Welcome to round three. You may notice a mild pattern emerging. In round one the number 4 was significant. In round two it was the number two. In this round, your bonus will have to do with the number 3.
Your challenge:
Make an non-artifact creature card.
Bonus points:
1 point: Not green
1 point: "3", "three", or 3 must appear in the card text exactly three times. (Mana cost, power/toughnes, reminder and flavor text all do not count.)
Usual Bonuses:
Use Mana Symbols in card (must be in both textcard and render (if submitted) in order to count) - 1 point
Supply rendered card art - 1-2 points (1 for supplying art, 1 discretionary for judges)
Point Breakdown:
Bonus: (x/5): Judge how the card fits the bonus parameters.
Balance: (x/10): Judge how the card is balanced; its power level, and whether or not it could make or break a format.
Flavour/Creativity/Quality: (x/10): Judge how flavourful, cool, and well-worded the card is. Basically, this is the "slickness" category.
I'm going to try something a little different this round since we have an odd number of players and I don't want more than 10 players in the final. The matchups will be a mixture of the 1st and final round styles.
Players may wish to reference the Players List . If you have questions about the FCC, check out the FAQ. If you have a question about using MSE, find your answer here.
This round will run until 12:00am EDT Friday, June 20th (when Friday becomes Saturday).
Like the first round, the players will be divided into groups. But this time each group will have two judges and their scores will be combined to determine who moves on. The top two scorers in each group will advance to the final.
Judges, please don't begin judging until the round is over. You may start postings at 12:01am EDT, even if we (Moss_Elemental, Avatar of Kokusho, and Kraj) are not online then to close the round.
Bloodthirsty Cadet :symbr::symbr:
Creature-Human Soldier
Haste
Whenever Bloodthirsty Cadet attacks, put a +1/+1 counter on Bloodthirsty Cadet.
When there are three or more +1/+1 counters on Bloodthirsty Cadet, flip it.
1/1
-------------------------- Ina Bloodletter Legendary Creature-Vampire
:symtap:, Remove a +1/+1 counter from Ina Bloodletter: Choose one-all players lose 3 life, or Ina Bloodletter deals 3 damage to all other creatures.
Whenever a creature dealt damage by Ina Bloodletter this turn is put into a graveyard, put a +1/+1 counter on Ina Bloodletter.
2/2
Cadet: She drinks a cup of blood to kindle her rage before every battle.
Ina: "My blood hunger is far greater than any courage you can muster."
Spent HOURS working on the art. And look! The color layout's switched!
Another Idea (Don't Judge)
Samurai Detachment :1mana::symrw::symrw:
Creature-Human Samurai
Bushido 1
:1mana:: Samurai Detachment becomes a 3/3 Human Soldier with Flanking.
:1mana:: Samurai Detachment becomes a 1/1 Human Archer with “T: Samurai Detachment deals 2 damage to target creature or player.”
:1mana:: Samurai Detachment becomes a 3/1 Human Samurai with Bushido 1. “The perfect team. One-a shield, to guard from all. One-a bow, to shoot from afar. One, a sword-to strike with fury.”
3/1
really like this system holder
I have company in town so this might be my first and last chance to submit an idea:
Errbront Apprentice 1B
Creature - Human Wizard B, Sacrifice a creature with converted mana cost 2 or less: Untap Errbront Apprentice. B,T, Sacrifice a creature with converted mana cost 3 or greater: Target creature gets -3/-3 until end of turn. “As long as there is a living soul beside you, you are never at a loss for ingredients.”
—Fenkor, Errbront Ritualist
TrioRWU
Creature- Rogue Warrior Wizard
When Trio comes into play, you may have it deals 3 damage to target creature.
Trio can block three additional creatures. 3: Return Trio to its owner's hand. Sometimes one will just isn’t enough.
3/3
Note: Flavor text is different.
Apprentice Pyroshaper
Creature - Human Wizard (U)
Flash
Kicker 1U and/or 1R
When Apprentice Pyroshaper comes into play, if the 1U kicker cost was paid, target creature becomes 3/3 until end of turn.
When Apprentice Pyroshaper comes into play, if the 1R kicker cost was paid, it deals 3 damage to target creature.
1/1
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
Bonus 5/5
-Not green
-Has 3's three times
-Mana Symbols are in order
-Render's good
Balance 9/10
-People have been complaining what does white need to get back into the game. I've seen white cards in tournament decks, so I'm not sure why there is complaining, but if I to ask for a reprieve, this card would be it.
-Cost reduction via life makes it viable to play late game, when it will be needed most
-The second ability though, that's the bread and butter. Shut down X burn spells. CC? Korlash? Doran? Sorry, we're curtailing you're power to three. It doesn't stop repittion, but it does curtail power finishers.
-It flows in the paradigm of white's game plan. Small critters into finisher. The fact that you wouldn't be hampered by the affect, make it even better
-P/T is a nice touch to.
FCQD 9.5/10
Flavor 3/3
-White in every aspect.
Creativity 2.5/3
-.5 point for the cost reduction found in the Avatar cycle back in Prophecy.
-The damage 'prevention' is all in all a nice twist
Quality 3/3
No problems
Discretionary 1/1
Sign me up for four copies.
Bonus 5/5
-Not green
-3's three times
-Mana symbols
-Good render
Balance 8.5/10
A 3/3 for 3 with a relevant 'comes into play' activity with the ability to recur and hold off blockers.
-It's tough to get out, but for the efficency, I think it'll be worth it.
-A lightning bolt to a creature is still a lightning bolt to a creature, and the fact it can remove a lot of creatures because of it, well, makes it even better.
-Blocking three additional creatures fits, but with that small of a body, what exactly are you going to block against. Then again...
-The last ability to return it in a synch, that makes it a powerhouse
-It's right on the curve, and thus the score.
FCQD 9/10
Flavor 2.5/3
-The only reason I'm not docking for the 3 people blocking 4 creatures is because of the flavor text on the 2nd render. Other than that you captured that little Trio.
-On that note, Trio? That's the best you have?
Creativity 2.5/3
-Two Headed Dragon sorta stole your thunder with the blocking ability
-Other than that, it matches up perfectly
Quality 3/3
-All good
Discretionary 1/1
-Nicely done.
Bonus 3/5
-Not Green
-No show of three's
-Mana symbols good
-The render is fine, except that art is no where near the level it should be. It fits, but not on the level it needs to be here.
Balance 7/10
-Don't you think that is a tad undercost? Just a bit?
-2/2 on 4, 3/3 on 5, 4/4 on 6, so on and so forth. That's with a regular draw
-Add in all sorts of quirky card draw blue is known for and you could have a seriously big creature on your hands. In blue.
-It's legendary so that curtials it uses, but...
-It is the most threatening to happen for blue? No not really. It is still more than viable as a win condition? Yes. Aeon Chronicler should us how effective blue Maro's are, consider this one keeps the bonus after the fact, you can see where it could be a problem
-Fun, simple card.
FCQD 8/10
Flavor 2.5/3
-Generic flavor is hard to lose points on, but knowledge is power? It's almost too blue.
Creativity 2/3
Not the most unique thing I've seen, but it's new enough
Quality 3/3
-I hit you on the render already. There is plenty of sphinx art
Discrestionary .5/1
It's a linear card, with little potential for much else than a blue beater. I'm for that, but it could have been better.
Bonus 5/5
-Not green
-Three, 3 times
-Mana symbols in order
-Render's fine
Balance 7/10
-A somewhat complicated card, with an effect that is unique, and wells to circumvent it
-Red undercosted fatties, right in the line with Boldrwyn Heavy Weights, except this one you can actually get around.
-The ability to create interesting choices for the opponent makes it a cool card that has ways to get rid of it's own disadvantage, at the cost of making the opponent making bad descisions.
-However, ther is a major element you're forgetting here: burn/board sweepers
-Suddenly, that last abilities because useless, because well, you're just burn it off
-I feel you sacrificed some of the card for flavor reasons, and I can understand. Either way, you have a solid card that can work alone or with the burn suite
FCQD 9/10
Flavor 2.75/3
-4 years of obession with mythology, Cerberus is Legendary on my grave. I'm docking for that, but only .25, because the flavor does fit and since it's magic, I can't hold it against you for warping the myth. I'll give it back if you ask nicely though.;)
Creativity 3/3
-That's one way to get red an undercost fattie
Quality 2.75/3
-That's mircotext. Or verging on it.
Discretionary .5/1
-Part of me likes it, part of me thinks it could be cleaner
I was just using a rip off of Kraj's rubric, but the I saw Howler13's rip off of Kraj's rubric and decided to rip that off instead. My probelm with Kraj's scale is that it goes from 4 to 10, so it's like balance is only out of 6 points. This is a bit more open ended. I do F/C/Q in a 3/3/3 breakdown with 1 point left as discretionary.
3 or less - Incredibly broken or underpowered. It's almost like you tried.
4 - Underpowered, or incredibly broken due to an obviously overlooked combo with a series of cards (Ex: Modular creatures, suspend, etc.).
5 - The card is not terrible but is clearly over or under the curve, or is well-balanced on its own but fairly easily breaks in combination with another card.
6 - It's overall effect is decent, but not particularly useful, or is pushing the curve in a way that isn't absurd, but is unhealthy.
7 - In my book, this is "average." The card is reasonably well-costed but clearly has room for improvement or is too expensive or narrow to be playable.
8 - The card is really well-costed but is just a little too strong or a little too weak.
9 - The card is both well-costed and constructed playable, or if it just doesn't quite cut the mustard in constructed by nature of the design (ie., it's a big Timmy card or a niche Johnny card) but couldn't possibly be better balanced.
10 - The card is, for all intents and purposes, "perfect." It pushes the power beyond it's limits, but does so which elegance, and it doesn't make the game unfair. I hate to point to Watchwolf as an example, because of how bland it is, but there you go.
Bonus: 5/5
1 point: Not green
1 point: "3", "three", or must appear in the card text exactly three times.
1 point: Use Mana Symbols in card
2 points: Supply rendered card art
Balance: 9/10
Well costed and constructed playable.
The Avatar of Hope styled cost reduction clause doesn't seem like it would make this explode out on turn two or three with reliable frequency, and indeed this package for WW would be rather much. He does make it hard to deal with creatures with 4 or higher toughness, but Kinsbaile Cavalier can make an appearance and largely alleviate that problem.
I could see a variant of the Haakon, Stromgald Scourge deck using this. Haakon is an aggressive decktype that looses life fast enough to benefit from the cost reduction clause, and you can still get at high toughness creatures with Crib Swap and Nameless Inversion. I don't think you're in any particular danger of breaking that deck type, most notably because a lot of your star creatures have 3 or less toughness.
F/C/Q: 7/10
Flavor: 2.5/3
This is certainly "in pie" for white, being ripped off from Avatar of Hope and Divine Presence. Knight was a good choice for creature type, but I think cleric would have been better primarily because it's somewhat unclear why this critter helps save your opponents and their creatures. Unclear, but not impossible to imagine.
Creativity: 1/3
Nothing is new here, but the two cards you did rip off are unique enough that this stays interesting. You were rather creative in terms of the delivery of the three threes thing; if I wasn't aware it was a bonus point I wouldn't have guessed you were trying for it. That said, it would be unfair of me to give you extra creativity points for something that already got you bonus points.
Quality: 2.5/3
The second ability seems like it should be worded like Divine Presence. If you're trying to consider Un-land and the potential of 3 1/2 damage being dealt then advantage you, but there is precedent for this exact ability.
Discretionary 1/1
I like the direction this offers to take white. I would really enjoy knight tribal with Kinsbaile Cavalier and Wilt-Leaf Cavaliers.
Bonus: 5/5
1 point: Not green
1 point: "3", "three", or must appear in the card text exactly three times.
1 point: Use Mana Symbols in card
2 points: Supply rendered card art
I know I've seen that pic before, PHB 2? If memory serves that was a section about three character groups. I could go check to see if I'm right, but I've locked by 3rd edition books away in a dark cellar.
Balance: 7/10 RWU is an awkward cost to pay. Unlike Doran the Siege Tower you don't have Birds of Paradise to rip into a third turn play. Maybe Eventide will change the playability some though, Bloom Tender shows some promise but I don't think this would be the best add in a 4 or 5 color deck.
Anyway, you can't play this with cross tribal themes to make use of it's interesting types, and that has to be considered when judging it in lorwyn standard. It's nice to play for it's 187, block multiple creatures, then go back to hand, but I don't think it could be the focus of a deck. Mostly I think his return to hand cost is excessive. It could have also had higher toughness, so it could occasionally survive a multi-block, but making it a 3/3 means you have to rely on it's bounce.
F/C/Q: 6/10
Flavor 1/3
With three class types I can understand having no race type. I mean, the designers wanted Radha, Heir to Keld to be a Human Elf Druid Warrior but it didn't fit on the physical card. The font would be unreadable if you went with say Creature - Human Elf Kithkin Rogue Warrior Wizard, (assuming halfing is kithkin) and the class types seem better to keep than the race types.
The way I see it the red ability is the rogue doing the damage, the white is the warrior having the extra ability to block, and the blue is the wizard returning them to hand. Maybe the wizard and rogue are transposed, but red damage and blue rescue anyway so this is well within color pie.
I don't understand why Regdar lets the group fight four creatures, a fight that you certainly won't win because it's still just a 3/3 and you can assume each attacking creature has at least 1 power else they wouldn't be attacking. The card is simply obsessed with the number three, going beyond the bonus point. The name was just lame, you could have at least made it "Adventuring Trio" or "(Blah Army) Tactical Squad" but simply "Trio" is lame IMOP. You poured on the three way too thick and it spoiled an otherwise good idea.
I also wonder why you went with Warrior instead of Soldier.
Creativity 2/3
I like the idea of a card representing a 3 man squad with different talents. The abilities themselves didn't impress me. I think you put too much effort into the bonus point and it stifled your creativity.
Quality 3/3
No mistakes.
Discretionary 0/1
Meh.
Bonus: 3.5/5
1 point: Not green
0 point: "3", "three", or must appear in the card text exactly three times.
1 point: Use Mana Symbols in card
1.5 points: Supply rendered card art
Something should be taken off for the pic being a pencil sketch.
Balance: 5/10
Well-balanced on its own but fairly easily breaks in combination with another card.
Without combo you have a Phantom Monster by the first time you can attack with it, which isn't over the curve I realize. On your next turn it's a 4/4, which is efficient to say the least. It can keep going up from there, making this a good control finisher.
Now let's talk combos. Blue card draw effects are plentiful, so it's rather plausible that it will be attacking for 4 or 5 on the first swing. Careful Consideration can take it to 7, so you can take someone out in two or three hits with this alone. I'm not going to name all of the blue card draw effects in standard, but there are enough. This also works well with any draw effect in other colors, including but not limited to Street Wraith. I'm not saying you play this on turn 4 and win on turn 6, but you can throw this into most blue decks and have it grow at an alarming rate.
F/C/Q: 6/10
Flavor: 2/3
The flavor text annoys me greatly. The first sentence should be cut outright. WotC has taken an oficial policy against using real world quotes, but this is an inferior form of Scientia potentia est. Even if you didn't want to quote Francis Bacon, there are plenty of ways to change the quote to fit your legend. I feel that having the flavor text on a wizard include a statement that they learn from reading books, a basic fact of wizards and indeed books in general, is an insult.
Anyway, I've decided that no matter how big my beef with flavor text you never loose more than a point for it. Every other aspect of this card's flavor was absolutely rock solid.
Creativity: 0/3
This card was interesting the first time I saw it, and I'm pretty sure you can and should be DQ'ed for this.
Quality: 3/3
No mistakes.
Discretionary: 1/1
I've said my things for balance already, but I like what you were trying to do. I admire not wedging unnecessary threes into the card, and I really admire any time you can do something profoundly game effecting in a single sentence. It also looks fun and interesting, and that's the normal reason I give out this discretionary point.
Bonus: 5/5
1 point: Not green
1 point: "3", "three", or must appear in the card text exactly three times.
1 point: Use Mana Symbols in card
2 points: Supply rendered card art
Balance: 4/10
Incredibly broken due to an obviously overlooked combo with a series of cards.
I'd like to introduce Kulrath Knight and Hunter of Eyeblights for starters. You can punish your opponent for taking the diversion counters. You can also send your removal to whatever gets the tokens, and on some rare occasion when your opponent doesn't have any creatures, say the turn after Wrath of God, you can get a real beast.
You also have a combo with your own card. If you have two copies both use their tap ability then you just got past the drawback if all else failed.
I also want you to consider an other angle. If you just play it without tricks, and if your opponent puts a diversion counter on some creature that will always stay untapped, then you have an extremely good wall. The worst case here is still good, and the best case is rediculous.
F/C/Q: 5/10
Flavor 2/3
I like the idea of Cerberus as a big trample fattie with defender, but can loose defender conditionally. Flavor text was good, but unnecessary. (see quality) By only critique in terms of flavor is the amount of complication, too much for red.
Creativity 2/3
The idea of diversion counters was pretty original. I think you tried too hard to wedge the three 3's in there, and it cost you.
Quality: 1/3
There is no reason to give your opponent 3 diversion counters to distribute to three creatures. Multiple diversion counters don't do anything, so I see this as part of a ploy to get the bonus point.
If a creature you control has a diversion counter, Cerberus can't attack. You didn't take into consideration that diversion counters can move, or that you could be in a multiplayer game. If your opponent Fate Transfer's a diversion counter to your Cerberus and has no other cratures with a diversion counter, it's activated ability will never remove the tokens and now your creature has defender as long as it's untapped.
My last nit to pick is the flavor text. There's nothing wrong with it except that plural form of Cerberus is Cerberi, but this card has way too much rules text to have card text. You have 11 lines in this render, so it would be like adding flavor text to Warp World.
Discretionary 0/1
Total: 14/25
Let me put this round into perspective with some pictures.
I like what you've done with the place, how you've adjusted the system, Kraj.
Me vs. azathoth, Moss_Elemental, kyndel, and Spiderboy4
Your Honors, Meggido and Belgareth, Presiding
Card: Mesmer of the Depths
Good luck, you ... three! Hey, there's THREE opponents! Sneaky, Kraj, sneaky... *sigh* Never mind. Kraj and Bel have sadist hearts of gold, ruining the theme... Good luck, aza, kyndel, M_E, and Spidey.
Mesmer of the Depths :3mana::symu::symu:
Creature - Leviathan (R)
:3mana::symu:, :symtap:: Gain control of three target creatures with power or toughness three or less. At end of turn, return one of those creatures to its owner’s hand, remove one from the game, and draw a card.
2/7 Only the weak hear its siren's mélange of nostalgia, wanderlust, and betrayal.
Artist: Daniel Lundqvist
1 point: Not green
1 point: "3", "three", or must appear in the card text exactly three times. (Mana cost, power/toughnes, reminder and flavor text all do not count.)
Darcana, Mind Queen2UB
Legendary Creature - Human Wizard (R)
When Darcana, Mind Queen comes into play, target player draws three cards, then discards three cards.
Whenever you play a spell, you may pay 1U. If you do, scry 3, then draw a card.
Whenever an opponent plays a spell, you may pay 1B. If you do, that player discards a card and you may fateseal 2.
2/2 She always wins at mind games.
Masterof Shapes :sym2u::sym2u::sym2u:
Legendary Creature - Shapeshifter
Changeling 2W: ~ becomes 2/4 and gains vigilance until end of turn. 2U: ~ becomes 1/3 and gains flying until end of turn. 2B: ~ becomes 4/1 and gains fear until end of turn. 2R: ~ becomes 2/2 and gains first strike until end of turn. 2G: ~ becomes 3/3 and gains trample until end of turn.
2/2
Bonus (5/5) Basic Requirements (4/4): All good here. Discretionary Point (1/1): I do have some issues here. I don't like the idea of flipping the hybrid frame, because it doesn't seem like something that would actually be done (if you can point to an instance of Wizards actually doing it, that's fine, although obviously that won't make a score difference). Th text is also a bit small, although not awful. That said, I think the good things about the render definitely outweigh the problems. While the blending of the two arts isn't perfect, you did a pretty good job getting them to work on the same card and have the transition not look awful, which is very difficult. To two arts fit their respective haves very well, especially the first one, who really does look like a bloodthirsty cadet. Finally, the art does look like it could reasonably be a vampire version of the first one, which is something that's hard to pull off. Also, while I'm not a fan of the fram switch, I will admit that the art syncs of very well with the hybrid frame because of it. All there things are enough to outweigh my complaints and make you the first one to get my full discretionary point since I started my new rubric.
Balance (6.5/10): Definitely too strong. Starting with the Bloodthirsty Cadet: since you'll almost always attack with it right away, it's basically a 2/2 hast for (B/R)(B/R), which is already pretty good, but not overpowered. Next, it gets another +1/+1 counter every time it attacks, which pushes it over the curve a bit (compare it to Slith Firewalker). Then, if it manages to survive three attacks, you get to flip it. Once flipped, Ina Bloodletter is just kind of ridiculous. Being able to repeatedly Firespout is powerful already, but she can do it for no mana at all. And to make it worse, she has the vampire ability, allowing here to grow huge as you do it. The +1/+1 counter cost barely makes a difference, due to the fact that she'll already start with three counters and is bound to get more as you use here ability. So this card carts out as an already overpowered creature, and becomes even more powerful if you flip it. At the very least, I think costing the card at BR instead of (B/R)(B/R) would help (it would probably balance the first half), but it might need more.
F/C/Q (4.75/10) Flavor (4/5): First of all, I'm completely ignoring the extra flavor text you posted that didn't fit on the card. I haven't read it, and don't plan to until the round is over, when I'll probably read it out of curiousity. Managing text space and dealing with microtext are one of the challanges of custom card design, and you have to decide whether you'd rather reduce the rules text, remove the flavor text, or have microtext. You can't try to get around this by posting extra flavor text seperately. That said, I think you did a great job conveying good flavor without any flavor text on the card. A bloodthirsty warrior turning into a vampire is a cool concept, and works well on a flip card. It also is represented well as a mechanic. As just a warrior, all she needs is the thrill of battle to get stronger, but once she becomes a vampire, she needs the actual blood of her victims, merely fighting isn't enough. In exchange though, she gets a significant amount of power. It's cool, and you pull it off well. She is a bit different from normal Magic vampires, who usually fly and are much more undead and less human, but I'm okay with this. Good job. Creativity (1.5/5): This does very little that wasn't essentially already done by the flipping guys with ki counters in Kamigawa. Combining the vampire ability with an ability that costs +1/+1 counters and can kill creatures is kinda neat, although it would probably work better with a less powerful ability for balance reasons. Quality (-.75):
(-.5): Deals 3 damage to each creature, each player loses 3 life.
(-.25): You want a dash after the choose one, not a hyphen.
Total (15.25/25): The card has great flavor and a good render, but it just goes too far past the curve. If it cost more or if either half was weaker, it could work, but right now you've got an already very strong creature that flips into something even stronger.
Bonus (4.5/5) Basic Requirements (4/4): All good. Discretionary (.5/1): Everything's here and fine, but nothing wowed me. The art works, but it's pretty much just generic black wizard art.
Balance (8.5/10): It seems good. The fact that the second ability requires you to sacrifice a bigger creature but can't kill anything with more than 3 toughness hurts it a bit, and if you wanted to use it repeatedly with the first ability you need a good mix of creatures and you'll be getting card disadvantage. On the other hand, the ability can be used at instant speed, which can help it swing combat math significantly in your favor if you've got an army of three cost guys. It's powerful, and even more so if used repeatedly, but the casting cost restrictions mean it can be tricky to use normally and requires a very significant amount of setup if you want to use it multiple times. I'm still having trouble figuring out exactly how everything balances out overall, and I'm a bit worried about him in limited, but I think it's all good in the end.
F/C/Q (7/10) Flavor (3/5): Everything fits together well. The flavor text could probably work on nearly any black creature-sacrificing card, although it does work well with the untap ability. Your card does have me curious who the Errbront are, although it does nothing to satisfy that curiosity besides them just being some black wizard cult. Creativity (4/5): Limiting the converted mana cost of the creatures you can sacrifice as a way of balancing an ability is very new and cool, and the combination of abilities works very well here. I do think it would be nice if the first ability were useful on its own (it's almost never going to be worth it just to untap a 1/2 if you don't plan to use the second ability), but that would be more of a bonus. As is, it' still great. Quality (-0): No problems here.
Total (20/25): A great card with a very cool concept. Good job.
NOTE: I'm assuming the second ability is supposed to be until end of turn. If not, let me know, and I can adjust everything accordingly.
Bonus (4.5/5) Basic Requirements (4/4): Everything's here. Discretionary Point (.5/1): The art works fine, but it's fairly generic for a black wizard. Everything else is there.
Balance (7.5/10): I think that first ability's just a bit too much in limited. It's really strong repeatable removal, and the off-color activation cost just isn't enough of a drawback, especially on an uncommon and when it's already a 2/2 for 2B, which, while nothing special, is solid in limited. There's also the issue that if you have red, the second ability will pretty much never be used except as graveyard hate, whcih limits the coolness. Even if you're not playing red, this guy's very strong with just the second ability, since the restriction of needing guys in the graveyard will rarely ever matter since the ability fuels itself, and will sometimes turn out to be a bonus if your opponent is running any recursion (he's great against persist). The second ability's extra mana helps, but all in all, this guy is just too good in limited. In constructed, he's not as bad, probably being a bit too slow and easily removed to be a serious threat, although I'd still say his abilities are a bit too easy to use. This is one of those weird cards where I don't think it would break any formats (it would be worst in limited, but it's uncommon), but I still think it's undercosted.
F/C/Q (3/10) Flavor (2.5/5): It works, althoughit's nothing special. The flavor text works fine with the abilities in general, although you'll rarely use him that way: chances are if you've got the red mana to burn things your just going to keep burning and not bother with the more expensive but not any more powerful haunting. Still, it works will with what he conceptually does, even if it's not exactly how he'd be used. Creativity (1.5/5): A creature desctruction ability that uses creatures in graveyards in neat, if not too impressive, but that's basically it. The synergy that seems to exist between the two abilities at first turns out to be insignificant, since the second ability is just as synergistic with itself as it is with the first ability. Also, the cost isn't very important either, since it'll be pretty rare you'll use the ability without killing a creature to fuel it again next turn. Quality (-1): You forgot the "until end of turn" on the second ability. At least, I'm assuming you forgot it. I'm taking off a full point for this even though it's just one mistake because it's a very significant mistake.
Total (15/25): I like the second ability, but it's overshadowed by the first in power. I think it would work a lot better if your either removed the first ability to put the emphasis on the second (this would also help balance it out a bit), or made the second ability do something different, so that you'd use the first ability to kill creatures and then use them as fuel for the second ability's other effect (which would also fit much better with the flavor text).
Absolutionis
Kind of disappointing that I made it through round one without a single no show and then I get one in round 3. Oh well, I got the big group this round, so I guess it works out.
Bonus (4.5/5) Basic Requirements (4/4): All good. Discretionary (.5/1): Everything's fine, and the art works. I'm not wowed, but it's all good.
Balance (9.5): Everything seems almost exactly right, which is impressive considering how many different numbers and costs are going around here. A 1/1 flash is fine for 1. A 1/1 flash with free damage or a decent combat trick for 3 is okay, slightly on the weak side but fine given the versatility. With both kickers, you get to kill any creature you want or, even better, get a 3 for one with 2 combat tricks at the same time and a 1/1 thrown in, which is very strong but fine for 5 mana in two different colors. The versatility works especially well because of the different interactions between the abilities. The direct damage is good for killing little creatures, the P/T setting is most useful for taking out big creatures with a bit of setup, and combined, they're have great synergy when they hit the same target or they work fine hitting seperte targets. In limited, it's even playable if you're only playing one of his colors, which is extremely dificult to pull off in a hybrid card that promotes playing both colors but isn't overpowered if you are. Overall, pretty much everything about the balance is excellent. My one minor gripe is that this can be a mono-red flash creature. It's certainly not overpowering, and it makes sense in the context of it essentially being an instant on a stick, but it still feels weird having the potential to be a 1/1 flash for :symr:.
F/C/Q (6/10) Flavor (2.5/5): There's not much to say here, really. The name fits fine but is nothing special, and with no flavortext is doesn't really go beyond that. There's nothing wrong, but nothing great either. Creativity (3.5/5): Everything here has been done before, but you combine the abilities to create some very cool synergies. I already praised the great synergy between the two different kicker effects in the balance section, and I also like putting Planeshift Battlemage-style different colored kickers on a hybrid card as a twist on hybrid cards with abilities in both colors like the Ravnica guildmages.
Total (20/25): A great card design. I really do love the synergy between the two effects you chose. You picked two abilties that work great on their own (and even have some synergy seperate fom each other in that each provides a different purpose) and work even better together, although even when you use both you can still use them seperately and won't always use the synergy. I think that's the best way to design a multipurpose card, and very difficult to do. When you still had the entwine version, I though it was a perfect example of good effects on an entwine ability (even if it wasn't technically entwine since it was an ability and not a spell), and it still works with the dual kickers instead.
Bonus (5) Basic Requirements (4): Mana symbols are used in the text card and render where appropriate, there is a render, and both bonus requirements for the round are met. Discretionary Point (1): I'll give half a point here for a solid render with no major problems. This means the art is magic-quality and makes some level of sense, the copyright line and artist credits are blank (I'm okay with "Unknown" if you don't know the artist, but don't put nothing), the expansion symbol is not the default MSE square, and there are no other noticable problems. I'll only give the full point if the render especially impresses me. Usually, this would be with great art, but if something else about the render impresses me, I may still give the full point.
Balance (10) Power Level (10): How good the card's overall power level is. Generally, beyond just being appropriately costed and having all the numbers balance out, the card should see play in at least one format out of competetive constructed (block, standard, extended, eternal), casual (duals and multiplayer), or, if common, limited, without breaking any of them (I consider a card to break casual if it's particularly un-fun or frustrating to play against, not necessarilly overpowered). A 7 or 8 means the cost and other numbers seem about right and the card will be playable in at least one format. A higher score means the card is especially well balanced/costed, does a very good job pushing the curve without breaking it, and/or the card will be very playable in a wider variety of formats. Bonus Balance Points (up to +2): I'll give up to two bonus points for cards that I feel will play very well or appeal very strongly to players for other reasons. Cards that seem like they would be especially fun to play, both with and against, or cards that create very interesting and tricky play decisions and situations, might get these points. Cards with great Timmy or Johnny appeal could also get these points (if I really want to build a deck around your card, that'll help you here). Finally, I might reward cards that I feel take risks with hard-to-balance effects and pull them off (a non-broken Necropotence varient, for example, would likely get you risk points).
F/C/Q (10) Flavor (5): How well the name, flavor text, mechanic, and art all work together. A 2.5 is average and means the flavor worked but didn't impress me. Things that get a better score include especially cool or creative flavor, flavor that goes beyond the card (if you can convey a sense of a character or a setting with your flavor while still having the card make sense, for example), or flavor that just fits absolutely perfectly with the effect. I will never penalize for bad art here, but if the art helps tie together and improve the flavor, I will take it into account. Creativity (5): How new/interesting is the effect. The interesting part is important. If the card does something that has technically never been done before, but is fairly boring, it still won't get a gret creativity score. Similarly, a card could get a decent creativity score even if it's just a variant of an existing effect if the effect is is based on is a very interesting, not often used one and it varies it in a very creative way. Quality (up to -3): After calculating the flavor and creativity scores, I'll subtract penalties for quality. These penalties will go for anything that makes the card feel less like a real Magic card, whether it's templating issues, typos, or other things. If the card will not work as intended, I will, if possible, do the balance score as if the card did, but take off a heavy penalty in quality. I'll never take off quality points for anything render-related (that goes in bonus). If there is a quality issue that only exists in the render and not in the text card, I won't take off here.
Bonus (4.5/5): If you hadn't pointed out the border's color's were switched, I wouldn't have noticed. I see why you did that, but you shouldn't have.
Balance (6/10): Ignoring the flipped portion of a moment: this is (basically) a 2/2 haster for 2 mana in black and/or red that keeps getting bigger with each attack. That's pretty good. Now flipping it would be fairly easy in Standard, if it weren't for all the -1/-1 counter tomfoolery in SHA. Once flipped, we have a creature that can Pyroclasm the board, and for each creature it actually kills, it gets bigger and can use the ability even more. The lifeloss one isn't as useful, since you could jsut as easily swing. Not broken, but the abilties are a bit much.
F/C/Q (7/10):
-Flavor (2.5/4): Vampire's have flying. That's just how it is. There are some exceptions, but they're very old cards, so they don't count (kinda).
-Creativity (2/3): Nothing really stands out as unique.
-Quality (2.5/3): Replace each instance of "all" in the legend's T ability with "each."
Total: 17.5/25
Bonus (5/5): All good.
Balance (7/10): Since getting creatures on the board isn't always easy in Limited, such a sac-heavy guy is hazardeous, but since the hope is you're taking out your opponent's guys, it's better. The main problem is that most likely you'll be trading better creatures than you'll be killing, or at least more of them. Power level is about right for an uncommon; I tried to find a card to break the first ability, but couldn't find one (barring 3+ card combos).
F/C/Q (9.5/10):
-Flavor (3.5/4): The text lacks the punch it could have had; good idea, but missed in execution. Other than that, good.
-Creativity (3/3): Good.
-Quality (3/3): No issues.
Total: 21.5/25
Bonus (4/5): The art looks squiched.
Balance (6.5/10): Repeatable burn, even if it can only hit creatures, shouldn't be this cheap. The second ability serves nearly the same purpose as the first (giving -X/-X as damage prevention isn't very smart long-term), so I don't see it being used very often; I suppose it's mildly useful in a mono-black deck, but the current environment doesn't support or endorse mono-colored decks. Decent in Limited maybe, but glanced over elsewhere.
F/C/Q (5.5/10):
-Flavor (2.5/4): Decent. The two abilities are well connected, but the name and flavor text are very generic.
-Creativity (1/3): Nothing about this card stands out.
-Quality (2/3): "Remove" would be capitialized, and there's a period missing in the mast ability.
Total: 16/25
Bonus (5/5): All good.
Balance (8.5/10): 2UR to kill any creature (sans indestructible) is pretty cool. Maybe a bit expensive, but it is an uncommon, and in UR (not always the most efficient colors at big effects). He's pretty useless unless at least one kicker is paid, and individually they're both nice combaat tricks in colors that don't normally get them. It's uses beyond Limited could be hit-or-miss, depending on EVE's cards.
F/C/Q (10/10):
-Flavor (4/4): Awesome. The synergy between the abilties is great.
-Creativity (3/3): A unique combination.
-Quality (3/3): No issues.
Total: 23.5/25
T, Discard a land card: Keldon Cliffs Murderess deals 3 damage to target creature or player unless that creature’s controller or that player pays 3. 3: Return target land you control to its owner’s hand. A seism is a synonym of her presence. 3/1
PS: I really have no idea where is the spoiler button.
10. Ikeda
Opponents are SoronTheBeast, lord_of_obscurity, and erikcu.
Judges are Kenaron and seratonin.
Elite Defenders 3WW
Creature - Human Knight (U)
If you have 10 life or less, Elite Defenders costs 3 less to play.
If any source would deal 3 or more damage to a creature or player, it deals 3 damage to that creature or player instead. “We have surrendered enough ground. Today, we yield no more.”
3/4
Artist: Miguel Coimbra
Thanks Darthmonkey at Damnation Studios for the sig.
(experiencing technical difficulties. If I weren't busy and tired, your eyeballs would be exploding due to excess magnificence)
Thanks mchief111 for the avvy.
Eoph, Sphinx Scholar2UU
Legendary Creature- Sphinx Wizard
Flying
Whenever you draw a card, put a +1/+1 counter on Eoph, Sphinx Scholar. "With every book I read, I grow in knowledge. And knowledge is power,"- Eoph, Sphinx Scholar 2/2
Sorry for the colorless art. It's hard to find sphinx art that is work appropriate.
Cerberus :2mana::symr:
Creature - Hound (R)
Trample
When Cerberus comes into play, target opponent may distribute three diversion counters among one, two, or three target creatures he or she controls.
As long as an untapped creature has a diversion counter, Cerberus has defender.
:3mana:, :symtap:: Remove all diversion counters from creatures. Your opponent may tap all his or her creatures with diversion counters to prevent this ability. Cerberus are renowned for their ability to guard; yet when focused, like any good hound, they will pursue.
6/6
Lunatic Scholar - 2BB
Creature - Human Wizard (U)
When Lunatic Scholar comes into play, you
draw 3 cards and you lose 3 life.
Madness—B, Pay 3 life. With great knowledge comes great insanity.
Render:
The Third Spoiler:
Three Little Pigs :sym2w::sym2w::sym2w:
Creature - Pig(s) (R)
Three Little Pigs can’t be blocked except by three or more creatures.
Three Little Pigs can block up to three creatures.
Bushido 3 “You know, these cute little piggies are white...sometimes.”
3/3
Myren, the Mind Sorceress 2UU
Legendary Creature - Human Wizard (rare)
When Myren, the Mind Sorceress comes into play, gain control of up to three target creature tokens. 3UU, t: Gain control of up to three target creature tokens.
Sacrifice a creature token: Counter target spell unless its controller pays 1. She charmed her followers to not only fight for her, but also to die for her.
1/2
Cursecrafter2B
Creature — Elf Shaman (Uncommon)
Whenever Cursecrafter deals combat damage to a player, you may pay 3B. If you do, distribute three -1/-1 counters among one, two, or three target creatures.
Cursecrafter can't be blocked by creatures with -1/-1 counters on them.
2/2 Illus :: Steve Ellis
Horizon Dreamer4UU
Creature - Illusion
Flash, flying
Horizon Dreamer costs less to play for each card you have drawn this turn. By night it is dreams of flight. By day it is flight of dreams.
3/3
Artist: Tina Leyk (http://jaxxblackfox.deviantart.com/)
Because everybody seems to be clamoring for one of these.
10: I really, really, love it. No problems, perfectly costed and beautifully executed.
9: I could think of one or two minor tweaks to make it a 10.
8: I think it’s a bit over or underpowered, but still very printable.
7: I feel it’s printable, but dangerous. If I catch myself saying “uh-oh,” you may get a 7. Basically, a card that makes me nervous.
6: I don’t like how strong the card is, or it’s just way too weak.
5: Broken or useless. Also, automatic 5 for doing something forbidden, such as a 1U hard counter with no drawbacks.
Less than 5 we shouldn’t need to cover, really.
Round requirement: Looks good. Bonus 5/5: I see only blue, and three threes. Balance 7/10: This effect is immensely powerful, and it’s on a gigantic dude. 2/7 for five is really big, and with that ability too I’d write him off as too good. But that’s kind of mean. I mean, Kami of Old Stone is a 1/7 for 3C, why can’t we get 1 point of power for a C more? Fair enough. Still, the ability worries me a bit. For four mana, you get to remove two creatures from play, permanently steal one, and draw a card. Repeatedly. And you only need your opponent to have two small creatures to steal—this guy has less than 3 power! Granted, the ability is useless without 3 little dudes running around, but then he’s still a fairly efficient blocker for five mana. The ability strikes me as a little bit too efficient. Is it solid? Yes, the design holds well. Is it cool? Yes. Stealing lots of dudes makes me happy. Is it fun? Eh. Psuedo 4-for-1s don’t make me so happy. Flavor 2.5/3: Nice flavor text, and I like the three little dudes up on the peak. Only nitpick would be that that thing doesn’t appear to be anywhere near the ocean depths, but I can only assume that he lives there. Oh, and why he does what he does with the creatures. Not totally intuitive. Creativity 3/4: Interesting way to handle the 3 requirement. Nothing totally mind-blowing though. Quality: 3/3: The flavor text has this awkward double possession thing going on, but I don’t see anything else. Total 20.5/20: Oh hoh! 2+7 = 3x3 = 9! Wow.
Round requirement: Cool. Bonus 5/5: All looks good. Balance 8/10: Wow, this guy is laden with drawbacks. I trade 3 cards and three life for three cards and a 1/1? Not really wanting to play this. Late in the game, he does give you a way to replenish your hand (see also: card advantage), but you have to figure out how to kill him. Night of Souls’ Betrayal? Madness (or dredge…) decks would like this guy. Play him turn one and drop three Basking Rootwallas? Anyway, there’s a lot of power in this card, and I think it could be useful… but a lot of the time it will just suck your hand away from you. Is it solid? Yeah, I guess. Is it cool? Yes, I think so. Drawing three cards for one mana is a magical idea, and I think you’re doing it right. Is it fun? In some deck, somewhere, this will be an awesome, game-breaking card. Elsewhere, it will be lame. Flavor 3/3: So he’s a smart imp that takes your books and then gives them back when it dies. I can see that. Creativity 1.5/4: Eh. Drawing and discarding is kind of played out. Quality: 2/3: You don’t need to say that “you” are discarding a card, just do it (see Cragganwick Cremator. Same deal with drawing a card. Oddly enough, losing life DOES require the “you” in every case (times without you for life would be when you pay life). Flavor text could use some better punctuation, but that’s fine. Total 19.5/20: I wish he were a 2/1…
Round requirement: Looking aight. Bonus 5/5: We down with this. Balance 9/10: I like this guy a lot. The ability is very strong, but the cost plus the fact that you have to connect with a 2/2 guy, balances that out. The second ability makes for some nice intracard synergy. Slowly but surely, this guy can kill an army. He is fragile, though, which makes it ok. Of course, you could always put 3 counters on your Grim Poppet… Fun times. Is it solid? Yes. It’s an Ogre with two abilities. Is it cool? Oh yes, the possibilities are endless with this guy. Is it fun? I think so. Your opponent has this card that he has to kill or face erasure. You get a card that can whittle down your opponent turn by turn. A good combination. Flavor 3/3: When he hurts you, he casts this spell that can either 1. kill a dude or more than one dude or 2. weaken some dudes so that they aren’t strong enough to fight him. Works for me. Creativity 2/4: Eh. Kulrath Knight + Incremental Blight (not exactly). Woohoo. Quality: 3/3: I don’t like that wording, but it has good precedent and isn’t just being used for the sake of the bonus point. Good. Total 22/20: Can you make me a signature banner? I’ll go to your shop and actually ask you… but I don’t know what I want. :\
Round requirement: Listen closely: this meets the requirement. Bonus 5/5: Yo yo yo yo yo yo yo yo yo wassup wassup wassup man? I dig. Balance 7/10: She’s got a lot going on here. First, you get to dig three deep into your deck when she comes into play (or mill your opponent for 3…). Then, any time any player plays a spell, you get to pay some mana and get a good effect. She really lets you dominate the game, in a way. The second ability lets you super-cantrip any spell for two mana, and the 1B ability strikes me as a bit too much, honestly. For two mana, you get a discard AND you get to mess with your opponent’s next couple of draws. I can understand how she’s a “mind queen,” but really, she’s a bit over the top. Is it solid? I don’t like how it holds together. There is too much going on. Is it cool? Yes, absolutely. Though it’s disjointed, I like what you can do with her. Is it fun? I like having a hand, thank you very much. Flavor 2.5/3: She does like way too much for one card, but let’s see. Basically, she messes with people’s heads. A lot. Beneficial for you, and detrimental to your opponent(s). Cool. Wait… are those chess pieces? Creativity 2/4: Well… It’s a lot of not-so-amazing things stuffed into one card. She could lose one of the abilities and be fine. Quality: 3/3: I see nothing wrong. Total 19.5/20: Interesting looking hat.
Round requirement: Dawnbrizzle fowizzle makes the grade. Bonus 4.5/5: Art is like, one color. Ugly. Balance 8/10: This is somewhat out of color. Green gets the pump effects, not white! You’ll lose a point because of that. Anyway, you’ll probably want to pump this guy itself with the ability, plus two other creatures. 5/5 flyer for 5 is very good, in any color. The addition of the other pumps makes this a little overwhelming. Of course, it is just a 2/2 on your opponent’s turn! Nothing broken, but this card would be a pain. Is it solid? Yes, the ability is good and holds together. Is it cool? Eh. I mean, random pumping isn’t all that special. Is it fun? It makes your little creatures a lot bigger. This card would have been so much better if it gave +2/+2 and flying… Flavor 3/3: I suppose. Bird’s feathers inspire people to greatness. Creativity 1.5/4: Creature pumping isn’t really all that revolutionary, nor is it done here in a particularly fantastic way. Quality: 2.5/3: Unknown is frowned upon, but it’s ok. You are missing a comma in the sentence. “At the beginning of your upkeep, blah” is the format. Total 19.5/20: Ooh… shiny.
NAME: MY SCORE / BEL'S SCORE : TOTAL
Glad to see we agree on most of these. Both of our top two advance! Cantripmancer: 20.5 / 23 : 43.5
azathoth: 19.5 / 17 : 36.5 spiderboy4: 22 / 24.5 : 46.5
Moss_Elemental: 19.5 / 21: 40.5
kyndel: 19.5 / 19.5 : 39
Balance: 8/10 A 3/3 for three mana with no drawbacks is clearly over the curve for black; they just don't get them. Once you look past that problem, everything else is good. The untap ability is expensive to use but is about on par with other untap abilities; it is useful and relevant but not obnoxiously strong. And it works as an uncommon, which is always nice to see. Pretty good job here.
FCQ: 8/10
Flavor: 3/4 A little meh all around, especially on the flavor text, but decent.
Creativity: 3/4 Nothing blows me away but again it's solid. The untap ability is interesting as is trading size for regenerating, which has been done before but not quite in this way (I don't think). A nice package.
Balance: 10/10 No complaints here. A 2/1 for UB with an ability is fine. The ability seems a little undercosted at first since it's a reuseable Mystical Teachings or Beseech the Queen, but the cost of removing cards from the graveyard will generally keep you from using it more than a couple times a game. This is just a really nice card.
FCQ: 8/10
Flavor: 4/4 Not a fan of the name but it works with the overall card concept. Nice connection between the abilities and flavor; flavor text is very good.
Creativity: 2/4 Some minor twists here but overall it just kinda feels like the standard spell-on-stick.
Balance: 10/10 For twice the mana of Night's Whisper and an extra point of life you get another card, a 1/1 body, and the option to play it cheap via madness. If madness was relevant in Standard I'd say it's scary as hell, but considering it ain't easy to abuse it would probably be fine. The interaction with Momentary Blink is probably the worst it gets.
FCQ: 8/10
Flavor: 4/4 Decent name and flavor text, combines with the abilities well. Solid all around.
Creativity: 2/4 Nothing particularly inspiring here but feels somewhat fresh.
Bonus: 5 points
Not Green - 1 point
Three Threes - 1 point
Mana Symbols used - 1 point
Rendered card art - 2 points
Balance: 8 points
A 3/3 with an ability for 3 mana in black is out of color, blacks creatures just aren't that cost efficient.
Flavour/Creativity/Quality: 8 points
Shambling and rotting both imply that this should get weaker over time, not stronger. Flavor text is unexciting.
Total - 21 points
Bonus: 5 points
Not Green - 1 point
Three Threes - 1 point
Mana Symbols used - 1 point
Rendered card art - 2 points
Balance: 8 points
This card scares me a bit. Seems very abusable, especially in counterspell decks. Kind of like Dralnu but with no legendary status, can tutor up anything cheap from your library, and a cost to activate instead of a dangerous drawback. A little too powerful for me.
Flavour/Creativity/Quality: 9 points
Everything looks good except for the "-Gorynn, to Kethac" part of the flavor text.
Total - 22 points
Bonus: 5 points
Not Green - 1 point
Three Threes - 1 point
Mana Symbols used - 1 point
Rendered card art - 2 points
Balance: 9 points
Ambition's Cost on legs with madness. I'd rarely want to use madness at the cost of 6 life for 3 cards though.
Flavour/Creativity/Quality: 7 points
Everything looks fine except that I don't see much creativity.
Total - 21 points
Dodavehu - 0
DarienCR - 21
genesys - 22
V0id - 21
Yes there's a tie, but hopefully Kraj's judgings will fix that.
Feel free to PM me about inconsistencies and I'll try to address them in a timely manner. (Sorry NightArcher!)
Your challenge:
Make an non-artifact creature card.
Bonus points:
1 point: Not green
1 point: "3", "three", or 3 must appear in the card text exactly three times.
(Mana cost, power/toughnes, reminder and flavor text all do not count.)
Usual Bonuses:
Use Mana Symbols in card (must be in both textcard and render (if submitted) in order to count) - 1 point
Supply rendered card art - 1-2 points (1 for supplying art, 1 discretionary for judges)
Point Breakdown:
Bonus: (x/5): Judge how the card fits the bonus parameters.
Balance: (x/10): Judge how the card is balanced; its power level, and whether or not it could make or break a format.
Flavour/Creativity/Quality: (x/10): Judge how flavourful, cool, and well-worded the card is. Basically, this is the "slickness" category.
I'm going to try something a little different this round since we have an odd number of players and I don't want more than 10 players in the final. The matchups will be a mixture of the 1st and final round styles.
Players:
1. Cantripmancer
2. azathoth
3. Moss_Elemental
4. spiderboy4
5. kyndel
6. RainbowBrite
7. Nagil
8. Farmer
9. The Mad Tapper
10. Ikeda
11. SoronTheBeast
12. lord_of_obscurity
13. ericku
14. Dodavehu
15. DarienCR
16. genesys
17. V0id
18. orgolove
19. penguinwriter
20. Bond92
21. Absolutionis
22. Dragoon26
Players may wish to reference the Players List . If you have questions about the FCC, check out the FAQ. If you have a question about using MSE, find your answer here.
This round will run until 12:00am EDT Friday, June 20th (when Friday becomes Saturday).
Like the first round, the players will be divided into groups. But this time each group will have two judges and their scores will be combined to determine who moves on. The top two scorers in each group will advance to the final.
Judges:
Megiddo & Belgareth: Players 1-5
WhisperedThunder & cannon: Players 6-9
Kenaron & seratonin: Players 10-13
Kraj & SquareDragon: Players 14-17
Howler13 & Quazifuji: Players 18-22
Judges, please don't begin judging until the round is over. You may start postings at 12:01am EDT, even if we (Moss_Elemental, Avatar of Kokusho, and Kraj) are not online then to close the round.
Good luck, everyone!
Current New Favorite Person™: Mallory Archer
She knows why.
Judges: Howler13 & Quazifuji
Opponents: penguinwriter, Bond92, Absolutionis, Dragoon26
Bloodthirsty Cadet :symbr::symbr:
Creature-Human Soldier
Haste
Whenever Bloodthirsty Cadet attacks, put a +1/+1 counter on Bloodthirsty Cadet.
When there are three or more +1/+1 counters on Bloodthirsty Cadet, flip it.
1/1
--------------------------
Ina Bloodletter
Legendary Creature-Vampire
:symtap:, Remove a +1/+1 counter from Ina Bloodletter: Choose one-all players lose 3 life, or Ina Bloodletter deals 3 damage to all other creatures.
Whenever a creature dealt damage by Ina Bloodletter this turn is put into a graveyard, put a +1/+1 counter on Ina Bloodletter.
2/2
Cadet: She drinks a cup of blood to kindle her rage before every battle.
Ina: "My blood hunger is far greater than any courage you can muster."
Spent HOURS working on the art. And look! The color layout's switched!
Another Idea (Don't Judge)
Samurai Detachment :1mana::symrw::symrw:
Creature-Human Samurai
Bushido 1
:1mana:: Samurai Detachment becomes a 3/3 Human Soldier with Flanking.
:1mana:: Samurai Detachment becomes a 1/1 Human Archer with “T: Samurai Detachment deals 2 damage to target creature or player.”
:1mana:: Samurai Detachment becomes a 3/1 Human Samurai with Bushido 1.
“The perfect team. One-a shield, to guard from all. One-a bow, to shoot from afar. One, a sword-to strike with fury.”
3/1
Avatar of Orgolove
June FCC: 3rd round
June DCC: 3rd place
July FCC: Final Round. Was top cards in three out of nine judges (including Kraj.) Average score over 21/25.
July DCC: 2nd place. 100 to 95.
I have company in town so this might be my first and last chance to submit an idea:
Errbront Apprentice 1B
Creature - Human Wizard
B, Sacrifice a creature with converted mana cost 2 or less: Untap Errbront Apprentice.
B,T, Sacrifice a creature with converted mana cost 3 or greater: Target creature gets -3/-3 until end of turn.
“As long as there is a living soul beside you, you are never at a loss for ingredients.”
—Fenkor, Errbront Ritualist
Thanks to Spiderboy4 of High~Light for the above sig banner.
I happen to run a game for a set:
The Safeguard Custom Card Competition
I happen to be working on another set:
Peddler's Empire
First card revealed.
Creature- Rogue Warrior Wizard
When Trio comes into play, you may have it deals 3 damage to target creature.
Trio can block three additional creatures.
3: Return Trio to its owner's hand.
Sometimes one will just isn’t enough.
3/3
Note: Flavor text is different.
Judges: Howler13 & Quazifuji
Opponents: orgolove, penguinwriter, Bond92, Absolutionis
Creature - Human Wizard (U)
Flash
Kicker 1U and/or 1R
When Apprentice Pyroshaper comes into play, if the 1U kicker cost was paid, target creature becomes 3/3 until end of turn.
When Apprentice Pyroshaper comes into play, if the 1R kicker cost was paid, it deals 3 damage to target creature.
1/1
Level 1 DCI Judge
Check out my Commons Cube.
--
Winner of the 2nd Design Survivor Contest
Creator of the Vorthos Card Contest
Winner of 12th and the 18th Short Story Contests
Creator of the Vs. Tournament.
--Runner of the Superhero Vs. Tounrament
--Runner of the Villian Vs. Tournament.
10. Ikeda (23.5/25)
Bonus 5/5
-Not green
-Has 3's three times
-Mana Symbols are in order
-Render's good
Balance 9/10
-People have been complaining what does white need to get back into the game. I've seen white cards in tournament decks, so I'm not sure why there is complaining, but if I to ask for a reprieve, this card would be it.
-Cost reduction via life makes it viable to play late game, when it will be needed most
-The second ability though, that's the bread and butter. Shut down X burn spells. CC? Korlash? Doran? Sorry, we're curtailing you're power to three. It doesn't stop repittion, but it does curtail power finishers.
-It flows in the paradigm of white's game plan. Small critters into finisher. The fact that you wouldn't be hampered by the affect, make it even better
-P/T is a nice touch to.
FCQD 9.5/10
Flavor 3/3
-White in every aspect.
Creativity 2.5/3
-.5 point for the cost reduction found in the Avatar cycle back in Prophecy.
-The damage 'prevention' is all in all a nice twist
Quality 3/3
No problems
Discretionary 1/1
Sign me up for four copies.
Bonus 5/5
-Not green
-3's three times
-Mana symbols
-Good render
Balance 8.5/10
A 3/3 for 3 with a relevant 'comes into play' activity with the ability to recur and hold off blockers.
-It's tough to get out, but for the efficency, I think it'll be worth it.
-A lightning bolt to a creature is still a lightning bolt to a creature, and the fact it can remove a lot of creatures because of it, well, makes it even better.
-Blocking three additional creatures fits, but with that small of a body, what exactly are you going to block against. Then again...
-The last ability to return it in a synch, that makes it a powerhouse
-It's right on the curve, and thus the score.
FCQD 9/10
Flavor 2.5/3
-The only reason I'm not docking for the 3 people blocking 4 creatures is because of the flavor text on the 2nd render. Other than that you captured that little Trio.
-On that note, Trio? That's the best you have?
Creativity 2.5/3
-Two Headed Dragon sorta stole your thunder with the blocking ability
-Other than that, it matches up perfectly
Quality 3/3
-All good
Discretionary 1/1
-Nicely done.
12. lord_of_obscurity (18/25)
Bonus 3/5
-Not Green
-No show of three's
-Mana symbols good
-The render is fine, except that art is no where near the level it should be. It fits, but not on the level it needs to be here.
Balance 7/10
-Don't you think that is a tad undercost? Just a bit?
-2/2 on 4, 3/3 on 5, 4/4 on 6, so on and so forth. That's with a regular draw
-Add in all sorts of quirky card draw blue is known for and you could have a seriously big creature on your hands. In blue.
-It's legendary so that curtials it uses, but...
-It is the most threatening to happen for blue? No not really. It is still more than viable as a win condition? Yes. Aeon Chronicler should us how effective blue Maro's are, consider this one keeps the bonus after the fact, you can see where it could be a problem
-Fun, simple card.
FCQD 8/10
Flavor 2.5/3
-Generic flavor is hard to lose points on, but knowledge is power? It's almost too blue.
Creativity 2/3
Not the most unique thing I've seen, but it's new enough
Quality 3/3
-I hit you on the render already. There is plenty of sphinx art
Discrestionary .5/1
It's a linear card, with little potential for much else than a blue beater. I'm for that, but it could have been better.
13. ericku (21.5/25)
Bonus 5/5
-Not green
-Three, 3 times
-Mana symbols in order
-Render's fine
Balance 7/10
-A somewhat complicated card, with an effect that is unique, and wells to circumvent it
-Red undercosted fatties, right in the line with Boldrwyn Heavy Weights, except this one you can actually get around.
-The ability to create interesting choices for the opponent makes it a cool card that has ways to get rid of it's own disadvantage, at the cost of making the opponent making bad descisions.
-However, ther is a major element you're forgetting here: burn/board sweepers
-Suddenly, that last abilities because useless, because well, you're just burn it off
-I feel you sacrificed some of the card for flavor reasons, and I can understand. Either way, you have a solid card that can work alone or with the burn suite
FCQD 9/10
Flavor 2.75/3
-4 years of obession with mythology, Cerberus is Legendary on my grave. I'm docking for that, but only .25, because the flavor does fit and since it's magic, I can't hold it against you for warping the myth. I'll give it back if you ask nicely though.;)
Creativity 3/3
-That's one way to get red an undercost fattie
Quality 2.75/3
-That's mircotext. Or verging on it.
Discretionary .5/1
-Part of me likes it, part of me thinks it could be cleaner
Winner of the First and Fourth Double Dare Single Elimination Contests
2009 July CCL: COMING THIS JULY
2008 December CCL: The Mechinations of Fate
Double Dare to Design: The 5th Single Elimination Contest
Double Dare That Designer: The 2nd Single Elimination Contest
1 point: Not green
1 point: "3", "three", or must appear in the card text exactly three times.
1 point: Use Mana Symbols in card
2 points: Supply rendered card art
Balance: 9/10
Well costed and constructed playable.
The Avatar of Hope styled cost reduction clause doesn't seem like it would make this explode out on turn two or three with reliable frequency, and indeed this package for WW would be rather much. He does make it hard to deal with creatures with 4 or higher toughness, but Kinsbaile Cavalier can make an appearance and largely alleviate that problem.
I could see a variant of the Haakon, Stromgald Scourge deck using this. Haakon is an aggressive decktype that looses life fast enough to benefit from the cost reduction clause, and you can still get at high toughness creatures with Crib Swap and Nameless Inversion. I don't think you're in any particular danger of breaking that deck type, most notably because a lot of your star creatures have 3 or less toughness.
F/C/Q: 7/10
Flavor: 2.5/3
This is certainly "in pie" for white, being ripped off from Avatar of Hope and Divine Presence. Knight was a good choice for creature type, but I think cleric would have been better primarily because it's somewhat unclear why this critter helps save your opponents and their creatures. Unclear, but not impossible to imagine.
Creativity: 1/3
Nothing is new here, but the two cards you did rip off are unique enough that this stays interesting. You were rather creative in terms of the delivery of the three threes thing; if I wasn't aware it was a bonus point I wouldn't have guessed you were trying for it. That said, it would be unfair of me to give you extra creativity points for something that already got you bonus points.
Quality: 2.5/3
The second ability seems like it should be worded like Divine Presence. If you're trying to consider Un-land and the potential of 3 1/2 damage being dealt then advantage you, but there is precedent for this exact ability.
Discretionary 1/1
I like the direction this offers to take white. I would really enjoy knight tribal with Kinsbaile Cavalier and Wilt-Leaf Cavaliers.
Total: 22/25
1 point: Not green
1 point: "3", "three", or must appear in the card text exactly three times.
1 point: Use Mana Symbols in card
2 points: Supply rendered card art
I know I've seen that pic before, PHB 2? If memory serves that was a section about three character groups. I could go check to see if I'm right, but I've locked by 3rd edition books away in a dark cellar.
Balance: 7/10
RWU is an awkward cost to pay. Unlike Doran the Siege Tower you don't have Birds of Paradise to rip into a third turn play. Maybe Eventide will change the playability some though, Bloom Tender shows some promise but I don't think this would be the best add in a 4 or 5 color deck.
Anyway, you can't play this with cross tribal themes to make use of it's interesting types, and that has to be considered when judging it in lorwyn standard. It's nice to play for it's 187, block multiple creatures, then go back to hand, but I don't think it could be the focus of a deck. Mostly I think his return to hand cost is excessive. It could have also had higher toughness, so it could occasionally survive a multi-block, but making it a 3/3 means you have to rely on it's bounce.
F/C/Q: 6/10
Flavor 1/3
With three class types I can understand having no race type. I mean, the designers wanted Radha, Heir to Keld to be a Human Elf Druid Warrior but it didn't fit on the physical card. The font would be unreadable if you went with say Creature - Human Elf Kithkin Rogue Warrior Wizard, (assuming halfing is kithkin) and the class types seem better to keep than the race types.
The way I see it the red ability is the rogue doing the damage, the white is the warrior having the extra ability to block, and the blue is the wizard returning them to hand. Maybe the wizard and rogue are transposed, but red damage and blue rescue anyway so this is well within color pie.
I don't understand why Regdar lets the group fight four creatures, a fight that you certainly won't win because it's still just a 3/3 and you can assume each attacking creature has at least 1 power else they wouldn't be attacking. The card is simply obsessed with the number three, going beyond the bonus point. The name was just lame, you could have at least made it "Adventuring Trio" or "(Blah Army) Tactical Squad" but simply "Trio" is lame IMOP. You poured on the three way too thick and it spoiled an otherwise good idea.
I also wonder why you went with Warrior instead of Soldier.
Creativity 2/3
I like the idea of a card representing a 3 man squad with different talents. The abilities themselves didn't impress me. I think you put too much effort into the bonus point and it stifled your creativity.
Quality 3/3
No mistakes.
Discretionary 0/1
Meh.
Total: 18/25
1 point: Not green
0 point: "3", "three", or must appear in the card text exactly three times.
1 point: Use Mana Symbols in card
1.5 points: Supply rendered card art
Something should be taken off for the pic being a pencil sketch.
Balance: 5/10
Well-balanced on its own but fairly easily breaks in combination with another card.
Without combo you have a Phantom Monster by the first time you can attack with it, which isn't over the curve I realize. On your next turn it's a 4/4, which is efficient to say the least. It can keep going up from there, making this a good control finisher.
Now let's talk combos. Blue card draw effects are plentiful, so it's rather plausible that it will be attacking for 4 or 5 on the first swing. Careful Consideration can take it to 7, so you can take someone out in two or three hits with this alone. I'm not going to name all of the blue card draw effects in standard, but there are enough. This also works well with any draw effect in other colors, including but not limited to Street Wraith. I'm not saying you play this on turn 4 and win on turn 6, but you can throw this into most blue decks and have it grow at an alarming rate.
F/C/Q: 6/10
Flavor: 2/3
The flavor text annoys me greatly. The first sentence should be cut outright. WotC has taken an oficial policy against using real world quotes, but this is an inferior form of Scientia potentia est. Even if you didn't want to quote Francis Bacon, there are plenty of ways to change the quote to fit your legend. I feel that having the flavor text on a wizard include a statement that they learn from reading books, a basic fact of wizards and indeed books in general, is an insult.
Anyway, I've decided that no matter how big my beef with flavor text you never loose more than a point for it. Every other aspect of this card's flavor was absolutely rock solid.
Creativity: 0/3
This card was interesting the first time I saw it, and I'm pretty sure you can and should be DQ'ed for this.
Quality: 3/3
No mistakes.
Discretionary: 1/1
I've said my things for balance already, but I like what you were trying to do. I admire not wedging unnecessary threes into the card, and I really admire any time you can do something profoundly game effecting in a single sentence. It also looks fun and interesting, and that's the normal reason I give out this discretionary point.
Total: 14.5/25
1 point: Not green
1 point: "3", "three", or must appear in the card text exactly three times.
1 point: Use Mana Symbols in card
2 points: Supply rendered card art
Balance: 4/10
Incredibly broken due to an obviously overlooked combo with a series of cards.
I'd like to introduce Kulrath Knight and Hunter of Eyeblights for starters. You can punish your opponent for taking the diversion counters. You can also send your removal to whatever gets the tokens, and on some rare occasion when your opponent doesn't have any creatures, say the turn after Wrath of God, you can get a real beast.
You also have a combo with your own card. If you have two copies both use their tap ability then you just got past the drawback if all else failed.
I also want you to consider an other angle. If you just play it without tricks, and if your opponent puts a diversion counter on some creature that will always stay untapped, then you have an extremely good wall. The worst case here is still good, and the best case is rediculous.
F/C/Q: 5/10
Flavor 2/3
I like the idea of Cerberus as a big trample fattie with defender, but can loose defender conditionally. Flavor text was good, but unnecessary. (see quality) By only critique in terms of flavor is the amount of complication, too much for red.
Creativity 2/3
The idea of diversion counters was pretty original. I think you tried too hard to wedge the three 3's in there, and it cost you.
Quality: 1/3
There is no reason to give your opponent 3 diversion counters to distribute to three creatures. Multiple diversion counters don't do anything, so I see this as part of a ploy to get the bonus point.
If a creature you control has a diversion counter, Cerberus can't attack. You didn't take into consideration that diversion counters can move, or that you could be in a multiplayer game. If your opponent Fate Transfer's a diversion counter to your Cerberus and has no other cratures with a diversion counter, it's activated ability will never remove the tokens and now your creature has defender as long as it's untapped.
My last nit to pick is the flavor text. There's nothing wrong with it except that plural form of Cerberus is Cerberi, but this card has way too much rules text to have card text. You have 11 lines in this render, so it would be like adding flavor text to Warp World.
Discretionary 0/1
Total: 14/25
seratinin
:rate5::rate5::rate5::rate5::rate3.5: Ikeda
:rate5::rate5::rate5::rate5::rate2.5: SoronTheBeast
:rate5::rate5::rate5::rate5::rate1.5: ericku
:rate5::rate5::rate5::rate3::rate0: lord_of_obscurity
Kenaron
:rate5::rate5::rate5::rate5::rate2: Ikeda
:rate5::rate5::rate5::rate3::rate0: SoronTheBeast
:rate5::rate5::rate4.5::rate0::rate0: lord_of_obscurity*
:rate5::rate5::rate4::rate0::rate0: ericku
Moving on:
Ikeda and SoronTheBeast.
* = Note that lord_of_obscurity would be disqualified anyway for not submitting an original card, and this score does not take that into account.
what you've done with the place,how you've adjusted the system, Kraj.Me vs. azathoth, Moss_Elemental, kyndel, and Spiderboy4
Your Honors, Meggido and Belgareth, Presiding
Card: Mesmer of the Depths
Good luck, you ...
three! Hey, there's THREE opponents! Sneaky, Kraj, sneaky...*sigh* Never mind. Kraj and Bel have sadist hearts of gold, ruining the theme... Good luck, aza, kyndel, M_E, and Spidey.Mesmer of the Depths :3mana::symu::symu:
Creature - Leviathan (R)
:3mana::symu:, :symtap:: Gain control of three target creatures with power or toughness three or less. At end of turn, return one of those creatures to its owner’s hand, remove one from the game, and draw a card.
2/7
Only the weak hear its siren's mélange of nostalgia, wanderlust, and betrayal.
Artist: Daniel Lundqvist
Judges: Megiddo & Belgareth
Legendary Creature - Human Wizard (R)
When Darcana, Mind Queen comes into play, target player draws three cards, then discards three cards.
Whenever you play a spell, you may pay 1U. If you do, scry 3, then draw a card.
Whenever an opponent plays a spell, you may pay 1B. If you do, that player discards a card and you may fateseal 2.
2/2
She always wins at mind games.
Legendary Creature - Shapeshifter
Changeling
2W: ~ becomes 2/4 and gains vigilance until end of turn.
2U: ~ becomes 1/3 and gains flying until end of turn.
2B: ~ becomes 4/1 and gains fear until end of turn.
2R: ~ becomes 2/2 and gains first strike until end of turn.
2G: ~ becomes 3/3 and gains trample until end of turn.
2/2
Shambling Rot 1BB
Creature - Zombie (U)
Shambling Rot comes into play with three +1/+1 counters on it.
Remove three +1/+1 counters from Shambling Rot: Regenerate Shambling Rot.
,Q: Put a +1/+1 counter on Shambling Rot.
0/0
Strong, tough, unnatural...undead.
orgolove
Bonus (5/5)
Basic Requirements (4/4): All good here.
Discretionary Point (1/1): I do have some issues here. I don't like the idea of flipping the hybrid frame, because it doesn't seem like something that would actually be done (if you can point to an instance of Wizards actually doing it, that's fine, although obviously that won't make a score difference). Th text is also a bit small, although not awful. That said, I think the good things about the render definitely outweigh the problems. While the blending of the two arts isn't perfect, you did a pretty good job getting them to work on the same card and have the transition not look awful, which is very difficult. To two arts fit their respective haves very well, especially the first one, who really does look like a bloodthirsty cadet. Finally, the art does look like it could reasonably be a vampire version of the first one, which is something that's hard to pull off. Also, while I'm not a fan of the fram switch, I will admit that the art syncs of very well with the hybrid frame because of it. All there things are enough to outweigh my complaints and make you the first one to get my full discretionary point since I started my new rubric.
Balance (6.5/10): Definitely too strong. Starting with the Bloodthirsty Cadet: since you'll almost always attack with it right away, it's basically a 2/2 hast for (B/R)(B/R), which is already pretty good, but not overpowered. Next, it gets another +1/+1 counter every time it attacks, which pushes it over the curve a bit (compare it to Slith Firewalker). Then, if it manages to survive three attacks, you get to flip it. Once flipped, Ina Bloodletter is just kind of ridiculous. Being able to repeatedly Firespout is powerful already, but she can do it for no mana at all. And to make it worse, she has the vampire ability, allowing here to grow huge as you do it. The +1/+1 counter cost barely makes a difference, due to the fact that she'll already start with three counters and is bound to get more as you use here ability. So this card carts out as an already overpowered creature, and becomes even more powerful if you flip it. At the very least, I think costing the card at BR instead of (B/R)(B/R) would help (it would probably balance the first half), but it might need more.
F/C/Q (4.75/10)
Flavor (4/5): First of all, I'm completely ignoring the extra flavor text you posted that didn't fit on the card. I haven't read it, and don't plan to until the round is over, when I'll probably read it out of curiousity. Managing text space and dealing with microtext are one of the challanges of custom card design, and you have to decide whether you'd rather reduce the rules text, remove the flavor text, or have microtext. You can't try to get around this by posting extra flavor text seperately. That said, I think you did a great job conveying good flavor without any flavor text on the card. A bloodthirsty warrior turning into a vampire is a cool concept, and works well on a flip card. It also is represented well as a mechanic. As just a warrior, all she needs is the thrill of battle to get stronger, but once she becomes a vampire, she needs the actual blood of her victims, merely fighting isn't enough. In exchange though, she gets a significant amount of power. It's cool, and you pull it off well. She is a bit different from normal Magic vampires, who usually fly and are much more undead and less human, but I'm okay with this. Good job.
Creativity (1.5/5): This does very little that wasn't essentially already done by the flipping guys with ki counters in Kamigawa. Combining the vampire ability with an ability that costs +1/+1 counters and can kill creatures is kinda neat, although it would probably work better with a less powerful ability for balance reasons.
Quality (-.75):
(-.5): Deals 3 damage to each creature, each player loses 3 life.
(-.25): You want a dash after the choose one, not a hyphen.
Total (15.25/25): The card has great flavor and a good render, but it just goes too far past the curve. If it cost more or if either half was weaker, it could work, but right now you've got an already very strong creature that flips into something even stronger.
Bonus (4.5/5)
Basic Requirements (4/4): All good.
Discretionary (.5/1): Everything's here and fine, but nothing wowed me. The art works, but it's pretty much just generic black wizard art.
Balance (8.5/10): It seems good. The fact that the second ability requires you to sacrifice a bigger creature but can't kill anything with more than 3 toughness hurts it a bit, and if you wanted to use it repeatedly with the first ability you need a good mix of creatures and you'll be getting card disadvantage. On the other hand, the ability can be used at instant speed, which can help it swing combat math significantly in your favor if you've got an army of three cost guys. It's powerful, and even more so if used repeatedly, but the casting cost restrictions mean it can be tricky to use normally and requires a very significant amount of setup if you want to use it multiple times. I'm still having trouble figuring out exactly how everything balances out overall, and I'm a bit worried about him in limited, but I think it's all good in the end.
F/C/Q (7/10)
Flavor (3/5): Everything fits together well. The flavor text could probably work on nearly any black creature-sacrificing card, although it does work well with the untap ability. Your card does have me curious who the Errbront are, although it does nothing to satisfy that curiosity besides them just being some black wizard cult.
Creativity (4/5): Limiting the converted mana cost of the creatures you can sacrifice as a way of balancing an ability is very new and cool, and the combination of abilities works very well here. I do think it would be nice if the first ability were useful on its own (it's almost never going to be worth it just to untap a 1/2 if you don't plan to use the second ability), but that would be more of a bonus. As is, it' still great.
Quality (-0): No problems here.
Total (20/25): A great card with a very cool concept. Good job.
Bond92
NOTE: I'm assuming the second ability is supposed to be until end of turn. If not, let me know, and I can adjust everything accordingly.
Bonus (4.5/5)
Basic Requirements (4/4): Everything's here.
Discretionary Point (.5/1): The art works fine, but it's fairly generic for a black wizard. Everything else is there.
Balance (7.5/10): I think that first ability's just a bit too much in limited. It's really strong repeatable removal, and the off-color activation cost just isn't enough of a drawback, especially on an uncommon and when it's already a 2/2 for 2B, which, while nothing special, is solid in limited. There's also the issue that if you have red, the second ability will pretty much never be used except as graveyard hate, whcih limits the coolness. Even if you're not playing red, this guy's very strong with just the second ability, since the restriction of needing guys in the graveyard will rarely ever matter since the ability fuels itself, and will sometimes turn out to be a bonus if your opponent is running any recursion (he's great against persist). The second ability's extra mana helps, but all in all, this guy is just too good in limited. In constructed, he's not as bad, probably being a bit too slow and easily removed to be a serious threat, although I'd still say his abilities are a bit too easy to use. This is one of those weird cards where I don't think it would break any formats (it would be worst in limited, but it's uncommon), but I still think it's undercosted.
F/C/Q (3/10)
Flavor (2.5/5): It works, althoughit's nothing special. The flavor text works fine with the abilities in general, although you'll rarely use him that way: chances are if you've got the red mana to burn things your just going to keep burning and not bother with the more expensive but not any more powerful haunting. Still, it works will with what he conceptually does, even if it's not exactly how he'd be used.
Creativity (1.5/5): A creature desctruction ability that uses creatures in graveyards in neat, if not too impressive, but that's basically it. The synergy that seems to exist between the two abilities at first turns out to be insignificant, since the second ability is just as synergistic with itself as it is with the first ability. Also, the cost isn't very important either, since it'll be pretty rare you'll use the ability without killing a creature to fuel it again next turn.
Quality (-1): You forgot the "until end of turn" on the second ability. At least, I'm assuming you forgot it. I'm taking off a full point for this even though it's just one mistake because it's a very significant mistake.
Total (15/25): I like the second ability, but it's overshadowed by the first in power. I think it would work a lot better if your either removed the first ability to put the emphasis on the second (this would also help balance it out a bit), or made the second ability do something different, so that you'd use the first ability to kill creatures and then use them as fuel for the second ability's other effect (which would also fit much better with the flavor text).
Absolutionis
Kind of disappointing that I made it through round one without a single no show and then I get one in round 3. Oh well, I got the big group this round, so I guess it works out.
Dragoon26
Bonus (4.5/5)
Basic Requirements (4/4): All good.
Discretionary (.5/1): Everything's fine, and the art works. I'm not wowed, but it's all good.
Balance (9.5): Everything seems almost exactly right, which is impressive considering how many different numbers and costs are going around here. A 1/1 flash is fine for 1. A 1/1 flash with free damage or a decent combat trick for 3 is okay, slightly on the weak side but fine given the versatility. With both kickers, you get to kill any creature you want or, even better, get a 3 for one with 2 combat tricks at the same time and a 1/1 thrown in, which is very strong but fine for 5 mana in two different colors. The versatility works especially well because of the different interactions between the abilities. The direct damage is good for killing little creatures, the P/T setting is most useful for taking out big creatures with a bit of setup, and combined, they're have great synergy when they hit the same target or they work fine hitting seperte targets. In limited, it's even playable if you're only playing one of his colors, which is extremely dificult to pull off in a hybrid card that promotes playing both colors but isn't overpowered if you are. Overall, pretty much everything about the balance is excellent. My one minor gripe is that this can be a mono-red flash creature. It's certainly not overpowering, and it makes sense in the context of it essentially being an instant on a stick, but it still feels weird having the potential to be a 1/1 flash for :symr:.
F/C/Q (6/10)
Flavor (2.5/5): There's not much to say here, really. The name fits fine but is nothing special, and with no flavortext is doesn't really go beyond that. There's nothing wrong, but nothing great either.
Creativity (3.5/5): Everything here has been done before, but you combine the abilities to create some very cool synergies. I already praised the great synergy between the two different kicker effects in the balance section, and I also like putting Planeshift Battlemage-style different colored kickers on a hybrid card as a twist on hybrid cards with abilities in both colors like the Ravnica guildmages.
Total (20/25): A great card design. I really do love the synergy between the two effects you chose. You picked two abilties that work great on their own (and even have some synergy seperate fom each other in that each provides a different purpose) and work even better together, although even when you use both you can still use them seperately and won't always use the synergy. I think that's the best way to design a multipurpose card, and very difficult to do. When you still had the entwine version, I though it was a perfect example of good effects on an entwine ability (even if it wasn't technically entwine since it was an ability and not a spell), and it still works with the dual kickers instead.
Dragoon26: 20
penguinwrier: 20
Orgolove: 15.25
Bond92: 15
Dragoon26: 43.25
penguinwriter: 41.5
orgolove: 32.25
Bond92: 31
Bonus (5)
Basic Requirements (4): Mana symbols are used in the text card and render where appropriate, there is a render, and both bonus requirements for the round are met.
Discretionary Point (1): I'll give half a point here for a solid render with no major problems. This means the art is magic-quality and makes some level of sense, the copyright line and artist credits are blank (I'm okay with "Unknown" if you don't know the artist, but don't put nothing), the expansion symbol is not the default MSE square, and there are no other noticable problems. I'll only give the full point if the render especially impresses me. Usually, this would be with great art, but if something else about the render impresses me, I may still give the full point.
Balance (10)
Power Level (10): How good the card's overall power level is. Generally, beyond just being appropriately costed and having all the numbers balance out, the card should see play in at least one format out of competetive constructed (block, standard, extended, eternal), casual (duals and multiplayer), or, if common, limited, without breaking any of them (I consider a card to break casual if it's particularly un-fun or frustrating to play against, not necessarilly overpowered). A 7 or 8 means the cost and other numbers seem about right and the card will be playable in at least one format. A higher score means the card is especially well balanced/costed, does a very good job pushing the curve without breaking it, and/or the card will be very playable in a wider variety of formats.
Bonus Balance Points (up to +2): I'll give up to two bonus points for cards that I feel will play very well or appeal very strongly to players for other reasons. Cards that seem like they would be especially fun to play, both with and against, or cards that create very interesting and tricky play decisions and situations, might get these points. Cards with great Timmy or Johnny appeal could also get these points (if I really want to build a deck around your card, that'll help you here). Finally, I might reward cards that I feel take risks with hard-to-balance effects and pull them off (a non-broken Necropotence varient, for example, would likely get you risk points).
F/C/Q (10)
Flavor (5): How well the name, flavor text, mechanic, and art all work together. A 2.5 is average and means the flavor worked but didn't impress me. Things that get a better score include especially cool or creative flavor, flavor that goes beyond the card (if you can convey a sense of a character or a setting with your flavor while still having the card make sense, for example), or flavor that just fits absolutely perfectly with the effect. I will never penalize for bad art here, but if the art helps tie together and improve the flavor, I will take it into account.
Creativity (5): How new/interesting is the effect. The interesting part is important. If the card does something that has technically never been done before, but is fairly boring, it still won't get a gret creativity score. Similarly, a card could get a decent creativity score even if it's just a variant of an existing effect if the effect is is based on is a very interesting, not often used one and it varies it in a very creative way.
Quality (up to -3): After calculating the flavor and creativity scores, I'll subtract penalties for quality. These penalties will go for anything that makes the card feel less like a real Magic card, whether it's templating issues, typos, or other things. If the card will not work as intended, I will, if possible, do the balance score as if the card did, but take off a heavy penalty in quality. I'll never take off quality points for anything render-related (that goes in bonus). If there is a quality issue that only exists in the render and not in the text card, I won't take off here.
-Douglas Adams
Summary:
Dragoon26 23.5
penguinriter 21.5
orgolove 17.5
Bond92 16
Absolutionis 0
18. orgolove
Balance (6/10): Ignoring the flipped portion of a moment: this is (basically) a 2/2 haster for 2 mana in black and/or red that keeps getting bigger with each attack. That's pretty good. Now flipping it would be fairly easy in Standard, if it weren't for all the -1/-1 counter tomfoolery in SHA. Once flipped, we have a creature that can Pyroclasm the board, and for each creature it actually kills, it gets bigger and can use the ability even more. The lifeloss one isn't as useful, since you could jsut as easily swing. Not broken, but the abilties are a bit much.
F/C/Q (7/10):
-Flavor (2.5/4): Vampire's have flying. That's just how it is. There are some exceptions, but they're very old cards, so they don't count (kinda).
-Creativity (2/3): Nothing really stands out as unique.
-Quality (2.5/3): Replace each instance of "all" in the legend's T ability with "each."
Total: 17.5/25
Balance (7/10): Since getting creatures on the board isn't always easy in Limited, such a sac-heavy guy is hazardeous, but since the hope is you're taking out your opponent's guys, it's better. The main problem is that most likely you'll be trading better creatures than you'll be killing, or at least more of them. Power level is about right for an uncommon; I tried to find a card to break the first ability, but couldn't find one (barring 3+ card combos).
F/C/Q (9.5/10):
-Flavor (3.5/4): The text lacks the punch it could have had; good idea, but missed in execution. Other than that, good.
-Creativity (3/3): Good.
-Quality (3/3): No issues.
Total: 21.5/25
Balance (6.5/10): Repeatable burn, even if it can only hit creatures, shouldn't be this cheap. The second ability serves nearly the same purpose as the first (giving -X/-X as damage prevention isn't very smart long-term), so I don't see it being used very often; I suppose it's mildly useful in a mono-black deck, but the current environment doesn't support or endorse mono-colored decks. Decent in Limited maybe, but glanced over elsewhere.
F/C/Q (5.5/10):
-Flavor (2.5/4): Decent. The two abilities are well connected, but the name and flavor text are very generic.
-Creativity (1/3): Nothing about this card stands out.
-Quality (2/3): "Remove" would be capitialized, and there's a period missing in the mast ability.
Total: 16/25
Balance (8.5/10): 2UR to kill any creature (sans indestructible) is pretty cool. Maybe a bit expensive, but it is an uncommon, and in UR (not always the most efficient colors at big effects). He's pretty useless unless at least one kicker is paid, and individually they're both nice combaat tricks in colors that don't normally get them. It's uses beyond Limited could be hit-or-miss, depending on EVE's cards.
F/C/Q (10/10):
-Flavor (4/4): Awesome. The synergy between the abilties is great.
-Creativity (3/3): A unique combination.
-Quality (3/3): No issues.
Total: 23.5/25
Playing against Rainbow Brite, Nagil & The Mad Tapper (good luck to all!!)
Judges are WhisperedThunder & cannon.
There we go!!!
Keldon Cliffs Murderess - 1RR
Creature - Human Barbarian Shaman (R)
T, Discard a land card: Keldon Cliffs Murderess deals 3 damage to target creature or player unless that creature’s controller or that player pays 3.
3: Return target land you control to its owner’s hand.
A seism is a synonym of her presence.
3/1
PS: I really have no idea where is the spoiler button.
Opponents are SoronTheBeast, lord_of_obscurity, and erikcu.
Judges are Kenaron and seratonin.
Elite Defenders 3WW
Creature - Human Knight (U)
If you have 10 life or less, Elite Defenders costs 3 less to play.
If any source would deal 3 or more damage to a creature or player, it deals 3 damage to that creature or player instead.
“We have surrendered enough ground. Today, we yield no more.”
3/4
Artist: Miguel Coimbra
Dawnbreak Wonder
3WW
Creature-Bird Spirit
Flying
At the beginning of your upkeep each of up to three target creatures gets +3/+3.
2/2
(experiencing technical difficulties. If I weren't busy and tired, your eyeballs would be exploding due to excess magnificence)
Thanks mchief111 for the avvy.
Legendary Creature- Sphinx Wizard
Flying
Whenever you draw a card, put a +1/+1 counter on Eoph, Sphinx Scholar.
"With every book I read, I grow in knowledge. And knowledge is power,"- Eoph, Sphinx Scholar
2/2
Sorry for the colorless art. It's hard to find sphinx art that is work appropriate.
Creature - Hound (R)
Trample
When Cerberus comes into play, target opponent may distribute three diversion counters among one, two, or three target creatures he or she controls.
As long as an untapped creature has a diversion counter, Cerberus has defender.
:3mana:, :symtap:: Remove all diversion counters from creatures. Your opponent may tap all his or her creatures with diversion counters to prevent this ability.
Cerberus are renowned for their ability to guard; yet when focused, like any good hound, they will pursue.
6/6
Lunatic Scholar - 2BB
Creature - Human Wizard (U)
When Lunatic Scholar comes into play, you
draw 3 cards and you lose 3 life.
Madness—B, Pay 3 life.
With great knowledge comes great insanity.
Render:
The Third Spoiler:
Three Little Pigs :sym2w::sym2w::sym2w:
Creature - Pig(s) (R)
Three Little Pigs can’t be blocked except by three or more creatures.
Three Little Pigs can block up to three creatures.
Bushido 3
“You know, these cute little piggies are white...sometimes.”
3/3
Urr...maybe rampage 3's more fitting?
♪~~~♫~~~~
(\ /)
(♥.♥)
(> <)
Music, Love, Magic and Bunny.
Life is so beautiful...
Judges: WhisperedThunder & cannon
Myren, the Mind Sorceress 2UU
Legendary Creature - Human Wizard (rare)
When Myren, the Mind Sorceress comes into play, gain control of up to three target creature tokens.
3UU, t: Gain control of up to three target creature tokens.
Sacrifice a creature token: Counter target spell unless its controller pays 1.
She charmed her followers to not only fight for her, but also to die for her.
1/2
1. Cantripmancer
3. Moss_Elemental
4. spiderboy4
5. kyndel
Official Submission ::
Cursecrafter 2B
Creature — Elf Shaman (Uncommon)
Whenever Cursecrafter deals combat damage to a player, you may pay 3B. If you do, distribute three -1/-1 counters among one, two, or three target creatures.
Cursecrafter can't be blocked by creatures with -1/-1 counters on them.
2/2
Illus :: Steve Ellis
Creature - Illusion
Flash, flying
Horizon Dreamer costs less to play for each card you have drawn this turn.
By night it is dreams of flight. By day it is flight of dreams.
3/3
Artist: Tina Leyk (http://jaxxblackfox.deviantart.com/)
Record: 3-2
Simpsons Mafia (Newbie) - Vanilla Mafia - Win
The Fiasco Corporation - Town Reporter - Loss
Doomsday Mafia - Mafia Roleblocker - Win
Battle Royale Mafia - Serial Daykiller - Loss
Danger City Mafia - Vanilla Town - Win
Because everybody seems to be clamoring for one of these.
10: I really, really, love it. No problems, perfectly costed and beautifully executed.
9: I could think of one or two minor tweaks to make it a 10.
8: I think it’s a bit over or underpowered, but still very printable.
7: I feel it’s printable, but dangerous. If I catch myself saying “uh-oh,” you may get a 7. Basically, a card that makes me nervous.
6: I don’t like how strong the card is, or it’s just way too weak.
5: Broken or useless. Also, automatic 5 for doing something forbidden, such as a 1U hard counter with no drawbacks.
Less than 5 we shouldn’t need to cover, really.
Bonus 5/5: I see only blue, and three threes.
Balance 7/10: This effect is immensely powerful, and it’s on a gigantic dude. 2/7 for five is really big, and with that ability too I’d write him off as too good. But that’s kind of mean. I mean, Kami of Old Stone is a 1/7 for 3C, why can’t we get 1 point of power for a C more? Fair enough. Still, the ability worries me a bit. For four mana, you get to remove two creatures from play, permanently steal one, and draw a card. Repeatedly. And you only need your opponent to have two small creatures to steal—this guy has less than 3 power! Granted, the ability is useless without 3 little dudes running around, but then he’s still a fairly efficient blocker for five mana. The ability strikes me as a little bit too efficient. Is it solid? Yes, the design holds well. Is it cool? Yes. Stealing lots of dudes makes me happy. Is it fun? Eh. Psuedo 4-for-1s don’t make me so happy.
Flavor 2.5/3: Nice flavor text, and I like the three little dudes up on the peak. Only nitpick would be that that thing doesn’t appear to be anywhere near the ocean depths, but I can only assume that he lives there. Oh, and why he does what he does with the creatures. Not totally intuitive.
Creativity 3/4: Interesting way to handle the 3 requirement. Nothing totally mind-blowing though.
Quality: 3/3: The flavor text has this awkward double possession thing going on, but I don’t see anything else.
Total 20.5/20: Oh hoh! 2+7 = 3x3 = 9! Wow.
Bonus 5/5: All looks good.
Balance 8/10: Wow, this guy is laden with drawbacks. I trade 3 cards and three life for three cards and a 1/1? Not really wanting to play this. Late in the game, he does give you a way to replenish your hand (see also: card advantage), but you have to figure out how to kill him. Night of Souls’ Betrayal? Madness (or dredge…) decks would like this guy. Play him turn one and drop three Basking Rootwallas? Anyway, there’s a lot of power in this card, and I think it could be useful… but a lot of the time it will just suck your hand away from you. Is it solid? Yeah, I guess. Is it cool? Yes, I think so. Drawing three cards for one mana is a magical idea, and I think you’re doing it right. Is it fun? In some deck, somewhere, this will be an awesome, game-breaking card. Elsewhere, it will be lame.
Flavor 3/3: So he’s a smart imp that takes your books and then gives them back when it dies. I can see that.
Creativity 1.5/4: Eh. Drawing and discarding is kind of played out.
Quality: 2/3: You don’t need to say that “you” are discarding a card, just do it (see Cragganwick Cremator. Same deal with drawing a card. Oddly enough, losing life DOES require the “you” in every case (times without you for life would be when you pay life). Flavor text could use some better punctuation, but that’s fine.
Total 19.5/20: I wish he were a 2/1…
Bonus 5/5: We down with this.
Balance 9/10: I like this guy a lot. The ability is very strong, but the cost plus the fact that you have to connect with a 2/2 guy, balances that out. The second ability makes for some nice intracard synergy. Slowly but surely, this guy can kill an army. He is fragile, though, which makes it ok. Of course, you could always put 3 counters on your Grim Poppet… Fun times. Is it solid? Yes. It’s an Ogre with two abilities. Is it cool? Oh yes, the possibilities are endless with this guy. Is it fun? I think so. Your opponent has this card that he has to kill or face erasure. You get a card that can whittle down your opponent turn by turn. A good combination.
Flavor 3/3: When he hurts you, he casts this spell that can either 1. kill a dude or more than one dude or 2. weaken some dudes so that they aren’t strong enough to fight him. Works for me.
Creativity 2/4: Eh. Kulrath Knight + Incremental Blight (not exactly). Woohoo.
Quality: 3/3: I don’t like that wording, but it has good precedent and isn’t just being used for the sake of the bonus point. Good.
Total 22/20: Can you make me a signature banner? I’ll go to your shop and actually ask you… but I don’t know what I want. :\
Bonus 5/5: Yo yo yo yo yo yo yo yo yo wassup wassup wassup man? I dig.
Balance 7/10: She’s got a lot going on here. First, you get to dig three deep into your deck when she comes into play (or mill your opponent for 3…). Then, any time any player plays a spell, you get to pay some mana and get a good effect. She really lets you dominate the game, in a way. The second ability lets you super-cantrip any spell for two mana, and the 1B ability strikes me as a bit too much, honestly. For two mana, you get a discard AND you get to mess with your opponent’s next couple of draws. I can understand how she’s a “mind queen,” but really, she’s a bit over the top. Is it solid? I don’t like how it holds together. There is too much going on. Is it cool? Yes, absolutely. Though it’s disjointed, I like what you can do with her. Is it fun? I like having a hand, thank you very much.
Flavor 2.5/3: She does like way too much for one card, but let’s see. Basically, she messes with people’s heads. A lot. Beneficial for you, and detrimental to your opponent(s). Cool. Wait… are those chess pieces?
Creativity 2/4: Well… It’s a lot of not-so-amazing things stuffed into one card. She could lose one of the abilities and be fine.
Quality: 3/3: I see nothing wrong.
Total 19.5/20: Interesting looking hat.
Bonus 4.5/5: Art is like, one color. Ugly.
Balance 8/10: This is somewhat out of color. Green gets the pump effects, not white! You’ll lose a point because of that. Anyway, you’ll probably want to pump this guy itself with the ability, plus two other creatures. 5/5 flyer for 5 is very good, in any color. The addition of the other pumps makes this a little overwhelming. Of course, it is just a 2/2 on your opponent’s turn! Nothing broken, but this card would be a pain. Is it solid? Yes, the ability is good and holds together. Is it cool? Eh. I mean, random pumping isn’t all that special. Is it fun? It makes your little creatures a lot bigger. This card would have been so much better if it gave +2/+2 and flying…
Flavor 3/3: I suppose. Bird’s feathers inspire people to greatness.
Creativity 1.5/4: Creature pumping isn’t really all that revolutionary, nor is it done here in a particularly fantastic way.
Quality: 2.5/3: Unknown is frowned upon, but it’s ok. You are missing a comma in the sentence. “At the beginning of your upkeep, blah” is the format.
Total 19.5/20: Ooh… shiny.
NAME: MY SCORE / BEL'S SCORE : TOTAL
Glad to see we agree on most of these. Both of our top two advance!
Cantripmancer: 20.5 / 23 : 43.5
azathoth: 19.5 / 17 : 36.5
spiderboy4: 22 / 24.5 : 46.5
Moss_Elemental: 19.5 / 21: 40.5
kyndel: 19.5 / 19.5 : 39
Balance: 8/10 A 3/3 for three mana with no drawbacks is clearly over the curve for black; they just don't get them. Once you look past that problem, everything else is good. The untap ability is expensive to use but is about on par with other untap abilities; it is useful and relevant but not obnoxiously strong. And it works as an uncommon, which is always nice to see. Pretty good job here.
FCQ: 8/10
Flavor: 3/4 A little meh all around, especially on the flavor text, but decent.
Creativity: 3/4 Nothing blows me away but again it's solid. The untap ability is interesting as is trading size for regenerating, which has been done before but not quite in this way (I don't think). A nice package.
Quality: 2/2
Balance: 10/10 No complaints here. A 2/1 for UB with an ability is fine. The ability seems a little undercosted at first since it's a reuseable Mystical Teachings or Beseech the Queen, but the cost of removing cards from the graveyard will generally keep you from using it more than a couple times a game. This is just a really nice card.
FCQ: 8/10
Flavor: 4/4 Not a fan of the name but it works with the overall card concept. Nice connection between the abilities and flavor; flavor text is very good.
Creativity: 2/4 Some minor twists here but overall it just kinda feels like the standard spell-on-stick.
Quality: 2/2
Balance: 10/10 For twice the mana of Night's Whisper and an extra point of life you get another card, a 1/1 body, and the option to play it cheap via madness. If madness was relevant in Standard I'd say it's scary as hell, but considering it ain't easy to abuse it would probably be fine. The interaction with Momentary Blink is probably the worst it gets.
FCQ: 8/10
Flavor: 4/4 Decent name and flavor text, combines with the abilities well. Solid all around.
Creativity: 2/4 Nothing particularly inspiring here but feels somewhat fresh.
Quality: 2/2
genesys - 23 + 22 = 45
V0id - 23 + 21 = 44
DarienCR - 21 + 21 = 42
Current New Favorite Person™: Mallory Archer
She knows why.
No Submission
Bonus: 5 points
Not Green - 1 point
Three Threes - 1 point
Mana Symbols used - 1 point
Rendered card art - 2 points
Balance: 8 points
A 3/3 with an ability for 3 mana in black is out of color, blacks creatures just aren't that cost efficient.
Flavour/Creativity/Quality: 8 points
Shambling and rotting both imply that this should get weaker over time, not stronger. Flavor text is unexciting.
Total - 21 points
Bonus: 5 points
Not Green - 1 point
Three Threes - 1 point
Mana Symbols used - 1 point
Rendered card art - 2 points
Balance: 8 points
This card scares me a bit. Seems very abusable, especially in counterspell decks. Kind of like Dralnu but with no legendary status, can tutor up anything cheap from your library, and a cost to activate instead of a dangerous drawback. A little too powerful for me.
Flavour/Creativity/Quality: 9 points
Everything looks good except for the "-Gorynn, to Kethac" part of the flavor text.
Total - 22 points
Bonus: 5 points
Not Green - 1 point
Three Threes - 1 point
Mana Symbols used - 1 point
Rendered card art - 2 points
Balance: 9 points
Ambition's Cost on legs with madness. I'd rarely want to use madness at the cost of 6 life for 3 cards though.
Flavour/Creativity/Quality: 7 points
Everything looks fine except that I don't see much creativity.
Total - 21 points
Dodavehu - 0
DarienCR - 21
genesys - 22
V0id - 21
Yes there's a tie, but hopefully Kraj's judgings will fix that.