    Development -
    (3/3) Viability: While this might look like a green hoser (in the vein of Snake Pit), and, therefore, undeserving its rarity (as historically hoser cards are usually uncommons), once you realize how much this could complicate combat and how strong it is, its rarity is well-deserved. No problems with the color pie either.
    (1/3) Balance: At first glance, this might seem like some sideboard hate card, but it's way more: the ability to maindeck this (as the cycling doesn't make it a dead card) and the fact that triggers for each player's lands make it a broken enchantment that will stop your opponent's race dead in its tracks and blank a lot of their removal. Even more than that, you could splash this in a Dimir deck and there's no way your opponents could stop you, as each of your lands turns into a mini-Moment of Triumph. Definitely a windmill slam in limited, and I'm sure it could make a splash in constructed formats.

    Creativity - 
    (2/3) Uniqueness: This is not the first hoser card that green has against black and blue, but the execution is refreshing.
    (2/3) Flavor: The name is a bit generic, and the lack of flavor text doesn't help. Also, how could a Swamp water some roots?

    Polish - 
    (3/3) Quality: Everything's correct here.
    (2/2) Main Challenge: Check.
    (2/2) Subchallenges: Double check.

    Total: 21/25


    Quote from netn10 »
    Understand the Esper 3U
    Sorcery (Uncommon)
    Return up to two artifact cards from your graveyard to your hand.
    Plainscycling 1W, Swampcycling 1B
    Whenever you cycle Understand the Esper, return up to one artifact card from your graveyard to your hand.


    Design -
    (2/3) Appeal: Spike appreciates the versatility. Timmy and Johnny are meh.
    (3/3) Elegance: Very elegant.

    Development -
    (3/3) Viability: This is a solid uncommon. Maybe blue isn't the perfect color for artifact "regrowing", but in the context of Esper it makes sense, especially when paired with white and black.
    (3/3) Balance: This might not be a windmill slam in draft, but you're definitely playing this if you're in this colors, as this is pure, solid, card advantage. This seems a bit slow for eternal formats, but it might see play in standard and in some specialized edh decks.

    Creativity - 
    (2/3) Uniqueness: Regrowing an artifact is definitely not new territory, but having one instance of it tied to landcycling makes the card feel fresh.
    (2.5/3) Flavor: The name definitely fits the card and what we know about the complex shard of Esper, but I would've liked some flavor text, as MSE shows me that there's ample space for it.

    Polish - 
    (3/3) Quality: Everything correct, here.
    (2/2) Main Challenge: Check.
    (2/2) Subchallenges: Check and check.

    Total: 22.5/25



    Netn10 22.5
    Artorias 22
    JimmyGroove 21
    Egoblinsw 19.5
    Posted in: Monthly Contests Archive
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Thank you for the offer, but I have already contacted the other judges and they've both told me they're working on it. The first round is always the one that's more likely to experience delays because of the high number of participants.
    Anyways, the results should be up soon.
    Posted in: Custom Card Contests and Games
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Yes, it potentially could be better, but the crux is the same: a card like that is very situational, and the fact that you can't crack it on your own (unless, of course, you want to waste a spell) means that there will be some games where it's a dead card. Another thing that puts me off it a little is the fact that your opponents can play around it, so they can save their removal spells in case they want to remove something down the line.
    All in all, it's a situational card, and with time I've learned that there's no point in discussing how exactly good situational cards are, as everyone has their own stories of subpar cards doing a lot of work, because MTG offers so many scenarios that there will always be one where a situational card really shines.
    Still, it was a nice design.
    Posted in: Custom Card Contests and Games
  • posted a message on April MCC, Round 1 - Spreading Filigree
    Very close round. Kudos to everyone.

    Quote from Cardz5000 »
    Rikisa, Queen of Memories 1BGU
    Legendary Artifact Creature — God Wonder {M}
    (As this Wonder enters and after your draw step, you may tap a creature to put a brick counter on this.)
    As long as it has less than three brick counters on it, Rikisa isn’t a creature.
    Remove a brick counter from Rikisa: Each opponent may return a card from their graveyard to their hand. Each player puts the top six cards of their library into their graveyard, then you may return a card from your graveyard to your hand.
    4/7



    Design -
    (2/3) Appeal: This card is all kinds of Johnny as it plays in a rewarding way both with counters and graveyard. Spike likes the card advantage, but the activation hoops and the fact that it's a quasi-symmetric effect might sway him away. Timmy is only mildly interested.
    (2.5/3) Elegance: The card is a bit wordy, but easy to understand. A lot of players will re-read the activated ability.

    Development -
    (3/3) Viability: As a legendary three-color creature, this is well deserving its rarity. Color-pie wise, Blue, Black and Green are the colors that play around with the graveyard the most (as seen with the recent legend Muldrotha), so no breaks there.
    (2.5/3) Balance: The ability to regrow something from your graveyard is very powerful, but I like how it's been balanced by making it almost symmetrical, as you'll get more choice than your opponents. Also, the card balances itself by making use of the "Wonder" mechanic. If else, this is a little underpowered when compared to other Gods, as it lacks the indestructible and the ability scales badly in multiplayer, as you're giving all of your opponents an extra card.

    Creativity -
    (3/3) Uniqueness: While the "Wonder" part resembles Sagas, this card is very innovative and definitely something not seen before.
    (1.5/3) Flavor: Let's preface this by saying that this is definitely the hardest part to judge, as it's up to one's own personal taste and the lack of art sometimes doesn't make justice to a card. That said, the idea of an artifact (which, by definition, is something created by man) God is something that feels a bit wrong to me. Maybe it's part of a cycle of "artificial" Gods, but in a vacuum the flavor doesn't really punch through, especiall because of the lack of flavor text (which I commend you for not using as the card is already wordy as it is). The name is okay.

    Polish -
    (3/3) Quality: Everything's alright here.
    (2/2) Main Challenge: It's a colored artifact.
    (1/2) Subchallenges: The colors are okay, but it's a creature.

    Total: 20.5/25
    Quote from Legend »
    Ragestone WUB(R/G)
    Artifact (Rare)
    At the beginning of each combat on your turn, target creature you control gains flying and indestructible, then fights target creature you don’t control. Sacrifice it at end of combat.



    Design -
    (2/3) Appeal: Timmy is the one who really likes what this card can lead to, Johnny sees some cute recursive combos with it, but Spike isn't that interested, as it requires both setup and losing a creature each turn.
    (2.5/3) Elegance: Besides the wonky mana cost, everything is pretty clear, apart from the fact that some inexperienced player might not notice that this is not a may, so you're forced to target it even if you don't want to. The solution is to play things in your second main, but it feels a bit unnatural, and I feel like making the ability a "may" would've been a better choice.

    Development -
    (2.5/3) Viability: While the effect it's strong, it's definitely not gamebreaking, so I could see this at rare. Also, It's hard for a basically pentacolor card to not break the color wheel, but I feel like Black is totally unnecessary here.
    (2/3) Balance: The card balances itself out by forcing you to sac the creature, and it requires heavy hitters as using the ability on a 1/1 feels like a waste. This might see some fringe play in commander, but I don't feel like I would play this in any other format.

    Creativity -
    (2/3) Uniqueness: There have been some variations on the "buff a creature, sac it later", and this is oe of them. At least it pays you well for playing a greedy manabase.
    (1.5/3) Flavor: I could see this as some sort of Esper-enhanced sangrite, but the lack of flavor text (and the card has ample space for it) doesn't help.

    Polish -
    (3/3) Quality: Everything checks out.
    (2/2) It's a colored artifact.
    (2/2) Subchallenges: Has the colors and it's not a creature.

    Total: 19.5/25
    Quote from Jimmy Groove »
    Phyrexian Repurposer BG
    Artifact - Equipment (U)
    Living Weapon (When this Equipment enters the battlefield, create a 0/0 black Germ creature token, then attach this to it.)
    Equipped creature gets +1/+1 and "Whenever an artifact or creature card is put into a graveyard from anywhere, put a +1/+1 counter on this creature."
    Equip 2



    Design -
    (3/3) Appeal: This card has something for everyone: Timmy likes it for the growing effect, Spike likes it for its efficiency and Johnny likes the "from anywhere" part.
    (3/3) Elegance: The card is easily understandable and elegant.

    Development -
    (2/3) Viability: While this does nothing that we haven't seen Green or Black do, as it's basically an Equipment version of Vulturous Zombie, it's way too powerful for an uncommon, because if left unchecked, this will win you the game. This is possibly rare material.
    (2.5/3) Balance: This card is a limited bomb that would probably make a splash in some constructed formats, especially commander (heck, I would absolutely play this in my Ghave deck) without breaking them open. The only thing that worries me is the overall low cost both in the CMC and the Equip cost, this should be at least a 1BG equipment or equip for 3.

    Creativity -
    (2/3) Uniqueness: This is a spin on Vulturous Zombie with an artifact rider, but it's nice to see on an equipment.
    (2/3) Flavor: With a name like that, I would've expected a creature, not an equipment. Still, it does make sense with what we know of the phyrexians, but I would've liked some flavor text on this.

    Polish -
    (2.5/3) Quality: It should say: "+1/+1 and HAS "Whenever...".
    (2/2) Main Challenge: Check.
    (2/2) Subchallenges: Double check.

    Total: 21/25
    Quote from RaikouRider »
    Berserker's Braid BRG
    Artifact - Equipment {R}
    Equipped creature gets +3/+0 and has trample.
    Whenever equipped creature attacks for the first time in a turn, untap it. After this phase, there is an additional combat phase. Only equipped creature can attack during that combat phase.
    Equip 4



    Design -
    (2.5/3) Appeal: While Timmy and Johnny see the degeneracy that could ensue, Spike is a bit taken aback by the steep equip cost that could lead to some blowouts.
    (3/3) Elegance: The card is very easy to understand.

    Development -
    (2.5/3) Viability: The rarity is correct, as I wouldn't see this as anything other than a rare. As far as the colors go, I don't see that much Black in it, but I guess it's done to symbolize the berserkers of the Jund shard.
    (3/3) Balance: The card is definitely a must-play in limited, but I doubt it would see play in constructed formats that are not commander because of the equip cost. Nevertheless, the effect is very strong, so it's understandable.

    Creativity -
    (2.5/3) Uniqueness: While all the effects on the card are something that we've already seen before, the extra combat clause is original and very flavorful.
    (3/3) Flavor: This card is a homerun from a flavor standpoint, perfectly incapsulating Jund's berserkers and their lore.

    Polish -
    (3/3) Quality: Everything is alright, here.
    (2/2) Main Challenge: Yep, it's a colored artifact.
    (2/2) Subchallenges: Not a creature and has B + R/G.

    Total: 23.5/25
    Quote from Ryder052 »

    Turquoise Powerbead (G/U)
    Artifact (U)
    T, Sacrifice Turquoise Powerbead: Counter target spell that targets a creature you control.
    If that creature is white, put two +1/+1 counters on it.
    Algae of the Lucent Depths sense only magic and purity of one's soul.



    Design -
    (1.5/3) Appeal: Timmy and Johnny are mildly interested (the former more than the latter), Spike is uninterested in a weaker, on-board, and situational Turn Aside.
    (3/3) Elegance: The card reads easily and it's very elegant.

    Development -
    (2.5/3) Viability: Even though we have the Avoid Fate precedent for Green, a hybrid card should work for both colors, and I don't feel like a Green counter would be something WOTC would print nowadays. The rarity is correct.
    (2/3) Balance: The card is very situational, but rewards you if you skewer your creature base towards a more multicolored setting. This might see play in limited and, maybe, in some sideboards in standard, but it does too little for something your opponents can see from a mile away.

    Creativity -
    (2.5/3) Uniqueness: A semi-protection, semi-pump spell is something you don't get to see every day, and the "white creature" clause makes is even more fresher.
    (3/3) Flavor: I would like to know more about the plane these Powerbeads come from. Very well done.

    Polish -
    (3/3) Quality: Everything okay.
    (2/2) Main Challenge: It's a colored artifact.
    (2/2) Subchallenges: Yep to both.

    Total: 21.5/25
    Quote from netn10 »
    Compleating Device BG
    Artifact (Rare)
    BG, T: Put a -1/-1 counter on target creature. As long as it has a -1/-1 counter on it, it has indestructible and infect.
    "Enter the chamber and leave your flesh behind."




    Design -
    (2.5/3) Appeal: This card has a bit for everybody, maybe not so much for Spike, who still understands how powerful it is.
    (2.5/3) Elegance: Everything seems clear, but something might be off when one takes +1/+1 and -1/-1 counters shenaningans into the mix.

    Development -
    (3/3) Viability: Even though this has the potential to be a mythic rare, I'm okay with this being a rare. No color pie breaks, it's all in the wheel of Black and Green.
    (1.5/3) Balance: This card is a very powerful tool and definitely a windmill slam in limited. It would definitely see some constructed play and it would be a toy many commander decks would like to get their hands on. The only problem I got is that the investment is too low for a combination like indestructible and infect, and this would lead to some problems.

    Creativity -
    (3/3) Uniqueness: This is definitely something new and fresh.
    (3/3) Flavor: Perfect. It's just that good.

    Polish -
    (3/3) Quality: Everything checks out.
    (2/2) Main Challenge: Yep.
    (2/2) Subchallenges: Double yep.

    Total: 22.5/25
    Quote from Gateways7 »
    Endless Junkyard 1BG
    Artifact (Mythic)
    Sacrifice an artifact: Draw cards equal to its converted mana cost, then discard three cards.
    One man's trash is another man's treasure.



    Design -
    (1.5/3) Appeal: Johnny is the most interested one. Both Spike and Timmy like what it can lead to, but dislike the setup (Spike) and the sacrificing (Timmy).
    (3/3) Elegance: Very elegant.

    Development -
    (1.5/3) Viability: There's nothing green in this card. This would've been better as an UR (maybe BR or UB) enchantment. Also, since it requires a specific deck construction, I think it should be a rare.
    (3/3) Balance: It's hard to evaluate cards like these in a vacuum (especially without knowing the standard and limited environment), but I think it would be a very strong card if not for its awkward color identity, which prevents it from being played in the classic EDH artifacts deck. Maybe it's a plus, as those decks would receive a very strong boost from this.

    Creativity -
    (1.5/3) Uniqueness: As you said, this is basically an artifact-related Greater Good. Nothing more, nothing less.
    (2/3) Flavor: The flavor text and the name are nice, maybe just a tad boring.

    Polish -
    (3/3) Quality: All good here.
    (2/2) Main Challenge: Check.
    (2/2) Subchallenges: Double check.

    Total: 19.5/25


    RaikouRider 23.5
    Netn10 22.5
    Ryder052 21.5
    JimmyGroove 21

    Cardz5000 20.5
    Gateways7 19.5
    Legend 19.5
    Posted in: Monthly Contests Archive
  • posted a message on April MCC Judge Signups
    I can judge, if needed.
    Posted in: Monthly Contests Archive
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    If there's no one else, I'll judge. It's been a while since I've judged, but I'd be glad to help.
    Posted in: Custom Card Contests and Games
  • posted a message on March Round 3 - From The Vault : Titans
    Syndicate Titan WWWBBB
    Creature — Giant (MR)
    Lifelink
    Whenever Syndicate Titan enters the battlefield or attacks, you may exile another target nonland permanent. If you do, target creature you control gets +X/+X until end of turn, where X is the exiled permanent's converted mana cost.
    "He might have deceived you, but don't worry: the Orzhov know how to make someone pay."
    —Teysa Karlov, to Kaya

    6/6
    Posted in: Monthly Contests Archive
  • posted a message on March Round 2 - From The Vault : Spells
    Perpetual Cycle 5GGG
    Sorcery (M)
    Shuffle your graveyard into your library, then put the top eight cards of your library into your graveyard. For each permanent type among cards in your graveyard, return up to one card of that type from your graveyard to the battlefield.
    Epic (For the rest of the game, you can’t cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)
    Each season always brings something new to the world.
    Posted in: Monthly Contests Archive
  • posted a message on March Round 1 - From The Vault : Enchantments
    Isareth's Mastery 1BB
    Enchantment (M)
    When Isareth's Mastery enters the battlefield, put target creature card from a graveyard onto the battlefield under your control with a corpse counter on it. If that creature would leave the battlefield, exile it instead of putting it anywhere else.
    At the beginning of each end step, if you control no creatures with a corpse counter on them, return Isareth's Mastery to its owner's hand.
    "A good necromancer never runs out of servants."
    Posted in: Monthly Contests Archive
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