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Old 04-26-2009, 10:43 PM   #1
WhisperedThunder
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Lightbulb ***MCC*** April Round 4


Discussion Thread
April Round 1
April Round 2
April Round 3

Round 4: Make a card with no mana cost (Tricks!)
Bonus 1: Not a land.
Bonus 2: Does not share a color with your round 3 card.

PJW rubric:

Design (/10): What goes into the initialization of the card. Suggested areas to judge:
Elegance - Does it say a lot in a few words? Does the design just 'click' with the flavor?
Creativity - Does it present an old mechanic with a wonderful new twist? Does it make you slam the table and shout "Damn! Why didn't I think of that?" Does it conform with the current color pie (not necessarily an uncreative thing)?
Potential - Would this card be well-received by Spikes? Would you want to see this card in the [insert rarity] slot of a booster pack? Does the name and flavor text bring the whole setting in front of you?

Development (/10): The connecting process between the concept and the final product. Suggested areas to judge:
Viability - Does it work at all? Would it bend any current rules? Would it make baby Gottlieb cry?
Balance - Would it break any format? Or a limited format of an imaginary block with that theme? Basically the Balance score from before, except decreased in importance.
Creative Writing - I'm lumping Creative development here as well. Flavor text and name go under here.

Polish (/5): Bonus points, render points, deductions for spelling/grammar mistakes.


Player Deadline: May 1st at midnight EST (when Friday becomes Saturday)
Judge Deadline: May 6th at midnight EST (when Wednesday becomes Thursday)

Players:
dd2k
elethal_trom
surge
Jau
.handslikeguns
TakynRun
Solesticio
Milldawg
Arzangremmel
MobiusMan

Judges:
Cantripmancer
KoolKoal
mhs777
PlanesJaywalker
Fa+Blimp
The Ice King
JqlGirl
WhisperedThunder

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Old 04-26-2009, 10:51 PM   #2
.handslikeguns
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Default Subject to Change...

Flora Transpose
Sorcery [R]
Flora Transpose is green and white.
Suspend 3—
Until end of turn, creatures you control have shroud, vigilance, and “: Add or mana to your mana pool.”
"For a moment, we'll be part of nature's will."-Wirfel, Elf Shaman of Naya

Flora Transpose:
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Old 04-27-2009, 12:20 AM   #3
Milldawg
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My round 3 card was blue, red, and green.
Text card:
Maungray Nai
Planeswalker - Maungray (M)
Morph 3wb (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
+1: Destroy up to one target creature with converted mana cost 2 or less.
-6: Destroy all permanents with converted mana cost 1 or greater.
//3

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Old 04-27-2009, 01:02 AM   #4
elathel trom
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Previous rounds submissions:

First round submission:
Druid's Scouting g
Instant (uncommon)
Untap target tapped land you don’t control. If a nonbasic land was untapped this way, scry 3, then draw a card. Otherwise, scry 2.
“I now understand why such peerless scouts were not used sooner. But in this war against the unified ninja clans, we have no choice but to make do with their little bad habits.”
—Silk-Eyes, Silver-Tail’s apprentice, diary


Render:

Second round submission:
Ninja Outpost
Tribal Land — Ninja (Rare)
0: Put Ninja Outpost from your hand into play. You can’t play lands this turn. Play this ability only if you didn’t play a land this turn.
t, Pay 2 life: Add b to your mana pool.
bb: Return target tapped Ninja you control to its owner’s hand.
The rats’ stench is now almost stronger than the cedars scent, but their tracks are fainter than ever.
Render:


Third round submission:

Sakusen-Clan Elder bbg
Creature — Rat Shaman (Rare)
Flash
bgg, : Put a token into play tapped and attacking that is a copy of target attacking creature. Until end of combat, that creature is unblockable unless that token is blocked. Remove that token from the game at end of combat. Play this ability only before the blockers are declared.
Hidden deeply in the Jukai, these nezumi outcasts spent generations honing their ninja tricks with the cedars’ might.
2/3

Render:



Silver-Tail’s Diplomatic Seal
Legendary Tribal Artifact — Advisor Equipment (Rare)
You may reveal your hand and your library rather than pay Silver-Tail’s Diplomatic Seal’s mana cost. If you do, shuffle your library.
Equipped creature has protection from nonlegendary creatures as long as it’s an Advisor.
Whenever equipped creature deals combat damage to a player, you may fateseal X, where X is the number of Advisors you control.
Equip—Have each opponent draw a card.

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Old 04-27-2009, 02:58 AM   #5
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Rubric:
Design - */10:
Elegance - */2 - How does the card look and read? Are there any awkwardly phrased sections? Does the flavour click with the mechanics? Does it feel clunky or wordy?
Creativity - */5 - Is this just the next logical step for an existing ability or archetype or is this something innovative? How well is the innovation executed as a playable card?
Potential - */3 - Who would play this card? Would it be good in draft or sealed? Does the rarity fit? Would the flavour geeks like it?
Development - */10:
Viability - */2 - Does this bend or break any rules? Does the card even work? Is it phrased correctly?
Balance - */6 - How strong is the card? Will it break or warp a format? Is it utter garbage?
Creative Writing - */2 - How good/evocative are the name and flavour text? Do they match each other and what the card does?
Polish - */5:
Bonus - */2 - See each round's bonus requirements.
Quality - */3 - Deductions for spelling/grammar/syntax and other mistakes. Does this read/look like something WotC would print?
Total - */25
Round 4: Make a card with no mana cost (Tricks!)
Bonus 1: Not a land.
Bonus 2: Does not share a color with your round 3 card.

dd2k (16.5/25)
Wave of Heat:
Design - 5.5/10:
Elegance - 2/2 - The card is a bit wordy, but the more I look at it, the more I enjoy the way that it would (I assume) play. It's a solid design and it's as concise as it can be. The flavour is classic red burn.
Creativity - 2/5 - This pretty much reads as a tweaked Glacial Ray. It's not all that creative at all really. The tweak is a good idea though.
Potential - 1.5/3 - This card would likely see a decent amount of play in casual constructed, but I can't see it getting too much play in serious constructed or limited unless it's a heavily monocolor and noncreature focused set. The effect is different enough to qualify as rare, but the power level feels a bit more uncommon to me. The overall flavour is okay, but not great. Extra red mana adds an aura of heat to your Blightning or Banefire. Yawn.
Development - 6/10:
Viability - 1.5/2 - The wording is wrong. It's a static ability, not a triggered ability. It should read " You may reveal Wave of Heat from your hand as you play a red instant or sorcery spell and pay rr. If you do, ..."
Balance - 3.5/6 - I don't like how this card serves to reward / encourage linear deck design. However, its overall power level is fine, if maybe a bit generally weak unless your deck is designed to take full advantage of it.
Creative Writing - 1/2 - I'm not thrilled here, honestly. The name is generic and the flavour text, while well-composed doesn't make a lot of sense when you stop to think about it.
Polish - 5/5:
Bonus - 2/2 - Both okay.
Quality - 3/3 - Quality is fine.

elethal_trom (11.5/25)
Silver-Tail’s Diplomatic Seal:
Design - 4.5/10:
Elegance - 0.5/2 - Ahoy microtext! Both the type line and text box are crowded and unappealing to look at. The flavour of this thing drowns in the technical details and it is simply inelegant. That said, at least it's configured properly for the mostpart.
Creativity - 3.5/5 - This thing is definitely creative, especially in its cost to play and its effect on the game. Too bad the creativity doesn't translate well into an easily playable card. This card suffers from a collision of too many interesting ideas.
Potential - 1/3 - This thing lacks a solid core of flavour, and is fairly badly broken, which would cause it to see a lot of abuse before its inevitable errata or banning. It feels like a rare though.
Development - 2.5/10:
Viability - 1/2 - This whole mess of text actually works, except for the equip ability. The equip line should be phrased more like Shah of Naar Isle's echo cost, i.e. "Equip / When ~'s equip cost is paid, each opponent draws a card." More on this in the next section.
Balance - 1/6 - Broken broken broken. The equip cost may as well read "You win the game unless any opponent has an immediate answer to this card," as you can just equip it over and over and over and over and over and force your opponents to deck themselves. However, assuming the draw became optional (like on Shah of Naar Isle), this card would still be too strong, giving your creature protection sometimes and allowing you to control your opponent's draw at next to no cost.
Creative Writing - 0.5/2 - What creative writing? The card's name is evocative but rather boring. Ooo.. a diplomatic seal. Yawn. Then there's no room for any additional flavour, so we have no idea who Silver-Tail is or why his seal has these wonderful abilities.
Polish - 4.5/5:
Bonus - 2/2 - Bonuses away!
Quality - 2.5/3 - Grammatically correct, but the overall linguistic construction is off.

surge (20.25/25)
Dualcast:
Design - 8/10:
Elegance - 2/2 - This is rather elegant in design and execution. The ability is long, but says only what it needs to.
Creativity - 3.5/5 - It's sort of a scalable Mirari/Izzet Guildmage. The ability has been done before, but the scaling cost and the "quasi-enchantment in hand" execution are both new and well done twists.
Potential - 2.5/3 - This card would definitely see some constructed play. Both red and blue players would want this in their decks, and it could easily be a tournament staple, allowing extra draw or burn spells. The flavour is simple, but clear and grokkable. "I get two!" Definitely a rare. Not so great in limited.
Development - 7.5/10:
Viability - 1.5/2 - The ability is worded wrong. It's a static ability, not a triggered ability. It should begin " You may reveal Dualcast from your hand as you play a red and/or blue instant or sorcery spell and pay . If you do, ..." Also, your wording of "Spend only blue [and/]or red mana this way" is correct from what I can find, but I think "Spend only blue and/or red mana on X" might be both appropriate and a bit clearer here (as its a static ability of the card, similar to a spell like Soul Burn, rather than an activated (or triggered) ability like Crypt Rats.
Balance - 4.5/6 - This is an eminently fair card. It copies a spell at the same CMC as the original and restricts the mana that can be used to pay that cost. Not a super powerhouse, but strong and likely to find some applications in both limited and constructed.
Creative Writing - 1.5/2 - The name is a bit generic, but still evocative, and the flavour text is funny in the tradition of Hex. Good effort here, but not top quality.
Polish - 4.75/5:
Bonus - 2/2 - Both bonuses achieved, but a link to your round 3 entry would have been appreciated.
Quality - 2.75/3 - All instances of "blue or red" should be "blue and/or red." Otherwise fine.

Jau (18/25)
Thought Stone:
Design - 9/10:
Elegance - 2/2 - As presented, the card is a very elegant design. (See Viability)
Creativity - 5/5 - Sacrificing cards for mana has been done, but sacrifing draws for mana hasn't, to my knowledge. The closest thing I could find was the Words cycle from Onslaught, which is still nothing close to this.
Potential - 2/3 - This feels weak to me. I doubt it would see much play outside of bizarre combo decks or as an anti-milling sideboard card. The flavour package is well presented, and it does feel uncommon.
Development - 4.5/10:
Viability - 1/2 - The "skip a draw to play" ability doesn't work as written. You'd need to make it an activated ability something akin to this: "Reveal Thought Stone from your hand: The next time you would draw a card this turn, you may put a card named Thought Stone from your hand into play instead."
Balance - 2.5/6 - Weak. If it either stayed in play after being used for mana, or provided per use, I might think this was something more than an odd combo piece. I really can't see what this card would be other than poor mana fixing or a way to keep oneself from ever drawing again. (Leveler.dec?) It's still playable, just very marginal.
Creative Writing - 1/2 - Very generic, but decent.
Polish - 4.5/5:
Bonus - 2/2 -
Quality - 2.5/3 - The mana ability should read "return Thought Stone to its owner's hand", not "back to its owner's hand."

.handslikeguns (19.5/25)
Flora Transpose:
Design - 6.75/10:
Elegance - 1.25/2 - The card's effect is relatively straightforward, but other than granting a relatively nifty set of abilities, I'm not really sure what I'm supposed to use it for.
Creativity - 3/5 - Suspend was one of the more obvious ways to do a no-cost card. Anyway, this card is unique, but nothing about the concept is all that innovative really, except perhaps being able to use all your creatures for mana.
Potential - 2.5/3 - I'm sure this card would see some play, as it would be fairly nifty to cascade into as well as to just suspend and get some free mana from your token army. I'd love to open this in limited. The flavour as a whole is a bit nebulous.
Development - 7.75/10:
Viability - 1.75/2 - The spell effect should be worded "Until end of turn, creatures you control gain shroud and vigilance and have ..."
Balance - 5/6 - Unless they're cheated out, the good thing about Suspend spells is that the opponent gets to see them coming, which balances this out fairly well. It's a nifty little effect, and I think most green/white decks would want to take advantage of it. However, it doesn't make your army unstoppable, and at most lets you play an extra spell or two or both attack and defend. It's fine, not top of the class, but strong.
Creative Writing - 1/2 - The flavour text is a bit dull, and doesn't make a lot of sense.. wouldn't a Nayan druid always be part of nature's will? Also, "Elf Druid of Naya" is clunky.. why not say "Cylian Druid"? Also, Wirfel doesn't seem like a very Naya-esque name.
Polish - 4.5/5:
Bonus - 2/2 - Yes. Yes.
Quality - 2.5/3 - Deduction for extra half-line between the flavour text quote and its speaker. (Shift+Enter in MSE solves this problem.) Also, I'm not really sure what the art is supposed to be showing.

TakynRun (23/25)
Grave Seraph:
Design - 9.5/10:
Elegance - 2/2 - It takes a minute to really grok this card, but once you do, it makes you smile. Or at least it made me smile.
Creativity - 5/5 - A costless creature is an interesting choice, especially with not in-built method of getting him into play. That said, it's still never a dead card with its token ability. Brilliant, twisted. Wonderful
Potential - 2.5/3 - Depending on how much reanimation was in the block this guy was from, I might or might not want to play it in limited. However, this would definitely see play in all sorts of constructed decks. It feels mythic just for the oddity of its nature, but the name could evoke mythicality a bit better.
Development - 9/10:
Viability - 2/2 - He works just fine.
Balance - 4.5/6 - On its own, the card doesn't do much other than make a token when it hits the 'yard, but in the right deck, this guy is a massive beating. It's strong, but you have to trick it into play, which balances this out. I have a feeling this could be abused a bit, but what big creature can't be in a reanimator deck? (Personally, I'd love to pull him out of my deck with Wargate for 0.)
Creative Writing - 1.5/2 - The name is a bit bland, and I'm not sure if Zombie is the best type choice here (I would have gone with Shade), but the flavour text is nice and the whole card is a nice package.
Polish - 4.5/5:
Bonus - 2/2 - Much bonus for you.
Quality - 2.5/3 - No issues other than that Angels should fly.

Solesticio (18.75/25)
Sholcer, the Endless Rage:
Design - 7.5/10:
Elegance - 1.75/2 - A lot going on here, but overall nicely grokkable.
Creativity - 3.75/5 - The lovechild of Ball Lightning and Hammer of Bogardan, conceived under a Cloak of Mirrors. All this stuff has been done before, but this card puts it all together quite well.
Potential - 2/3 - This guy feels like he should be Mythic, but rare is fine, as he'd be a great limited bomb. I'm sure he'd find his uses in constructed as well, and most players would like him for one reason or another. The flavour package could be better, as this guy looks more like fire than rage.
Development - 6.75/10:
Viability - 1.25/2 - Rewind doesn't quite work. The card becomes a new object when it leaves the graveyard, and thus the source that created the delayed trigger from the graveyard is no longer there. You could just take out the RFG clause and this would work fine, like a delayed unearth sort of. Invisibility should be worded something more like "This card can't be the target of spells or abilities in any zone, and it can't be searched for."
Balance - 4.5/6 - He's not especially strong, seeing as you need to get him in your graveyard before he can go online, and then he only does 5 damage for 6 mana each go, but it's reusable, untargetable damage, which is a good thing. Overall, this guy hass a good balance, but I think you could have taken him to 6/1 without pushing him too far over the curve.
Creative Writing - 1/2 - The "the" in the card's name feels unneeded- "Sholcer, Endless Rage" just sounds better to me. Could have used some flavour text, even with the long reminder text. One line can say a lot.
Polish - 4.5/5:
Bonus - 2/2 - Yes.
Quality - 2.5/3 - You're missing a space between Rage and is in your render. Also, rewind should be phrased "3rrr, Remove this card in your graveyard from the game: ..." Also, I think Invisibility should come before Haste and Trample.

Milldawg (16.75/25)
Maungray Nai:
Design - 8/10:
Elegance - 2/2 - He looks awesome and reads really well.
Creativity - 4/5 - A morphing planeswalker is a really cool idea, and it makes sense that his abilities interact with morph-related values. Good work here. See Viability.
Potential - 2/3 - His flavour is a bit off, mostly because the art doesn't perfectly fit his abilities, but he'd definitely see play in limited and probably some constructed play as well. He's a walker, and thus Mythicness is right for the job.
Development - 3.75/10:
Viability - 0.5/2 - He works fine, if you can cheat him into play face up. Otherwise as soon as he's turned face up, he ends up in the graveyard for having no loyalty counters. That 3 in the bottom right means he comes into play with 3 loyalty. If he doesn't come into play face up, he gets no loyalty. This could be easily fixed with a line like "As ~ is turned face up, put three loyalty counters on it."
Balance - 2.5/6 - He's weak if that loyalty issue doesn't get fixed. However, assuming you could somehow get him face up with loyalty, he's a beating, but well in line with other 'walkers out there. If he worked, I'd give him a 5, but since he doesn't, I have to halve that.
Creative Writing - 0.75/2 - Not much to go on here, but his name is cool and the art is nice. Not sure how the dragony armor and flaming hand work out as destroying little creatures and big permanents though.
Polish - 5/5:
Bonus - 2/2 - Yes.
Quality - 3/3 - He looks lovely in all his colorless glory.

Arzangremmel (18/25)
Dream of Svogthos:
Design - 8/10:
Elegance - 2/2 - Elegant, simple, deceptively manipulative.
Creativity - 3.5/5 - This feels like one of the chinese menu cards from Future Sight. Anyway, this would be a great asset in any Dredge deck, and the possibilities with it are just great, but it bothers me that you felt you had to make it a "Talent" rather than an instant or artifact or something. Think inside the box before you decide to stay outside it.
Potential - 2.5/3 - It has great flavour and it feels pretty uncommon, and I think people would play it in limited to just to help smooth their draws, as well as having the obvious constructed applications.
Development - 6/10:
Viability - 0/2 - What the hell is a Talent? Sure, the card would work with anything in the type line (or nothing), but just because its a card that would never get put onto the stack as a spell, it doesn't mean you can't make it a proper card type. Honestly, I think any of Instant, Artifact, or Sorcery would suit this thing fine. Maybe even Enchantment. There is a place in magic design for cards like this, but they do not necessitate an entirely new card type. I'm giving you 0 here to hammer home my point.
Balance - 4/6 - This is a card with a very narrow focus. It takes one thing (Dredge) and does it very very well. It would have marginal uses in other reanimator decks and general draw smoothing, but overall it's a very focused card.
Creative Writing - 2/2 - Great flavour here.
Polish - 4/5:
Bonus - 2/2 - Sure.
Quality - 2/3 - Looks great, but what's a Talent?

MobiusMan (22.75/25)
Nami, the Stalking Shadow:
Design - 8.75/10:
Elegance - 2/2 - Nice. A beautiful card.
Creativity - 4/5 - Quietus Spike + Ninja = Profit. It's a good mix though, and you pull it off very well. The way he returns to hand based on his damage ability triggering is genius. I don't know if that was intentional or not, but it's brilliant. Great job here.
Potential - 2.75/3 - Oh boy would thing ever see play... limited, constructed, it's just great. This guy really really should be mythic, even though he works at rare. And the flavour is great.
Development - 9/10:
Viability - 2/2 - Works great, less vexing.
Balance - 5/6 - So basically, for 2bb and an unblocked creature, I get a free Quietus Spike effect? Nifty. He is pretty fragile though, and he sticks around (and is easy to block next time) if you can prevent his combat damage somehow. Nicely done.
Creative Writing - 2/2 - Great flavour here. Nothing to complain about.
Polish - 5/5:
Bonus - 2/2 - Indeed.
Quality - 3/3 - Lovely.
Ranked Scores:
TakynRun 23
MobiusMan 22.75
Surge 20.25
.handslikeguns 19.5
Solesticio 18.75
Arzangremmel 18
Jau 18
Milldawg 16.75
dd2k 16.5
elethal_trom 11.5
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Old 04-27-2009, 03:21 AM   #6
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Sorry, I didn't have much time the last few days, so this id what I came up with in the last 45 minutes. I hope, at least some of the judges miss the obvious flaws in the card (which I hope only exist in my mind, because I still want to win )

So here's my submission (my round three card was black and green):

Textcard:
Wave of Heat
Instant (R)
Wave of Heat is red.
As you play a red instant or sorcery spell, you may reveal Wave of Heat from your hand and pay rr. If you do, Wave of Heat deals 2 damage to target creature or player.
Cycling 2r

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(Artwork by Paul Molendijk)
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Old 04-27-2009, 05:27 AM   #7
Jau
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My Round 3 card was blue and red.

Good luck to all my competitors!

Thought Stone
Artifact (U)
If you would draw a card, you may instead put Thought Stone from your hand into play.
, Return Thought Stone back to its owner’s hand: Add to your mana pool.
It channels mental energy into mana residue.

Artwork: Here

Spoiler:
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Old 04-27-2009, 06:36 AM   #8
TakynRun
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Round 1; Round 2; Round 3

Round 4:
Grave Seraph
Creature — Angel Zombie {MR}
Grave Seraph is black.
Other Zombie creatures you control get +3/+3 and have lifelink.
When Grave Seraph is put into a graveyard from anywhere, put a 2/2 black Zombie creature token into play.
He compels souls from eternity to the earth.
5/5
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Old 04-27-2009, 07:48 AM   #9
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Too be more equal with other judges this round, I'll be doing the score out of 25 (bonus points in the polish sector) I'm strongly recommend you all submit renders as I will take points off if you don't at least try, it doesn't' take long and it is round 4 everybody. Capitalization will also be graded stronger here as this is supposed to be the top players of the month. Each instance will be a .25 takin off.

Judging:
dd2k:
Design 7.5/10
Elegance 2/3- Play a hot spell, get a hot after-effect. This flows well together, but I can't help but seeing no point in the current Cycling. You'd think the cycling effect with give it a little touch of heat like 1 damage to a creature/player etc. True many cycling effects seem tacked on, but I think you could've caught something nice here.
Creativity 1.5/3 - The first thing I thought of when I saw this card was it could just be "2 damage to target creature or player" Splice onto Red Instant or Sorcery.
I'm not giving it a 3/3 because it's the first red "no mana cost" jazz, that's been done before in Evermind . Like I said before though the combo of the after-effect burn, the flavor-text, and the name give it some creativity points.
Potential 4/4 - Just what a Red deck needs, more damage. Everyone remembers back in COK block how dreadful Ray splash was, and this lets u do it on practically any spell in the RDW. A sure 2 of in any build, and the cycling just adds greatness to the spell if you have 1 in your hand already.
Development 8 /10
Viability 3/3 - We've seen non-playable cards before, and the as you reveal has been done plenty of times. No problems at rarity.
Limited Balance 2/3 - Again great in those decks with red in them. The doubleRR might actually hurt the card here more then in constructed, because less duals/filters are available. In limited I think it's rather not that broken because how many red instants or sorceries can't you possibly get? This could be very nice in draft, not so much in sealed. Problem though because the only way this is going away is discard.
Constructed Balance 2/3 - I think this card is great for any RDW, however that is the only thing it's viable in. I doubt unless you have many filter lands this card is going in any other deck then Red. 2 damage every turn basically for 2 might be broken, but again you need to invest the mana first
In constructed I think it's also broken because the only way your getting rid of this card is discard. Most decks don't run that much discard so this is basically uncounterable damage for RR.
Flavor Text 1/1 - So true, so true. And gives more flavor to card itself in what it's doing.
Polish 5/5
Art 1/1 - That's quite a wave of heat. Looks more Angelic Fire but it gets the point across.
Artist Credit, Copyright Text, Rarity Symbol /1
Wording 1/1 - I think that the "non-existent mana costs can't be played" clause should be on this card, but usually rares don't have reminder text so no points deducted
Bonus 2/2

Final Thoughts : YABS scenario here, but the whole card as a whole flows nicely. I'm sure it would be played in Red decks only, and it doesn't outright win you the game, I think it would be one of those "ooo I hate this thing" cards.

Total 20.5/25


Judgings:
elethal_trom:
Design 3/10
Elegance 1/3 -
In this instance I could see how the seal is legendary(it's the only stamp in the world ~~~ ok.....), but what the equipment itself is doing giving it protection and fatesealing doesn't flow that well together. What does a piece of paper have to do with protection and seeing other's libraries? Advising should be fate sealing yourself, not other opponents.
Creativity 1/3 - The card itself seems like whole lot of nothing is going on here. I don't see how a seal/stamp is going to give something protection, especially for opponent's creatures. If anything this would do nice as a pocket Light of Sanction , but we all know where that card is right now. Not very straight forward, but hey it is the first Legendary Tribal Advisor Equipment.
Potential 1/4 -
To play this spell, you need to give away your tactics. I don't want a player knowing my plans just so I can protection one puny creature of mine. This seems more like a surrenders's seal then a diplomatic one to me. I can't see the point of playing this in any format outside of slow limited. Plus giving opponents cards better result in a nice outcome for me, and I don't think the pros here outweigh the cons
Development 3.5/10
Viability 2.5/3 - Everything that this card does works fine with me, but revealing a whole library really doesn't feel right, because is someone going to take the time to write out what is in your deck? You can't be doing things that will take up a lot of game time and I think Aaron would yell out this in development.
Limited Balance 1/3 - This could work as it's very easy to put it on your guy and mess with the library of the opponent, but again what Advisor is there besides changelings that have more then 2 power?
Constructed Balance 0/3 - Never even used. Period. What big Advisor is there for an aggro deck, and usually a ctrl deck advisor would hold the attack and advise? I'm not sold on Changeling call, and again giving opponents cards is a no-no especially in constructed.
Flavor Text 0/1 - Like I said before, I don't give points on cards that don't have flavor text here unless it's through the roof.
Polish 3.5/5
Art 1/1 - It's like you drew exactly what was in your mind
Artist Credit, Copyright Text, Rarity Symbol .75/1 - This card if won would be the MCC's centerfold, I would've appreciated it if you would've done the actual copyright text as normal cards are. I know I normally would give max points here, but remember we are in the high playing field and nit-picks must be made.
Wording .75/1 -
Edit: A/An not enough basis for a .25 reduction. Player feedback appreciated.
-.25 - I believe the equipped cost should read " Equip - Each opponent draws a card." See Jace Beleren for my basis. Simply replace player with opponent and you have a wording cost right there.
Bonus 2/2

Final Thoughts -
We have tridents, swords, helmets, and even shoes as weapons in our Magic arsenal. But a STAMP? What the **** am I going to do with a STAMP? I see this card as a trying to do something creative, but it's just way too out there, in a bad way. I'm very disappointed that you submitted this as a round 4 card (especially after round 1 and 2's).

Total 10.25/25


Judgings:
surge:

Design 8/10
Elegance 3/3 - Reusable Twincast Sexy. Doing what blue and red do the best.
Creativity 1/3 -[]
Doing what blue and red do the MOST. Yawn. But doubling w/o paying is sort of new, but not (kicker, replicate, splice, etc)
Potential 4/4 - Each number of blue and red spell-spells in a deck just doubled. O noes! This would definitely be one of those 15-dollar out the pre-release cards. Probably only went up by a great blue/red meta game.
Development 7/10
Viability 2.5/3 - Revealing cards while playing them w/ effects have been done. I really think this card steps into Mythic Realms though. Let's look at Twincast , Wild Ricochet [/card], and Djinn Illuminatus . Your paying 2 and 4 for copying spells. 7 when you get to
re-usability. This having no drawback on either of those besides how many your playing in a turn and what cost is way to powerful for pure rare status.
Limited Balance 2/3 -
Just like dd2k's card with the rr copier, this is a great spell to use in any blue,red, and killer in both merge. Not many decks packed with blue and red spells in limited that aren't cream of the crop aren't going to win you the matches. The good part about this is that the copied spells are counter able, but again you can't stop this card unless you have it discarded. Tisk Tisk
Constructed Balance 1.5/3 - This gets more brokenly with Blue/Red copying any spell. It's great, too great. With no "use this card only once per turn" clause Storm and suspend and other things could get out of hand and quick. The best spells getting played twice is no fun. Mostly a main control card, and 2< are not needed. Aggro might use 2 if it was a agg/ctrl version.
Flavor Text 1/1 - Seems like a spell version of Hex copied. Lucky for you I love that card, but you came very close to one of those "this is blatant use of Red Spell text - FIRE IS HOT!" things. Describe Text I am naming it.
Polish 5/5
Art 1/1 - Dual Elementals. Looks cool.
Artist Credit, Copyright Text, Rarity Symbol 1/1 No problems
Wording 1/1 - No problems
Bonus 2/2

Final Thoughts - A great spell and widely used in all formats. The once per turn clause would've helped it in balance, but as is it's a force to be reckoned with.

Total 20/25

Judgings:
Jau:

Design 7.5/10
Elegance 2.5/3 - The cards in your hand are magical thoughts, this becomes the incarnation of them. I like, but if this is happening the artifact should becomes the color or gain something from the skipped draw. And otherwise, how is the artifact feeding itself if you don't draw the card?
Creativity 2.5/3 - Played by drawing? That is very new and possibly broken in half, but were talking creativity. The coming back to your hand is neat, but it seems strange creativity wise. Because your using the stone and putting it away until you get a new thought, which I'm all assuming this.... is the reason points are taken off. Assumption of card flavor is a no-no in my book.
Potential 2.5/4 - I'm offset on this card. For one thing, putting a mana up on turn one is just devastating in legacy/vintage, however losing card draw for a 1 turn mana boost has pros/cons. Early game I think this card is great and can really 1-UP you if your going for big spells, but you take away tempo by giving yourself a -1 net card advantage. Late game it's pure garbage. I think this could shine in the right deck and only 1 right deck.
Development 7.25/10
Viability 2.5/3 - There are plenty of card replacement cards in magic so no problems there. The uncommon seems fine with me, because this card isn't going totally nuts to give it rare status. Lotus Petal was an uncommon and that is why I'm hesitant to keep this at UNC because it's basically a bad mox, but I don't feel right saying it should be rare but something tells me it's close to the transition point.
Limited Balance 2/3 - Taking away a card for an extra mana. Everyone knows those small libraries are all the rage in limited, so I don't think it should to game changing for 1 extra mana. Nice to get out the 4 mana guy turn 3 though. It's an artifact bop
Constructed Balance 2/3 - Like I said I think this card shines in type 1/1.5, but is pretty much garbage in any other format. True sometimes getting a turn ahead can win you the game if your fast enough, but remember to do this you have to take away you cards, which most in public would not like.
Flavor Text .75/1 - -.25 Here we have a classic example of Flavor Text that is the dreaded "Describe text". The text isn't really describing the flavor of the artifact, more like giving a person the directions how to use it. That's very bland in my opinion. I'd prefer is this was something like a scientific report about the card doing what it does, it would give it zazz..
Polish 4.75/5
Art 1/1 I guess all the bright stuff is the mind-matter going into it, fits well enough.
Artist Credit, Copyright Text, Rarity Symbol 1/1 No problems
Wording .75/1 -.25 "back" isn't needed on the return clause
Bonus 2/2

Final Thoughts : I think this is one of those "Is this good?" cards that eventually will shine in the right deck/format. At first glance most think it sucks, but hey we saw Ravager and Tarmogoyf, free stuff is something to be very careful on. (cascade.....?).....

Total 19.5/25



Judgings:
.handslikeguns:

Design 5/10
Elegance 2/3 - Transmuting the essence of nature into your creatures. The mana part is cool, but the shroud and vigilance though very white/green abilities, seems sort of strange in a creature -> mana producer card to me.
Creativity 2/3 - Nothing special here. There have been permanents that give other permanents mana abilities, but as far as I'm know Sorceries do not. This is a nice piece of Magic unexplored and if I'm wrong and there have been, it's been quite a while since I've seen it. Plus creativity points on the whole card and what it does with nature-creature-bop interaction.
Potential 1/4 - Problem with the card is I don't see any potential in it rather then a bad way to get mana when you need it. It's not a filter because you already have the GW to get more GW, and if you a.) don't have a lot of guys and b.) don't have big creatures to spend the mana on, it seems like a waste of a spell. The only thing that this seems cool with is a mass token producer like Genesis Chamber or Saproling burst for burning out a player.
Development 4/10
Viability 1.5/3 - For One I don't think this needs to be a rare. In my opinion what it does is common-power-level, but in how it's doing it it can certainly be an Uncommon. Also, I think though Vigilance/Shroud is very green/white, gaining the ability to make mana or making mana isn't White at all (If you can find a couple examples I'll change this). The card would seem better as
.handslikeguns:
gr. The red argument being that nature has it's primal side, and g/r is always coming out with dudes that make mana.
Limited Balance 1/3 - Way to little for anything special. My main problems with this card -
1.) First it takes 3 turns and for a suspend, if I'm waiting 3 turns it better be doing something big that can put the game in my favor a lot. A free vigilant attack and some mana from creatures I might not even have out doesn't interest me.
2.) Big Creatures you play during that turn from the "bop"'d creatures don't even have Haste or any of the spells effects, if ones that came in would do this It could be something I like more.
The only thing that redeems this for me is if you are stuck on 2 lands and have some little guys out, while a no-land draw it can allow a big creature or a couple of more little guys to come out. But everyone knows that it's very hard to come back <3 turns behind early game.
Constructed Balance .5/3 - Unless you have a massive creature deck with a Blaze-Out I don't think this is being used anywhere. It's just too slow.
Flavor Text 1/1 - Works great on the card. Become Nature's Will - Become lands/etc.
Polish 4.5/5
Art .75/1 - -.25 Looks very nature-ish, but the problem is I don't see the creature becoming one with nature. True that image could be a little hard to find, but also I don't see flora. True there are hints of grass here and there, but the whole art seems very blurred to me.
Artist Credit, Copyright Text, Rarity Symbol 1/1 - Like I said I think it should be uncommon, but you posted rare and color was right here.
Wording .75/1 -.25 "Add or to your mana pool." The extra mana isn't needed and not printed anymore.
Bonus 2/2

Final Thoughts - This card to me as a rare is basically an automatic Feed-The-Monkey card. I don't see real use to it in any deck and for 3 turns I'd prefer something like a Rude Awakening Effect where lands creatures become the biggest cmc or something. In fact that would be an awesome card. But sadly as is I'm saddened by one again a sub-par Final Round submission in my mind. I really think you can do much better.

Total 13.5/25


Judgings:
TakynRun:

Design 9.5/10
Elegance 2.5/3 - The whole card just explodes with flavor. One of those things I like every time I see it. The Zombie token
TakynRun:
helps the card, but it seems kind of out of nowhere as to why your getting a token. If the Angel is already dead, why would he come back as another Zombie? Getting thrown into the graveyard shouldn't bring out his zombie helping abilities because he's not going there by free will, he's "dead"
Creativity 3/3 -
It's basically a Fallen Silver Seraph mixed in with a Gravespawn Sovereign. An Angel who one once gave companions benefits now gives the dead benefits. Like I said in elegance, the whole card gives it broods on it's own awesomeness.
Potential 4/4 - Insane cards are usually Insane Potential. Good on it's own, great in a discard deck of any kind, and monster in a zombie tribal deck
Development 7/10
Viability 2.5/3 - Definitly Mythic Rare status. For "0" we're getting a 5/5, black (anti-kill spell), lord, who doesn't die permanently, AND who can make guys that benefit off it by discarding it. I think everything that it's doing would get nerfed in development. Maybe All zombies or +2/+2 or no lifelink.
Limited Balance 2/3 - A bomb for black decks, the only reason I'm giving it not a low score is because how hard the 5/5 is to get into play. True you can reanimate it or search for it, but those effects are usually aren't floating around. This will win you the game period if it's in play with some zombies.
Constructed Balance 1.5/3 - Constructed though it's a little broken. True we are Mythic Rarity and those thing are meant to be a complete game changer, first discarding any way gets you a 2/2 with no drawbacks is a big problem. Then when it comes in you have a 5/5, a lord, and something that doesn't hurt you or go away or when it dies. It's not even shuffled back in like an Incarnation. I thin this is a bit much for a "free creature". Searched or Reanimated into play would also give you a free 5/5 with much more. I know you can't technically "play it", but constructed has many a way in getting stuff into play. Forget about it in extended and back.
Flavor Text 1/1 - Dangerously close to the dreaded "Describe Text", but you saved yourself by rewording it.
Polish 5/5
Art 1/1 - Great. Ghost of Christmas Future is this card's nickname
Artist Credit, Copyright Text, Rarity Symbol 1/1 - Fine
Wording 1/1 - No problems
Bonus 2/2

Final Thoughts - A monster that needs to be dealt with wherever it is and has a problem doing so. Like I said this shines enormously in a re-animator decks, I personally it gets better the bigger the format you play it in. A 10+ dollar card no doubt, good work.

Total 21.5/25

Judgings:
Solesticio:

Design 8/10
Elegance 2/3 - The name is the thing that really gives this an elegance boost. The endless angry elemental. My problem is shouldn't spirits or little people have Invisibility? How can you miss a mad, hot as hell, 5/1? O **** there he is!!!
Creativity 2/3 - Yet another red spell that constantly comes back. I have seen so many of these it's not funny. search "Return" for Red on gatherer and you'll see my point. This new keyword "Invisibility" is something I am absolutely loving though.
Potential 4/4 - More un-counterable damage. Yay! Reusable damage is red's best friend and other's worst nightmares. I'm concerned as to how Red discards the cards, but their are enough cards in red that usually do that and paired with black it's deadly.
Development 6.5/10
Viability 2.5/3 - Everything here seems fine. The Invisibility new keyword is simple enough to understand and pass development. I think here though that this can go mythic rare. Let's take a look at other cards for a minute. Hammer of Bogardan and Thunderblade Charge are both basically 5 mana for a pop of 3. This is 1 more for a 6-er. With the shroud and haste functions, I think it's getting a little strong for rare status. -.25 also for Red Shroud. Even though this is a new keyword, there are only 5 current Red cards with shroud and that's not red's color piece.
Limited Balance 2.5/3 - Absolute bomb.... if you can get it out of your hand. Which might be a little to easy if you have 1 creature that can discard. Those spell shapers, +1/+0 guys, opponent discard, <7 it's all possible. Then with the haste, trample, and shroud it is unstoppable besides stuff like mass-void spells Final Judgement . I think the heavy Red commitment helps against broken-ness and 1 toughness, and it's Legendary.
Constructed Balance 1.5/3 - Same reasons as TakynRun's card. Getting cards into the graveyard is a lot easier in a wider format, how many cards could benefit with this (we're just talking red here) in say Extended? The shroud is just horrible for opponents, and awesome for you. Will more un-kill-ability then that Angel (thanks to shroud), this is even more busted. But definitiley played as a 2-3x of because you want this out so some points there.
Flavor Text 0/1 - No flavor text, has flavor, but again we're talking straight text so I can't give points on other cards that would have mass flavor w/o it.
Polish 4.5/5
Art 1/1 - Didn't I just grade this art? Well zoomed in, it still looks like one bad-ass elemental.
Artist Credit, Copyright Text, Rarity Symbol .75/1 - As I said in other players, I would've preferred a true wizards looking copyright thing as this would be a showcased card on the m.c.c.
Wording .75/1 - -.25 Rage is red You forgot the space on the render! (O noes) I personally love Invisibility, but I don't think it needs to say "and it has shroud" afterwards. It's not like Suspend where the creature is gaining haste, it has it permanently/always. I would've liked it just have Shroud after the haste/trample, but on new keywords they usually do stuff like this so I won't deduct.
Bonus 2/2

Final Thoughts - An expensive card right out of the pre-release. A fear once out of the hand and going in the red zone. I'm not caring about the rewind holding off bringing it back because you can just hold it till their eot and boom it's there and your mana is up to kill more. Certainly welcome many RDW variants and Elemental decks love him. Also love that new keyword, it would seem like a very powerful tool on those spells that are too powerful to search but do they're thing once out. Say a 3/3 vanilla for GG with Invisibility. That's a nice beater, but you must draw it and late game it's not that loved.

Total 19/25



Judgings:
Milldawg:

Design 6.5/10
Elegance 1.5/3 - Another example of an early/new planeswalker. I have to wonder though why it has Morph. When would a generic 2/2 morph shell get a spark? The things it targets are basically what it starts off at, and I can't think that a planeswalker would want to kill it's own people.
Creativity 3/3 - A morph Planeswalker. That's fresh however weird.
Potential 2/4 - I'm a little offset on this. The card works great against weenie decks, but the colors that play it (w/b) are usually full of small guys as well. I really only see this as being useful early game against small creatures, and if the decks your fighting don't have any targets, what are you going to do?
Development 7/10
Viability 2.75/3 - No problems. A Mythic Planeswalker here might be pushing it, I think the power of it can be rare no problem, but that's what they do now with all the walkers. It's abilities of destroying stuff and then everything are rather W/B as I'm guessing that is it's colors. -.25 though because technically it's doing b/w abilities as a colorless planeswalker and that is not cool.
Limited Balance 2.25/3 - I would say this is an o.k. planeswalker. It's not going to take long to get those loyalty counters early game. But late game this is garbage. But when it blows up the world it blows up the world. And everyone loves mass removal. Nice for morphs and tokens.
Constructed Balance 2/3 -
Milldawg:
B/W tokens just got itself a great friend, and die tokens period btw. I think it might be played if there was a big weenie deck in the metagame, but as I've said up in potential it depends on what match you are in. This does great in onslaught or time spiral as an anti-morph card.
Flavor Text 0/1 - None so no points
Polish 4.75/5
Art 1/1 - Very destructor planeswalker-ish. A Dragon-Humanoid?
Artist Credit, Copyright Text, Rarity Symbol 1/1 - No problems
Wording .75/1 - A planeswalker with morph hasn't been done so there is not a true model. But I think the Morph should be below the abilities. Usually triggered abilities on morphs were below the Morph text, and activated ones they were above. As the +1 is technically an activated ability, I think Morph should be under both loyalty things.
Bonus 2/2

Final Thoughts: This seems like a nice rip for those early games, or for the weenie builds. It does nothing late game unless youhave a token generator, but it could go in a sb somewhere. I don' think for how weak the actual walker is it should be mythic, but with morph you have to be careful. Nice little thing, but not a WOW card.

Total 18.25/25

Judgings:
Arzangremmel:

Design 6.5/10
Elegance 1/3 - For one thing, I don't see any reason this couldn't be a 0-mana sorcery or instant with those costs.. Elegance points though because you are doing things that Svogthos runs with, and he has dredge flavor. It feels like a Golgari card. And a "talent" to me sounds like it should only work with 1 color. This is colorless and any player can use it.
Creativity 1.5/3 - New card type is a new card type. But it doesn't stand out to me as very creative. It's a card that cycles and dredges, that's about it.
Potential 4/4 - The Bridge deck just got a new friend. Very powerful in a re animator decks. Broken in Astral Slide, loved by grixis mages. Retrace = Awesome.
Development 3/10
Viability 0/3 - Like I said up in elegance, you are making a whole new card type. That's a big step as it's going to affect the game permanently. Plus what your doing with this "talent" is easily a rare sorcery or instant card. Would never pass development especially at uncommon rarity. If anything they would test them out in small number. Remember all the 1-card FS new stuff?
Limited Balance 1/3 - It's a quick way to thin out your deck. I really don't see how this can help you in limited because you can find anyway to get back the cards. Now this is AWESOME in Grixis or Retrace, but like I said those cards aren't to plentiful so I don't see where else it would be used.
Constructed Balance 1/3 -
Arzangremmel:
The ability to quickly fly threw your deck repeated is a hefty broken factor of this card. We saw every dredge card takes at least one turn to come back to play, and the only instance of immediate return is Grave-Shell Scarab , and that costs 6 mana. The only points given is because it technically does nothing by itself.
Flavor Text 1/1 - Love me some chants.
Polish 4.25/5
Art .25/1 -I'm usually very nonchalant on art, but I have absolutely no idea what is going on here. I know it's supposed to be a dream, but it look like you just took a black background, the had some green/brown mud image and swirled it. I think this could've been very cool art with new Idea and I hate the one you have here. True some "talents" can't have epically art, but something like a Mindblaze would've done it for me. Small but you know it's coming for the mage's insides.
Artist Credit, Copyright Text, Rarity Symbol 1/1
Wording 1/1 - No problems
Bonus 2/2

Final Thoughts - New card types are always a tricky thing. That is why Wizards has a R&D department. As we see here, the potential of the card as printed is through the roof, but for me a "talent" is something unique to one type of person, not a colorless everyone-use-me tactic. If this was "talent-black/green" and you could only pay it with those colors, I think the development factor and elegance would shoot up, but as it is It's a bad new thing. I would recommended trying something crazy like this in a 1st-round or post a couple on the DCC and see how the public reacts.

Total 13.75/25

Judgings:
MobiusMan:

Design 9/10
Elegance 3/3 - Ninja's are already able to vanish in a cloud of dust, and now he's a spirit on top of that? O Jesus. If the Kami practiced Ninja ways, they would've ended the war in a week. I could just seem him pop out of nowhere, kill you, then go back to the Reikai.
Creativity 2/3 - A spirit Ninja just is awesome. The elegance really ups the creativity because he comes in, *death dart* boom your life is halved and he's gone. Problem is it is just another ninja card.
Potential 4/4 - As cost, MBC is back once again. A quick pop by a fear-creature on turn 4 when they're tapped out? Hello 7+ point life swing. Great in any deck because you can always re-ninjutsu out a creature after he's popped damage to keep your guy.
Development 5/10
Viability 1/3 - This should be a Mythic Rare. Period. Let's look at 2 cards that compare the life 1/2ing. Ebonblade Reaper is requires a 2/2 for 3 first, then to wait a turn, then an additional
MobiusMan:
3bb to flip it, resolve the hit and you lose 1/2 your life as well. Quietus Spike has a 3 cost to play, the another 3 to hit on a creature. Those are both minimum 6 damage. True the creature returns to your hand, but if you had 2 guys out that's 15 life in 2 turns, which is not right at 2bb.
Limited Balance 1/3 - Like I said we saw how much ninjas rocked in limited when they didn't plow 1/2 your life away. Ink-Eyes and Deep-Hours were my top two, and the max damage there was a 5 point life swing. True this guy is a 1/1, but again a turn 4 attack with no blocks is way too strong for full life with no hurt to you. Plus he escapes Black removal. Points though like I said, a 1/1 is rather easily to kill, and he can be bounced.
Constructed Balance 2/3 - Basically same reasons as limited, only there are easier ways to get rid of the 1/1 in constructed. So I give you a lot more points here as the four mana guys usualy have to be pretty damn good to make a constructed deck.
Flavor Text 1/1 - Oooo that is such nice flavor text.
Polish 5/5
Art 1/1 - And spirit Ninja made of shadows. Awesome
Artist Credit, Copyright Text, Rarity Symbol 1/1 - FIne
Wording 1/1 - No problems
Bonus 2/2

Final Thoughts - I personally love the card, but I think it's just too overpowered. The problem is though with higher costs it starts to suck, and then nobody wants to play it. I would've prefered a con to coming in or dealing some life damage to you, it would help the card a bit. Don't get me wrong by the low development score it's a great card, but I think it would need to be tested a lot.

Total 19/25



Final Scores:

dd2k 20.5/25
elethal_trom 10.25/25
surge 20/25
Jau 19.5/25
.handslikeguns 13.5/25
TakynRun 21.5/25
Solestico 19/25
Milldawg 18.25/25
Arzangremmel 13.75/25
Mobiusman 19/25

Fatblimp


I have no idea why some players have double-spoilers. I change them or delete the text and they just keep popping up Maybe this is a site problems and somebody should be notified.

Remember everyone. Scores are rather definite hear. The only pms should be for wording mistake or if I gave a creativity point for a pure copy of an old card. You have many judges here to grade your cards and if a score of a couple points here or there off are not worthy to be looked back upon. If it's truly great it will triumph.

JUDGING COMPLETED- Great month everyone, loved my first one as a judge. I will see you in May for more card scoring and more fun challenges!
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Old 04-27-2009, 08:25 AM   #10
Solesticio
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Wow I've seen at least 2 great cards...probably winners =)

Round 1

Round 2


Round 3


Sholcer, the Endless Rage

Legendary Creature - Elemental (R)
Sholcer, the Endless Rage is red.
Haste, Trample
Rewind 3rrr (3rrr, Remove this card from your graveyard from the game: At the beginning of your next upkeep you may play this spell without paying its mana cost.)
Invisibility (This card can’t be searched or targeted while it isn’t in play, and has shroud.)
5/1

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UR Pyromancer AScension deck report

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Old 04-27-2009, 11:27 AM   #11
Arzangremmel
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Text Card:
Dream of Svogthos
Talent {U}
Cycling 2, Dredge 2
“Svogthos rests, dead and sleeping,
never thinking, only dreaming.
Mortal soul; ghost with breath,
thinking dream; living death.”
—Golgari chant

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Old 04-27-2009, 11:57 AM   #12
Cantripmancer
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Judgings are done. Questions to the discussion thread. Issues to my inbox. Flames can be addressed to Santa Claus.

Round 4: Make a card with no mana cost (Tricks!)
Bonus 1: Not a land.
Bonus 2: Does not share a color with your round 3 card.

Good luck, all!

Judgings (Started):

dd2k
Finished:
Wave of Heat
Design: It's a little bit clunky, but I see where you want it to go, and I like the idea in general. The problem I have is that it's nearly already been done. You've added a few things (different cost, ability to cycle) and subtracted the mana cost to just play it, but it's pretty much a duplication of a current card. I'm not sure that it would get as much play as the Ray, either. It's more restrictive, and if you don't have any other spells to splice it onto, instead of getting two more damage for two more mana, you can draw a card for 2R. It would be played in sealed because it's removal, repeatable at that. But I don't think it would make the constructed scene.
5.5/10
Development: It works ok as is, but I don't know why you didn't just do "Splice onto red instant or red sorcery ". When the design application already exists, take advantage of it! With the added option of being able to cycle, the up in splice cost is probably accurate, but the lack of being able to play it normally...hurts. I really like the flavor, the "wave" imagery feels great with the pulsing concept. Flavor text is lovely, and the art is pretty awesome. Name is good, but might get confused with Visions' Heat Wave.
7/10
Polish:
• Bonus: All good. (2/2)
• Quality: Compared to Glacial Ray, there's no way that this should be rare (-.25). No other issues. (2.75/3)
4.75/5
Total:
17.25/25
How I Would Have "Fixed" Your Card:

I really like your idea, but I think that this would have been creative enough to differentiate it AND created enough play potential to be interesting.

Wave of Heat
Instant
~ is red.
~ deals damage to target creature or player equal to 1 plus the number of cards named ~ in your graveyard.
Splice onto red instant or red sorcery
Cycling

That probably would have been too wordy, but there's a lot more potential for variegated play in that version.

elathel_trom
Finished:
Silver-Tail’s Diplomatic Seal
Design: Well, this certainly does things never done before, and it's interesting, to say the least. It's waaaay honkin' long, and pretty complicated, but there's a cohesive link (in the idea of "giving advice") behind the effects, so that's nice. I think the drawbacks (hand/library revelation + donating cards to your opponent) are overly restrictive and would kill the card, despite the protection + fateseal. Johnny likes the idea, but Spike and Timmy get bored halfway through reading it.
6.5/10
Development: I don't think there are any rules issues here and I really like how you've made the "advisor" equipment (I didn't realize how many advisors there are in Magic). I think, however, that there are too many extremes here. You can get a "free" equipment, followed by a "free" equip to create a near-protection from creatures creature that with 2-3 advisors in play can wreck your opponent's future draws for close to forever. It's too easy and too diverse in what it does to be truly balanced.
7.5/10
Polish:
• Bonus: All good. (2/2)
• Quality: Other than being freakishly long and complex, I think it needs the following fixes: "As long as equipped creature is an advisor, it has protection from nonlegendary creatures." (-.25). And instead of "Have each opponent draw a card.", it REALLY needs to be "Each opponent may draw a card." Otherwise, you can just equip it 60+ times and instantly mill your opponents out of the game. Since this typo (I assume) has slightly larger consequences, (-.5). (2.25/3)
4.25/5
Total:
18.25/25

surge
Finished:
Dualcast
Design: This feels a little on the bulky side, like there are better ways to execute it.
Perhaps:
Dualcast
Instant
~ is blue and red.
As an additional cost to play ~, pay the converted mana cost of target red or blue instant or sorcery spell you control. Spend only red or blue mana this way.
Copy that spell. You may choose new targets for it.

Maybe not. It just feels like a long way to go for such a simple effect. Creatively...it feels like a really bad Twincast that might well end up costing significantly more. With that in mind, it's hard to see it being played very much. Still, copying is powerful, so it might get some use, just not very much. Ah. You know, after all these years, reading is still tech. For some reason, I really thought this was a one-shot. Here's the fix: So it's Twincast + Evermind for blue or red instants/sorceries. Yeah, that's a bit more creative. And the ability to replicate indefinitely is a nice little bonus that pushes the card into Johnny territory with just a little mix of Spike and Timmy potential. Much better than I originally thought.
8/10
Development: At best, you'll end up being allowed to pay U for an extra Shock or R for an extra Unsummon. Everything else is WAY easier to accomplish (and understand) via Twincast. I really enjoy the flavor text, but the name is just a variation on a known element. Art is pretty spectacular. Fix: All the pros are balanced nicely by the mana restriction, the target restriction, and the fact that you're still paying for the spells. With infinite mana, this'd be dangerous...but there are plenty of dangerous situations out there with infinite mana.
8.5/10
Polish:
• Bonus: All good. (2/2)
• Quality: No issues. (3/3)
5/5
Total:
21.5/25
Another Thought:
I don't think the rules will support this for several reasons, but this would have been an interesting alternative to your rules text:

Splice onto red and/or blue instants or sorceries — Pay the converted mana cost of the instant or sorcery being spliced onto. Spend only red or blue mana this way.
Copy this instant or sorcery without this text.

Jau
Finished:
Thought Stone
Design: Very nicely designed. The concept is easily recognizable--although actual execution is a little tricky--and it's pretty innovative. Would it get played? Sadly, only by Johnnies. Timmy flips to the rare, and unless a truly broken combo is revealed, Spike has better things to (not) spend his mana on.
8/10
Development: Works just fine, and the flavor text/name/effect combo don't cause me any hangups (although the name is a little bland...but then again, the effect isn't particularly flashy either). Balance is difficult for me, as there is potential for "free" mana...but the cost of losing a draw is horribly steep. You could probably up it to "1 mana of any color" and still have it be safe, but I could see Wizards printing this (possibly as a "bad" card, but maybe as a straight uncommon). Bottom line, I think it's underpowered, but only moderately.
7.5/10
Polish:
• Bonus: All good. (2/2)
• Quality: Should be "T, Return Thought Stone to its owner's hand:" (-.25). (2.75/3)
4.75/5
Total:
20.25/25

.handslikeguns
Finished:
Flora Transpose
Design: Very sweet concept here! 2 mana to prepare for an uber-turn three turns later, with potential for an attack AND acceleration. It's quite grokkable and unlike any other suspend card I know of. This card has enough potential that I think it would be at least examined by most players. It's certainly a Johnny card at heart, where popping a few creature tokens out during turns 3 and 4 will lead to some extra mana turn 5, but Timmy could use that as well, and Spike is always looking for versatility.
8.5/10
Development: No play issues, and I think the balance is pretty much right on. If anything, it might be a little underpowered, as it has the potential to be 2 wasted mana (as your opponent Wraths the turn before this resolves), but the benefit is mostly worth it. I question Vigilance for a couple of reasons: it's not the most productive ability to grant an army, although it's certainly useful, and it fits in the least, I'd say, with the "army as nature" concept. On the other hand, that flavor fills the card, and one little deviation from the theme isn't the end of the world. It's a nice reversal of the "nature as army" concept. The art's a little meh...
8.75/10
Polish:
• Bonus: All good. (2/2)
• Quality: No issues. (3/3)
5/5
Total:
22.25/25

TakynRun
Finished:
Grave Seraph
Design: Wow. Impressive. There's nothing necessarily new about the creature itself, but the concept of a creature that you can only use through tricks (reanimation, "put a creature from your hand into play", etc.) is intriguing. Added to that the "into a graveyard from anywhere" clause, and we've got a pretty cool concept going on. There's messes of potential here, as any discard still nets you a 2/2, and people have been discarding cards for good use for years. This appeals to all three demographics, although it may be a little complex to really shine for Spike. Sealed isn't as excited unless there's significant discard outlet, but constructed will have some fun.
9.5/10
Development: It works just fine, and the name/flavor text/art combo works well with the abilities. Balance-wise, I think the free 2/2 for discard + another one if you get him back into play and he dies is a little too good. 1/1 would probably be more balanced, especially with the pump if he's in play. Besides, it works better creatively if he's (slightly) bigger/better than the zombies he creates (and since they're 5/5 with lifelink compared to him as just a 5/5...). The rest feels groovy.
9/10
Polish:
• Bonus: All good. (2/2)
• Quality: No issues. (3/3)
5/5
Total:
23.5/25

Solesticio
Finished:
Sholcer, the Endless Rage
Design: This is quite enjoyable, although a little over-packed. I like some of the innovations; Invisibility feels fresh to me in many ways. Rewind...doesn't fit nearly as well with this for me. Other than sharing a name with a counterspell, the ability feels really clunky, with slight memory issues to cloud it further. There's enough interaction here that I think it would be difficult to ignore the potential. Sealed isn't excited unless there's significant discard outlet, but constructed will probably have some fun with it.
8.5/10
Development: The difficulties of getting it going in the first place are hefty enough to balance it, I think, and after that it's a high investment for lots of mana to get a recurring 5/1 trample shroud. I don't think this'll be breaking any formats too quickly. The name fits well, and I like the art. It's too bad that there wasn't room for a nice one-line flavor text, but them's the breaks.
9.25/10
Polish:
• Bonus: All good. (2/2)
• Quality: Render has no space between name and "is" on first line (-.25). trample shouldn't be capitalized (-.25). I think the reminder text for rewind should be "3RRR, Remove this card from the game: At the beginning of your next upkeep, you may play this spell without paying its mana cost. Play this ability only if ~ is in your graveyard.) But I could be mistaken. Regardless, that comma is needed after "of your next upkeep" (-.25). I think the reminder text on Invisibility should be "This card has shroud and can't be searched for, targeted, or chosen while not in play." But that might be a preference more than a mandate (-0). (2.25/3)
4.25/5
Total:
22/25

Milldawg
Finished:
Maungray Nai
Design: Ahhhh, something NEW! A planeswalker with morph has certainly never been done before, and it feels sneaky and very refreshing. It's quite straightforward, and the ability to ping weenies all day long followed by a CMC-geddon is attractive. I think this would see some play, maybe not as much as some, but enough to be a favorite. Certainly more valuable in sealed.
9/10
Development: Obviously limited in flavor by being a planeswalker, you've done a good job of focusing the character on "nothing matters". Unfortunately, there is one pretty big flaw in this card: it doesn't work. Sure, if you play it as a 2/2, then flicker it, it's fine. But since loyalty counters are put on the planeswalker as it comes into play, if you play it with morph, then when you flip it over, it has no counters on it and dies! You'd need an additional clause to fix that issue, something like "~ is turned face up with 3 loyalty counters on it." Other than that, the balance seems ok, but not stellar. You probably could have gotten away with -5 for the uber-ability.
6/10
Polish:
• Bonus: All good. (2/2)
• Quality: Good job on making the wording work the way it should. (3/3)
5/5
Total:
20/25

Arzangremmel
Finished:
Dream of Svogthos
Design: Holy frijoles! What an interesting design. There's definitely something intriguing going on here, but not enough for a whole new card type; artifact or instant would have sufficed, imo. I like the concept, although I think the broader application to the game is limited. Supremely elegant, very creative in its simplicity, and potential? It's a little limited in the kinds of things it can do, but with other dredge cards, unearth, etc. as tools in the toolbox, this has enough to play around with that I think it would see plenty play.
9/10
Development: No wording issues, and I LOVE (LOVE!) the flavor text! This is a beautiful matchup of ft, name, and effect (with rather MEH art), and it all ties back into the idea of a thing that's two ephemeral elements occurring simultaneously. Which is what your card is: both spell and not-spell, draw and mill. As for balance, let's break down what's actually going on here: 2 mana gets you a new card and the opportunity to dump two cards into your graveyard to do it again. Other than a very cheap graveyard filler, you're not branching into areas of danger, I don't think, even giving non-black/green dredge. This is a great enabler, but it's specific/generic enough that we're not going to see it as an automatic 4-of in every deck.
9/10
Polish:
• Bonus: All met. (2/2)
• Quality: No issues. (3/3)
5/5
Total:
23/25

MobiusMan
Finished:
Nami, the Stalking Shadow
Design: Very simple to grasp, very complex in it's play outcomes, and an interesting direction for a card to go. I like the idea of a ninja that darts out of the shadows of the mind, inflicts twenty-three slices with his scalpel-scythe, and disappears back into the night. And this card pushes ninjutsu to the extreme of being the only way to play a creature. Nicely creative, and all three demographics pause long enough to consider it. It certainly isn't going to become a staple, but it would probably find a constructed home and enjoy some limited play.
9/10
Development: No wording issues. I see a tricky balance between the cheapness of the first surprise (which will often be 2BB, target player loses 11 life) and the drawbacks of constantly bouncing your own creatures and losing that element of surprise on subsequent attacks. Still, those drawbacks can be offset, either with CIP creatures or with creature tokens (heck, can we say "with both"?). Because of that, I think the 2BB is a wee bit light. 3BB wouldn't be too much of a sacrifice on the power scale, but would even it out just a little. With that change, you might be able to give it some toughness as well to keep it from being pinged as soon as it hits. The flavor text and name fit perfectly, and that art is rather incredible.
9/10
Polish:
• Bonus: All good. (/22)
• Quality: No issues. (3/3)
5/5
Total:
23/25

Final Standings:
TakynRun:
23.5
Arzangremmel:
23
MobiusMan:
23
.handslikeguns:
22.25
Solesticio:
22
surge:
21.5
Jau:
20.25
Milldawg:
20
elathel_trom:
18.25
dd2k:
17.25

Judging Rubric:
This is a slight modification of PJW's suggested rubric.

First off, note that a perfect score in any of the categories will be difficult to attain. It's nowhere near impossible, as there's no point in having an upper range if it can't be reached, but to get there, your card had better shine in every aspect of the category and stand unique compared to every card ever made. Difficult? Yes. Impossible? Absolutely not. I've seen some incredible submissions over the past few years.

Design (/10): This is the initialization step of the card creation process: finding an idea, weighing it against history and environment, and achieving a believable execution.
• Elegance - Does it say a lot in a few words? Does the design just 'click' with the flavor?
• Creativity - Does it present an old mechanic with a wonderful new twist? Does it make you slam the table and shout "Damn! Why didn't I think of that?" Does it conform with the current color pie (not necessarily an uncreative thing)?
• Potential - Would this card be well-received by Spikes? Would you want to see this card in the [insert rarity] slot of a booster pack? Do the name and flavor text feel like they suggest a bigger picture of the overall set?
Development (/10): This is the connecting process between the concept and the final product: Hammering out the rules and wording, fine-tuning the balancing elements, letting the full potential of the Vorthosian elements shine through.
• Viability - Does it work at all? Would it bend any current rules? Would it make baby Gottlieb cry?
• Balance - Would it break any format? Or a limited format of an imaginary block with that theme? Basically the Balance score from before, except decreased in importance.
• Creative Writing - I'm lumping Creative development here as well. Flavor text and name go under here.
Polish (/5): This is the final result/miscellany, and will consist of bonus points (2), and quality (3), which will include render elements.
• Bonus: Straightforward. If you have questions about these, ask before the round ends.
• Quality: Spelling errors, missing rarity, typos, bad punctuation, etc. will earn -.25. Placing a card in the wrong rarity will earn -.25 as well (although that will occur more often between common-uncommon-rare, not as much with mythic rare). Missing/generic set symbol will get -.25. Missing or ridiculous copyright line will get you -.25. You'll get points docked here if there's a card in existence that achieves the exact same effect as part or all of your card, but you chose to word it differently, which brings me into my final note, something that applies to all the categories...

...do some basic research in Gatherer or the mtgsalvation search tools. This will do several things, including preventing you from recreating a card that was done back in Fallen Empires, or missing an established wording for a tricky effect. Chances are, whatever tricky wording you're attempting has already been done on a real card, and Wizards can tell you how to do it. (No, really, it's not cheating.) If your card makes creature tokens, look'em up! Nothing ruins a good card score like -2 because your card makes Black +1/+1 rogue Fairy flying token creatures instead of 1/1 black Faerie Rogue creature tokens with flying.

Note: In the event of a tie that would cause more than the maximum to advance to the next round, Development (Viability and Balance in particular) will be weighed more heavily than Design.
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Old 04-27-2009, 04:14 PM   #13
Surge
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Dualcast
Instant (R)
Dualcast is blue and red.
As you play a blue or red instant or sorcery spell, you may reveal this card from your hand and pay x, where X is that spell’s converted mana cost. If you do, copy that spell. You may choose new targets for the copy. Spend only blue or red mana this way.
When casting one spell simply won’t do.

Artist: sb51075@deviantART

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Old 04-27-2009, 05:39 PM   #14
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All jugdings are finally done. Standings are at the bottom.

dd2k - Wave of Heat
Spoiler:
Design (7/10):
Elegance (2/3) - Interesting idea, though it is basically a less restricted Splice onto Arcane spell. The incinerating skeleton just makes this card pop though. The art does help to compensate for some of the lack of creativity.
Creativity (3/4) - Although I don't like the fact that you borrowed heavily from the Splice mechanic, I do like the card as a whole. It adds a new element to the RDW archetype and the cycling is a great way to get it out of your hand, unlike the much less desirable Evermind...
Potential (2/3) - This card is a maybe...It does offer red the ability to create free damage, but it sucks up deck space and requires you to rip a ton of gas. I'd be willing to give this a shot - it's certainly far from ignorable.

Development (6.5/10):
Viability (1.5/3) - This is a good card, but the fact that it requires you to draw into spells all game to even be effective kind of sucks. Sure, the cycling helps to chuck it when you draw dead, but you also have to consider that you need an additional rr when casting a burn spell to even use this. If RDW plays its game, you shouldn't hit more than 4 or 5 lands all game, so by the time this card becomes useful, it's probably already been cycled in hopes of drawing a playable burn spell.
Balance (3/5) - This card is a little on the good side. Not only does this basically offer a far less restricted Splice ability, but that damage is uncounterable unless your opponent is packing some pretty jank tech like Healing Salve. Let's not forget that the effect is reusable and you have the ability to cycle the card away. Even at a rare, this card is still too good.
Creative Writing (2/2) - Your flavor text basically rewords the game text, but in a slightly more subtle fashion than I'd expect. However, the artwork makes up for what your flavor text leaves to be desired.

Polish (5/5):
Looks good.

TOTAL: (18.5/25)

elethal_trom - Silver-Tail’s Diplomatic Seal
Spoiler:
Design (2.5/10):
Elegance (1/3) - Wow. It looks like you tried to cram a term paper onto an index card. This thing is just all over the place. The random abilities, keywords, and font size...It's just not working.
Creativity (1/4) - I think you got a little too creative here. You tried to put so much into the capabilities of this card that it lacks any kind of focus. The "potpourri" of strange abilities/mechanics isn't exactly what I'd call creative either.
Potential (.5/3) - Unless you were specifically assigned the task of building a deck around this card or making it fit into another deck, it would never be played. The card just doesn't do anything of any real significance.

Development (2/10):
Viability (.5/3) - The card is just unplayable. Not only is it quite useless, but the odds of you ever equipping it to an Advisor are slim, as there are only a handful of non-changeling Advisors in the game (most of which are in Portal: Three Kingdoms). And then there's the drawbacks - the cost to get this card into play, much less equip it, don't even come close to warranting the benefit (if there is any) that this card provides.
Balance (.5/5) - Infinite Equip = Auto win. Definitely not a good thing. Cost/Effect ratio also kills you here.
Creative Writing (1/2) - Aside from the artwork and the card name, there's not much to go on here. The verbose game text obviously consumed any space leftover for flavor text, and the whole idea of a stamp on a piece of parchment being considered "Equipment" is just strange.

Polish (4.5/5):
* The Equip line should read:
"As an additional cost to equip ~, choose target opponent; that opponent draws a card.
Equip 0" (-0.5)

TOTAL: (9/25)

surge - Dualcast
Spoiler:
Design (8/10):
Elegance (3/3) - This is a very interesting idea. A reusable Fork that never leaves your hand sounds like it would be a lot of fun to play. And the artwork is pretty beefy to boot.
Creativity (3/4) - The concept of copying spells is nothing new by any stretch, but the way you implemented the concept is quite intriguing. It definitely gives players something new to experiment with.
Potential (2/3) - The fact that this card will (for the most part) always be in your hand could hurt you. And then there's the fact that you have to be drawing spells AND have leftover mana to make it effective. Although, the fact that it isn't a one-time use may make it worthy of seeing constructed play.

Development (7/10):
Viability (2/3)
- You don't really see many Fork spells in constructed formats today, so it's difficult to compare this card to others that have already been proven viable. However, I think this card does have a reasonable chance to see play. U/R decks were quite common in the days of Ravnica block, so there's no reason this shouldn't be at least playable in casual (or standard if control archetypes make a comeback).
Balance (3/5) - For the most part, this card seems pretty well balanced. It fits well at rare, and it seems like it would be properly costed for most spells. However, there are a few exceptions that make this card a little unfair, namely Ancestral Recall, Lightning Bolt, Twincast, Incinerate, Fork, etc. Cheap red burn spells in general are made so much better with this card, and the fact that it can be used over and over again is a little broken.
Creative Writing (2/2) - Definitely has the whole "spell copying" theme down. Good art choice, simple (yet elegant) flavor text, and it's blue and red. Nothing wrong here.

Polish (5/5):
* NOTE: I'm assuming that you wanted this card to be playable with any combination of blue/red mana. However, the way it is worded currently, you could only use one color or the other. To word it properly, it should be "Spend only blue and/or red mana in this way" (See Soul Burn). However, since I cannot prove your intentions, and perhaps this is all merely speculation, I will give you the benefit of the doubt here. Just be careful about that next time. (-0)

TOTAL: (20/25)

Jau - Thought Stone
Spoiler:
Design (6.5/10):
Elegance (2.5/3) - Interesting take on mana acceleration artifacts. The concept of trading card advantage for mana is a new concept as far as I can tell, and this card looks like it's waiting to be broken.
Creativity (3/4) - Mana artifacts have been done several times before, but I like the way you integrated the simple concept into a complex, yet elegant design. Definitely brings something new to the table.
Potential (1/3) - Trading off a card draw for one mana isn't exactly a thrilling idea for most players, considering that gaining card advantage on your opponent is critical in Magic and that one extra mana doesn't seem like a fair payment for the cost.

Development (5.5/10):
Viability (1.5/3) - Unless somebody finds a way to break this card in an obscure, complex combo deck, this card probably won't see play. The cost/benefit ratio is much too high and there are more effective ways of mana acceleration readily avaiable to players everywhere.
Balance (2.5/5) - Way underpowered. If this card had been for two mana (maybe even three), or if you just leave out the bounce clause, this would be a lot more efficient, not to mention far more playable. As it stands, though, this card takes too much for what it provides.
Creative Writing (1.5/2) - The flavor text was a little...bland. You basically restated the game text in a new wording, and there's not much flavor to it. The art, on the other hand, is well suited to your card.

Polish (4.75/5):
* The word "back" in the bounce clause should be omitted. (-0.25)

TOTAL: (16.75/25)

.handslikeguns - Flora Transpose
Spoiler:
Design (7/10):
Elegance (3/3) - Looks like a very interesting card. Granted, you have to time this thing very well, otherwise it could be a total flop, but it definitely suits G/W aggro decks very well.
Creativity (3/4) - This card is an extension of certain cards like Surge of Thoughtweft, but is nonetheless original to a certain degree. The added dimensions of a time factor and the extra abilities make the card all the more deviant.
Potential (1/3) - Timing is a huge issue here. With so many board-sweeping cards like Wrath of God, Damnation, Firespout, Infest, etc, it's very hard to time this card in such a manner so as to make it effective. The effort that must be put into setting it up in order to receive the benefit just isn't worth it.

Development (6/10):
Viability (1/3) - Again, timing is the card's biggest flaw. This would be a great card if you didn't have to suspend it, but working around that time constraint and still maintaining its effectiveness is nearly impossible.
Balance (3/5) - As it stands, the card is under the curve. If timing weren't such a huge constraint, this card would be fairly well balanced, but the fact that it depends on you keeping your board in tact for three turns is rather harsh. The card requires too much manipulation from the player to work effectively.
Creative Writing (2/2) - I love the flavor text on this card. The random quote reference thing is a little odd, but it works so well that it's easy to overlook that. Nice art too.

Polish (5/5):
Everything checks out.

TOTAL: (18/25)

TakynRun - Grave Seraph
Spoiler:
Design (9/10):
Elegance (3/3) - This is very cool. A whopping humongous, godzilla-like fatty with no mana cost. I like the subtle difficulty that this card carries with it, as you would somehow have to manipulate it into play with a card like Zombify or Fist of Suns.
Creativity (4/4) - As fresh as it gets. A flavorful, black fatty that is (in the purest essence of the word) a zombie. Very well done.
Potential (2/3) - Unfortunately, this card is obviously restricted to some kind of reanimator archetype. Although, on a positive note, the reanimator folks out there would be overjoyed to play with this card. It's waiting to be broken.

Development (8/10):
Viability (2/3) - Again, it's very restricted in terms of where and when it can be played. But I would not be surprised to see reanimator archetypes building around this card - its synergy is remarkable.
Balance (4/5) - Despite the fact that this card has no mana cost, it's a little too good. The thing that really got me was the +3/+3 AND lifelink. Maybe you could eliminate the lifelink, since that really isn't black's deal to begin with, or take it down to +1/+1. Even though it's difficult to get into play, the fact that it super-beefs the same tokens it makes is pretty sick.
Creative Writing (2/2) - The flavor text sounds like something out of a horror movie. Very nice.

Polish (5/5):
No problems.

TOTAL: (22/25)

Solesticio - Sholcer, the Endless Rage
Spoiler:
Design (5.5/10):
Elegance (2/3) - The design is a little complex, but it still gets to the point. Basically, its Spark Elemental on steroids, but I like the new mechanics you added and the way they integrate with the playability of the card.
Creativity (2.5/4) - It bothers me a little to see yet another hasty, tramply red dude that will (most likely) die at the end of the turn. I will give you credit, though, for the interesting little backdoor you're forcing the player into with the Rewind and Invisibility mechanics.
Potential (1/3) - The problem here is getting it into the graveyard. Red has virtually no discard effects, and relying on your opponent to provide you an outlet to discard it is rather foolish. If you could get it into play from your hand, it would be reasonably playable, but this one factor will essentially doom it.

Development (4.5/10):
Viability (1/3) - Again, the fact that you somehow have to manipulate this into your graveyard really sucks. If you can't get it there, it's garbage.
Balance (2.5/5) - Aside from the obvious handicap of requiring the user to magically get this thing into their graveyard, I don't really see any problems with the way this card is balanced. It fits well at rare, the P/T is good, and the mana cost, though high, does provide an effective drawback to its ability to reanimate itself.
Creative Writing (1/2) - The art is good, but there isn't any flavor text to go off of and the name is...meh.

Polish (4.5/5):
* The word "Haste" should come after "Trample" and should not be capitalized (See Spark Elemental). (-0.5)

TOTAL: (13.5/25)

Milldawg - Maungray Nai
Spoiler:
Design (8.5/10):
Elegance (3/3) - A morph-walker! Very nice. The art just really pops out at you perfectly - definitely looks and feels like a planeswalker.
Creativity (4/4) - Well, morphing planeswalkers haven't been done before, so this is pretty original. I like how you managed to make a planeswalker with no mana cost for this round.
Potential (1.5/3) - I could potentially see this in W/B decks, although they've gone a bit more from their usual control mindset to an aggro-oriented archetype with tokens. Destroying creatures is always good, but it just wouldn't fit quite so well in the current metagame.

Development (4/10):
Viability (1/3) - Here's where you have to take into consideration that the card itself doesn't actually work. You'd need to append a CIP ability that puts loyalty on the card, otherwise, it would die in an instant. That set aside, it might see play in a limited environment, but it would be harder to work it into constructed builds in the current T2 environment.
Balance (2/5) - Again, have to dock you here for the fact that the card doesn't work. The card seems fairly well balanced, maybe slightly under the curve. I'd normally give you a 4, but this is the fourth round - you have to make deductions where they're warranted.
Creative Writing (1/2) - Well, the fact that planeswalkers don't have flavor text doesn't really help, and the name doesn't tell us a whole lot about the dude either. But the art is fantastic. Great pick for this card.

Polish (5/5):
No problems.

TOTAL: (17.5/25)

Arzangremmel - Dream of Svogthos
Spoiler:
Design (2.5/10):
Elegance (1/3) - This card is very dull. It was obviously made for Ichorid decks, but that's it. It's far too linear and its scope is much too narrow.
Creativity (1/4) - Yet another card that dredges. And...that's about it. Nothing else to add even a little pizazz to this concoction? And what on earth is a "Talent"? You could have at least appended some kind of explanation as to what that might be (other than an instant with no mana cost).
Potential (.5/3) - This option really isn't all that viable. The majority of dredge decks work with no mana at all, so cycling this card is pretty much not an option. There will always be better choices to outweigh this card in consideration for dredge decks, especially in legacy and vintage.

Development (3.5/10):
Viability (.5/3) - This card just won't be played. The fact that so many dredge decks are "manaless" makes this a rather unsuitable option. In any other deck, all it will do is soak up space.
Balance (1/5) - Horribly useless. Why would you want to draw a card just so you could cycle it? It's a complete waste of deckspace (not to mention 2 mana). The power level of this card isn't low - it's nonexistent.
Creative Writing (2/2) - I have to give you kudos for the flavor text. This needs to be used on some card that WotC prints - it's much too good to pass up. Nice job.

Polish (5/5):
Everything's good.

TOTAL: (11/25)

MobiusMan - Nami, the Stalking Shadow
Spoiler:
Design (8/10):
Elegance (3/3) - Very ninja-esque card. The art, name, flavor text, abilities - they all fit perfectly together. Nice job.
Creativity (3/4) - It is a ninja, but a very good one at that. Timing is critical with this card, just as it is with any real ninja. And its got an onboard Quietus Spike. It has a very realistic feel to it.
Potential (2/3) - I don't see why this card couldn't see at least casual play. It might be able to find a home in T2, but the fact that you have to commit heavily into the strategy is a bit of a drawback.

Development (7.5/10):
Viability (2/3) - Seems viable in some formats. Swinging for 11 in one turn is nothing to scoff at, especially in a limited environment. However, after that first attack, the element of surprise is lost completely. Even though this guy is technically "multi-use," he can only be completely effective one time.
Balance (3.5/5) - The idea of beating for 11 damage for four mana is a little absurd, even though it might only be for one time. And in other formats like EDH, this thing is a tank. If he's your general, they will take 21 points from one hit, losing the game on a technicality. Even if he's not, they'll still take the 21 damage. I suppose the fact that he's a one-time use bomb is nice, but it's a little too much bang for the buck.
Creative Writing (2/2) - Great name, great art, great flavor text. The whole card is awesome.

Polish (5/5):
No problems.

TOTAL: (20.5/25)


Final Standings
Spoiler:

TakynRun - 22/25
MobiusMan - 20.5/25
surge - 20/25
dd2k - 18.5/25
.handslikeguns - 18/25
Milldawg - 17.5/25
Jau - 16.75/25
Solesticio - 13.5/25
Arzangremmel - 11/25
elethal_trom - 9/25
__________________
Standard:
Weenie

Casual:
g Call of the Wild Elves

--------------------------------------------------------

Stop global warming now, or all of the Snow Lands will become just plain ol' Lands.

Last edited by mhs777 : 05-06-2009 at 11:08 PM.
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Old 04-27-2009, 08:56 PM   #15
The Ice King
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dd2k
Spoiler:

dd2k 21/25

Design 6.5/10

Creativity 1/4
I got to be honest, this seems like a cheat of splice, but it has to be a red instant/sorcery instead of splice.

Flavor 3.5/4
Makes sense, a definite charecteristic of fire spells. Think more could have been done, but it is pretty good the way it is.

Rare Smart? 2/2
Yeah, this would be kinda sick if not a rare...

Development 9.5/10

Standard 4/4
This card, i bet, would find a comfy home in blightning aggro, or RDW. With plenty of burn, paying an extra RR for a shock seems good. Power feels balance

Limited 3/3
With multicolor fluttering about, this could have a lot of potential "splice" targets.

Casual 2.5/3
Shocking can be fun, but i have seen better.

Polish 5/5

Bonus Points 2/2

Quality 3/3 I didn't see these "flaws" you were talking about...

elethal_trom
Spoiler:


elethal_trom 15.75/25

Design 8.25/10

Creativity 2.5/4
Bit of a weird twist. One of the few things that cares about advisors =). The issue i have, ill go more in detail in quality, is that is is really, really, wordy.

Flavor 3/4
Makes perfect sense to me. This guy, an advisor, gets around other common folk as being on orders from the higher ups. The seal is his proof of mission, so to speak. I took off a point because the seal will hardly be 1-of-a-kind. A high status legend will have muiltiple advisors that bear his mark so they can do their jobs.

Rare Smart? 2/2
Definitly feels like it.

Development 4/10

Standard .5/4
I have to say, you card is hardly worth the trouble and card advantage loss to play. The fact that it needs to be on an advisor alone, makes it less superior to the class equipments of morningtide.

Limited 1/3
Decent with what it does, the same issue surrounds that there are NEVER any advisors in a recent set ive drafted. (not counting changeling....)

Casual 2.5/3
Advisors.deck may get to see some play now, seems like casual fun, if they can deal with all the text....

Polish 3.5/5

Bonus Points 2/2

Quality 1.5/3
A lot of this card feels like the round requirements were just thrown up togerther on this card. No mana cost i could get behind, but the equip cost was unecessary to have each opponent draw a card, and you must reveal your entire library and hand, which just seems too dumb to do in any type of competitive format.


surge
Spoiler:

surge 20/25

Design 7/10

Creativity 1/4
There is nothing that makes this diffrent from twincast or fork, aside from the fact that it is reuseable, and limited to only red or blue.

Flavor 4/4
On the other hand, replicating is a very strong Red/blue mechanic, i think you couldn't find a move flavorful card anywhere else.

Rare Smart? 2/2
Good spot.

Development 8.5/10

Standard 3/4
Twincast does see play in standard now and then, but the beautiful part of it is you only need to pay 2, reguardless of cost. However, you are trading mana for the ability to not be 2 for 1ed, but just losing tempo if your spell(s) aren't countered. So the extra mana copy spell, may see play in a deck like RDW, Faeires, or other decks that run cheap instants or sorceries.

Limited 2.5/3
You can find lots of decent stuf in the set you are playing, but requires two wierd color combinations to do it. Still, seems like da bombo...

Casual 3/3
HECK YEAH...Mana ramp into double cruel ultimatums a turn .

Polish 4.5/5

Bonus Points 2/2

Quality 2.5/3
I think it should be worded like storm so it says "when you play a spell", but if WT thinks that if fine, i can give you the extra half point back...

Jau
Spoiler:

Jau 17.25/25

Design 6.25/10

Creativity 1.5/4
A weird twist on mind stone, but shouldn't you be drawing the card instead of skipping the draw . Althought i have to be honest, for a last round entry, i would expect a little more....

Flavor 3.25/4
I think more could have been done here, it is a pretty generic eff

Rare Smart? 1.5/2
This feels like a common, uncommon may be a ppropiate, but you lose a card, to get an extra mana a turn...Storm might play it, but missing the draw feels too important...

Development 6/10

Standard 1.5/4
Once again, mind stone functions a lot better than this card, even though it requires mana to play. I think very few decks would be willing to try and lose a card to get a turn 1 2cc creature/spell...

Limited 2.5/3
Limited, i could seeing this being a late, but not quite last pick. Skipping a card draw here can be bad, but the extra mana may be insane for playinging a big spell early

Casual 2/3
ehhh, i think more could have been done for this since causal has quite a few ways to ramp.

Polish 5/5

Bonus Points 2/2

Quality 3/3

.handslikeguns
Spoiler:

.handslikeguns 20/25

Design 7.5/10

Creativity 2/4
I feel like this is just another timespiral cycle of manaless cards. Maybe something a bit more creative?

Flavor 3.5/4
Storyline seems ok, but i think more could have been done. I feel as though. This is definitly a neat trick though to play for free.

Rare Smart? 2/2
Seems good.

Development 8/10

Standard 2/4
Assuming the suspend mechanic came back, i am not really liking parts of your card. Giving all of your creatures shroud at sorcery speed seems pointless because the opponent knows exactly when it will set off and how to respond when it does. Vigilance and mana ability is cute, but i think the current standard enviorment doesn't need a spell like this.

Limited 3/3
This seems like a very nice 2nd or 3rd pick. Unless it were in my colors... But the Vigilance and mana abilities will really shine here

Casual 3/3
This is a great casual card as well to help with the big ramp. Just make sure you don't skimp on the creatures

Polish 4.5/5

Bonus Points 2/2

Quality 2.5/3
There should be a colon after and, before the mana ability.

TakynRun
Spoiler:

TakynRun 21/25

Design 8/10

Creativity 3.5/4
Creative card. I don't think i have ever seen an angel zombie. Giving him no definite way of playing him make this card makes him seem really hot.

Flavor 2.5/4
Ability wise, he seems very black, but the story makes him look like a grim reaper figure rather than a new twist on lords.

Rare Smart? 2/2
Seems right. Nice effect for what he does...

Development 6/10

Standard 3/4
As far as blightning tricks go, i think people would prefer Wiltleaf Leige than this guy. But as far as zombies ever playing reanimation, he could see some real play potential. He also seems like he would be excellent in dredge extended and legacy (just pointing this out)

Limited 0/3
I don't think this guy will do thee job here and would only be picked if he was worth money. The downside of not being abled to be played....

Casual 3/3
Reanimation target? Check. Giant ZOmbie lord with adition ability? Check. Sick art? Heck yeah

Polish 5/5

Bonus Points 2/2

Quality 3/3

Solesticio
Spoiler:

Solesticio 20.5/25

Design 8.5/10

Creativity 4/4
Well, here are some intresting ones. I like that invisibility mechanic which also implies that it can't be countered. Good work here.

Flavor 3/4
He is angry, and says everything will burn with him. Seems pretty self explanatory of an angry spirit.

Rare Smart? 1.5/2
Seems like one of those mythic rare types, but i could see him at rare.

Development 7/10

Standard 1/4
I almost want to compare him to Form of the Dragon, but because your life total doesn't go to 5, it would end badly. My point there was for one aditional mana, you get a permenant 5 damage a turn. Here, you are paying 6 mana a turn, and your opponent kinda decides where the damage goes. Not really looking so hot as most red decks that have a high curve would rather run demigod of revenge.

Limited 3/3
Can you say, la bombo. Weak enough to it won't own everything, but flashy enought to be a first pick or even a hate pick.

Casual 3/3
Seems like a very fun card for the kitchen table players to keep putting abck over and over.

Polish 5/5

Bonus Points 2/2

Quality 3/3


Milldawg
Spoiler:

Milldawg 18.25/25

Design 9.5/10

Creativity 4/4
A morphin planeswalker. Now here is something that screams awesome. I hate that it only has 2 abilities but ill get over it as this thing does both its abilities proud.

Flavor 3.5/4
Hard to judge it flavorwise, but this definitly belongs in black and white.

Rare Smart? 2/2
Walker is mythic

Development 6.75/10

Standard 1.75/4
While he has quite a selection of targets, Figure of Destiny, Noble Hieracrch, Meddling Mage, ect, he costs a total of 8 mana to play. Whileyou could still get him out on turn 5, it seems like a lot to kill just basic creatures for the first 3 times. His ultimate is sick, but i feel like loyalty, or ability wise, he should be better...

Limited 2/3
Small guys here can be very "limited" pardon the pun, so his ability may or may not work as well as one would think, depending on the block. He is a decent mid pick though, once again, depending on the block.

Casual 3/3
It is pernicious deeds, nevimiral's disk, and a lot more, except that it will save any mox diamonds, chrome moxes, or whatever 0 costed artifacts casual players play (so basically, orithopter).

Polish 2/5

Bonus Points 2/2

Quality 0/3
Since this does not work under the current rules (but thats because morph and planeswalker haven't been in the same set...) I will just deduct all quality points and grade it with the assumption it does work.


Arzangremmel
Spoiler:

Arzangremmel 18/25

Design 6.5/10

Creativity 1/4
Not very creative here. Intresting cantrip that mills, but i was hoping for more here.

Flavor 3.5/4
The god zombie is definitly one of reverance for the golgari tribe. His presense inspires awe, and is more recently known for killing two of the three sisters of the stone death. Overall, good flavor.

Rare Smart? 2/2
Seems fine, for an uncommon.

Development 7.5/10

Standard 2.5/4
Another Street Wraith in terms of deck thinning, but the fact that it can drede back up seems either kills the point of going through the deck, or helps you build a meaty deck. THis may find a home soon, but i feel that it will jsut miss the mark.

Limited 2.5/3
An excellent filler card. Mid pick at best, but decently balanace, like standard, coming across a little weak.

Casual 2.5/3
A decent casual card, but i feel the lack of card, so to speak, may find itself unappealing to the casual crowd.

Polish 4/5

Bonus Points 2/2

Quality 2/3
On a card anything less than rare, dredge and cycling should both have reminder text (.5 of a point off for each)

MobiusMan
Spoiler:

MobiusMan 20.25/25

Design 7/10

Creativity 2.25/4
A ninjutsu that give you the quiteous spike effect. Good ability, but seems a bit bland...

Flavor 3.25/4
Ninja ability of cutting his life is good, but he seems to be like he is better at killing creatures that godlike beings (the players). He also feels like he is two weak to be considered a legendary ninja, statwise. Look at Ink-eyes to know what i mean about legendary power and toughness in ninja.

Rare Smart? 1.5/2

Development 8.5/10

Standard 2.5/4
He has all the strength of the spike, without the draw back of costing 3 to play, 3 to equip and has the element of surprise (the first time anyway). I believe with all the new love black is getting, this ninja could find a place here...

Limited 3/3
This is an excellent combat trick to do, ecspecially with all the seemingly harmless creatures out there.

Casual 3/3
Ninjas have always been a tribe that is fun to play with, and this guy does not disappoint.

Polish 4.75/5

Bonus Points 2/2

Quality 2.75/3
I feel that the flavor text implies that the: "shadows remind me that....." Only a minor deduction for flavor text mistakes.


Notes!!!
Spoiler:


dd2k got the highest score for Development with a 9.5
Milldawg got the highest score in Design with a 9.5
__________________

Thank you Mr. Stuff
Quote:
Originally Posted by khorn beserker View Post
A jace cannot be traded period.What will you offer for it?
Quote:
Originally Posted by falcon View Post
A playset of $20 bills
I am petitioning for the removal of mythic rarity . Sig this to join the cause.

Last edited by The Ice King : 05-07-2009 at 09:48 AM.
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