November MCC Round 1: Grave Concern

slimytrout
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Post by slimytrout » 4 years ago

mcc11_19_1.jpg
This round's banner is my elaboration on the art of Tragic Slip, by Christopher Moeller.

November MCC Round 1

Grave Concern

This month, we're going to be focusing on an important (and perhaps underappreciated) aspect of the game of Magic: its zones. This post is going up on Halloween, so for Round 1 we'll be looking at the scariest zone: the graveyard.

Imagine this: you just received an urgent Tumblr message from Mark Rosewater. WotC needs your help designing their next set. It's an old standby, graveyard-matters, but there's a hole that R&D has been unable to fill and the deadline to send the set to the printers is just five days away. Will you answer the call?


Main Challenge: Design a card for a graveyard-matters set with an ability that triggers when that card dies and/or is put into your graveyard.

Subchallenge 1: Your card is not black.

Subchallenge 2: Your card has an existing keyword ability or ability word.
Clarifications
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Main Challenge
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The trigger can be "when {your cardname here} dies," a la Venerable Knight, "whenever {your cardname here} or another creature dies," a la Blood Artist, or "when {your cardname here} is put into your graveyard," a la Narcomoeba. Barring circumstances I haven't considered, it shouldn't be "whenever a creature dies" or "whenever a card is put into your graveyard from X," since both of those wordings usually go on cards that either wouldn't trigger themselves or would have meaningless triggers. It also shouldn't be "if this card would be put into a graveyard," since that is a replacement effect and not a triggered ability.

Reminder text does count for this challenge (although I hope it won't spoil too much if I warn you that it won't count for future rounds). In other words, it is acceptable if the trigger is written into the Comprehensive Rules and isn't explicitly written in the card's rules text, although it should be clear to judges that this is the case, which probably means it should be in reminder text.

N.B.: The fact that this card is going in a graveyard-matters set is part of the challenge itself, so be aware of that when designing your card. That is to say, the flavor, balance, and viability judgements of your card might be affected by whether your card would fit well in a graveyard-focused set.
Subchallenge 1
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Should be pretty straightforward: the card can't be black. If Lifeforce could counter it, it fails this challenge.
Subchallenge 2
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Your card should have on it (at least) one of the words listed in the two links in the subchallenge. Please be careful that you don't mistakenly use a keyword action like scry or monstrosity.
If you have any further questions, don't hesitate to ask.
DEADLINES

Design deadline: Wednesday, November 6th 23:59 EST

Judging deadline: Sunday, November 10th 23:59 EST



RUBRIC
MCC Rubric
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Design
(X/3) Appeal - Do the different player psychographics (Timmy/Johnny/Spike) have a use for the card?
(X/3) Elegance - Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?

Development
(X/3) Viability - How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
(X/3) Balance - Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?

Creativity
(X/3) Uniqueness - Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel "fresh"?
(X/3) Flavor - Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?

Polish
(X/3) Quality - Points deducted for incorrect spelling, grammar, and templating.
(X/2) Main Challenge (*) - Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
(X/2) Subchallenges - One point awarded per satisfied subchallenge condition.

Total: X/25
*An entry with 0 points here is subject to disqualification.

JUDGES

slimytrout
bravelion83
Dragonlover

PLAYERS

Everyone can enter this round. Just reply to this thread posting a card that meets the Main Challenge and any number (that includes zero) of Subchallenges. Future rounds will only be open to those who advance. Come join us!

A reminder to everyone:
In the MCC, putting rarity on cards is mandatory! If you don't put a rarity on your card, expect huge deductions in both Viability AND Quality.
Please check out the MCC Guidelines and FAQ if you have the will and time. Link here. Among the many things you can find there are a detailed explanation of the rubric (section 6.2) and the recommended card formatting (section 4) that you should use to format your text cards. Expect deductions in Quality otherwise.

-----

BRACKETS:

Slimytrout:
Kypster
netn10
Koopa
Ink-Treader
Flatline
ForestsCarl
Stankweed Imp
(Also judging DragonLover outside of competition, but might not get to it until after the judging deadline - hope that's okay.)

bravelion83:
void_nothing
Sojourner Dusk
Jimmy Groove
barbecube
Gateways7
Ryder
Icarii

DragonLover:
Legend
The_Hittite
blydden
Freyleyes
Subject16
RaikouRider

Top 4 from each bracket advance to Round 2
Last edited by slimytrout 4 years ago, edited 4 times in total.

Dragonlover
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Post by Dragonlover » 4 years ago

Bala Ged Restorer 2g
Creature - Elf Druid (U)
Converge — Bala Ged Restorer enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.

When Bala Ged Restorer dies, return target card with converted mana cost less than or equal to Bala Ged Restorer's power from your graveyard to your hand.
0/1
All my decks are here

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Koopa
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Post by Koopa » 4 years ago

Spider Nest 1G
Creature - Spider Egg (U)
Reach
When Spider Nest dies, create three 1/2 green Spider creature tokens with reach.
"I'd much rather deal with werewolves, they don't have as many eyes." - Tara, Ulvenwald Tracker
0/3

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RaikouRider
Posts: 265
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Post by RaikouRider » 4 years ago

Soul Gardener 4GW
Creature - Angel {R}
Flying
Whenever Soul Gardener or another nontoken creature you control dies, you may create a token that's a copy of that creature, except it's a white Spirit in addition to its other colors and types.
Spirit creature tokens you control can't attack or block.
If a Spirit you control would die, exile it instead.
4/6

Legend
Aethernaut
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Post by Legend » 4 years ago

Arcanomancer 4{U/R}
Creature - Human Wizard (U)
4/1
Prowess
When Arcanomancer dies, return target instant or sorcery card from your graveyard to your hand.
“Comboing in Commander is like dunking on a seven foot hoop.” – Dana Roach

“Making a deck that other people want to play against – that’s Commander.” – Gavin Duggan

"I want my brain to win games, not my cards." – Sheldon Menery

Stankweed Imp
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Post by Stankweed Imp » 4 years ago

Angel of Final Flight 3uw
Creature- angel (r)
Flying

Imprint — Whenever a nontoken creature dies, you may exile that card. If you do, return each other card exiled with Angel of Final Flight to its owner's graveyard.

Whenever Angel of Final flight attacks, you may create a token that's a copy of a card exiled with Angel of Final Flight and put it onto the battlefield tapped and attacking. Exile it at end of combat.

"A final flight then to your final rest."
4/4
Last edited by Stankweed Imp 4 years ago, edited 5 times in total.

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Subject16
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Post by Subject16 » 4 years ago

Nyxmantle Phoenix 4RR
Enchantment Creature - Phoenix (Rare)
Bestow 5RR (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Flying, haste
Enchanted creature gets +3/+3 and has flying, haste, and "When this creature dies, return it to its owner's hand."
When Nyxmantle Phoenix dies, return its owner's hand.
3/3

netn10
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Post by netn10 » 4 years ago

Guide of the Dead R
Creature - Zombie (Rare)
When Guide of the Dead dies, until your next turn's end step, creature cards in your graveyard have unearth 2R.
Embalm 2R
Eternalize 4RR
It knows all the ways from the underworld and back, and its doubts to share them are long gone.
1/1

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Flatline
The Heartbeat of America
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Post by Flatline » 4 years ago

Impetuous Warlord 2r
Creature — Orc Warrior (U)
As an additional cost to cast Impetuous Warlord, discard a card.
Haste
When Impetuous Warlord dies, draw two cards.
Those that rush carelessly into battle, rarely get the opportunity to learn from their mistake.
2/2
Last edited by Flatline 4 years ago, edited 5 times in total.
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The_Hittite
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Post by The_Hittite » 4 years ago

Overflowing Outrage R
Enchantment - Aura (U)
Enchant creature
Enchanted creature has haste and attacks each combat if able.
When Overflowing Outrage is put into your graveyard from the battlefield, it deals 3 damage to any target.
Last edited by The_Hittite 4 years ago, edited 1 time in total.

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Jimmy Groove
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Post by Jimmy Groove » 4 years ago

Depraved Jester 1RR
Creature - Human Rogue Wizard(U)
T: Depraved Jester deals 1 damage to any target. Put the top card of your library into your graveyard.
Delirium - Whenever Depraved Jester is put into a graveyard from anywhere, if you have four or more card types among cards in your graveyard, you may pay R. If you do, it deals 3 damage to any target.
"The only thing funnier than violence is even more violence."
1/1

Ink-Treader
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Post by Ink-Treader » 4 years ago

Opposition Analysis 1U
Enchantment - Aura (C)
Enchant creature
Whenever enchanted creature attacks, draw a card. If you do, discard a card.
When Opposition Analysis doesn't resolve or is put into your graveyard from the battlefield, you may draw two cards. If you do, discard two cards.
"That didn't go well. Let's try a different approach."
Last edited by Ink-Treader 4 years ago, edited 1 time in total.

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Gateways7
Posts: 151
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Post by Gateways7 » 4 years ago

Zealous Detectives 1W
Creature — Human Soldier (uncommon)
When Zealous Detectives dies, investigate. Then if you control three or more Clues, exile up to one target creature. (To investigate, create a colorless Clue artifact token with "2, Sacrifice this artifact: Draw a card.")
"Well, at least I got to solve my own murder."
— Vyn, private investigator, last words

3/1

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ForestsCarl
Posts: 64
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Post by ForestsCarl » 4 years ago

Ghost of Hauntings Past 4WU
Creature - Angel Horror
Flying
When this creature dies, create a token copy of target creature card in a graveyard with converted mana cost less than this card, except it has flying and this ability.
Remember, your nightmares remain.
5/5
Last edited by ForestsCarl 4 years ago, edited 1 time in total.

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Sojourner Dusk
Dominarian Hitchhiker
Posts: 189
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Post by Sojourner Dusk » 4 years ago

Thoughtsifter UR
Creature — Weird (U)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Thoughtsifter dies, you draw cards equal to its power, then discard cards equal to its toughness.
1/1
Last edited by Sojourner Dusk 4 years ago, edited 1 time in total.
May your games be chaotic and your decks be rogue.



UBR Nekusar (EDH)
RGW Mayael, Naturally (EDH)

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Freyleyes
Posts: 96
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Post by Freyleyes » 4 years ago

Eco of Life 1G
Creature - Incarnation {R}
Flash
When Eco of Life enters the battlefield, you gain 3 life.
When Eco of Life dies, draw a card.
Exile Eco of Life from your graveyard: Add G.
2/2

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Ryder
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Post by Ryder » 4 years ago

Previous Idea
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Jailer of Un-Sul
Creature - Spirit (C)
Vigilance
When Jailer of Un-Sul enters the battlefield, exile target creature card from a graveyard until Jailer of Un-Sul leaves the battlefield.
"You may pass over my dead body... That's right, there's none."
2/3
Rite of the Everflame R
Enchantment (U)
Cumulative upkeep—Discard a card
When Rite of the Everflame is put into a graveyard
from the battlefield, it deals X damage to each of
up to X targets, where X is the number of age
counters on Rite of the Everflame.
Last edited by Ryder 4 years ago, edited 11 times in total.

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Icarii
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Post by Icarii » 4 years ago

Gore-Breather Vampire RR
Creature - Vampire (R)
Haste
Gore-Breather Vampire can't be blocked by players with 10 or less life.
When Gore-Breather Vampire dies, it deals 2 damage to each opponent.
"The taste of blood is almost as exciting as the aroma."
2/1

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Kypster
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Post by Kypster » 4 years ago

Adopted Egg 1G
Creature - Egg {R}
Defender, Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
When Adopted Egg enters the battlefield, look at the top five cards of your library, exile one face down, then put the rest on the bottom of your library.
As long as Adopted Egg is paired with another creature it gains "When Adopted Egg dies, reveal the exiled card. If it's a creature card that shares a creature type with the creature Adopted Egg was paired with, put it onto the battlefield."
0/1
Last edited by Kypster 4 years ago, edited 2 times in total.

slimytrout
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Post by slimytrout » 4 years ago

12 more hours before the round closes -- get your submissions in if you haven't already.

Also, seems like we probably won't need a fourth judge, barring a sudden influx of submissions at the last minute.

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barbecube
Posts: 141
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Location: London

Post by barbecube » 4 years ago

Loreseed Nurturer 2G
Creature — Dryad (R)
Hexproof
When Loreseed Nurturer dies, you may exile it. If you do, return a card at random from your graveyard to your hand.
2/2
formerly willows

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void_nothing
Look On My Sash...
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Post by void_nothing » 4 years ago

Conduit of Carnage 3RR
Creature - Devil (U)
Menace
When Conduit of Carnage dies, at the beginning of your next main phase, add RRR.
Undying
Whatever petty plans devils may have, Ormendahl has only one plan for them: Being batteries.
2/3
Psst, check the second page of Custom Card Contests & Games! Because of the daily contests, a lot of games fall down to there.

The greatest (fake) pro wrestling on the internet - Collaborative Create-A-Booster - My random creations (updated regularly)

Important Facts: Colorless is not a color, Wastes is not a land type, Changeling is not a creature type

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Blydden
Philosophical Crusader
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Post by Blydden » 4 years ago

Sigiled Unicorn WW
Creature — Unicorn (U)
Vigilance
When Sigiled Unicorn dies, each player draws a card.
Prized by both hunters and alchemists, a unicorn's horn is worth three times its weight in gold.
2/3

slimytrout
Posts: 1861
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Post by slimytrout » 4 years ago

Round is closed! Brackets posted above -- judges, to arms! (cough) I mean, to work.

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bravelion83
MKM MCC going on now
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Post by bravelion83 » 4 years ago

A call to arms is perfect for a Boros soldier! Here's Soldier Leo at your orders, Captain slimytrout!

Main bracket complete, in one single multi-hour session.
Note about the Main Challenge
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Seeing how the Main Challenge explicitly talks about a graveyard-matters set, and how the host themselves explicitly specified in the clarification spoiler that being part of graveyard-matters set is an intended part of the challenge and should be kept into account, I've decided to judge the Main Challenge section (2 points) by dividing the points in the following way.

• Graveyard-matters (1 point)
How well does the card fit into a graveyard-matters set?
1 = Perfectly.
0.5 = It can fit but there are problems.
0 = It doesn't have anything to do with a graveyard-matters set, it could just go in any set.

• Death trigger (1 point)
Please, pay attention to two things here:
- The triggering event must be your card itself dying.
- The relevant ability must be a triggered ability and not any other kind of ability. (You can also find that already in the clarification spoiler.)
Does the card have such an ability?
1 = Yes, the card has such a triggered ability that meets all conditions.
0.5 = There are problems (like for example the ability being not a triggered ability but a different kind of ability).
0 = No, the card doesn't have such an ability at all, or there are really serious problems.



void_nothing
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void_nothing wrote:
4 years ago
Conduit of Carnage 3RR
Creature - Devil (U)
Menace
When Conduit of Carnage dies, at the beginning of your next main phase, add RRR.
Undying
Whatever petty plans devils may have, Ormendahl has only one plan for them: Being batteries.
2/3
Design
Appeal 3/3 - Timmy likes this, it's a hard to block creature that gives him a reward and comes back if it dies. The only thing he might think is that as a 2/3 it might be a little too small, but then when it comes back as a 3/4 he likes it much better, so that's not a problem. Johnny can definitely do a lot of things with this card. Spike will always like free mana and hard-to-block creatures.
Elegance 2/3 - No problems with the text, it's short and very easy to understand, but will players remember to add the mana if this dies in their second main phase and "your next main phase" is actually a whole turn cycle later? I see potential memory issues here, especially for less experienced players, and undying actually makes them even worse. If this has "undied" (provided that's even an actual English word in the first place), you won't even have the card in the graveyard to remind you: "hey, I died on your last main phase last turn, you should add the mana now!" I could see this being a problem to some players. Adding the mana is not even optional, so you can't even assume they've just chosen not to do it. Overall, I really like the text being very short and the comprehension complexity being very low, but I do see some potential memory issues with this card. It's the same reason why they don't print "draw a card at the beginning of your next upkeep" anymore and they just let you draw it right away now.
Development
Viability 2/3 - No doubt this is as red as it can be. I have doubts about the rarity... Between the complexity that this card adds to the board and the free mana production, also very easily repeatable by the way... I'd probably see this card better as a rare.
Balance 2/3 - Despite Spike's opinion, I think this needs to cost what it does. I have no problems with menace or undying, but I do have some with the second ability. Essentially it tells you: "Cast a free Pyretic Ritual, or a free red Dark Ritual, on your next main phase. Then do it again later. And if you find a way to remove my +1/+1 counter (not too hard to do actually, just Scar it, or use one of the many different ways Johnny will certainly come up with), do it again later once more. Repeat this process every time you're able to remove the +1/+1 counter, which again, isn't too hard." Yes, it will be hard in limited and probably Standard too, but I'm a little worried by what this card could do in older formats, especially in Johnny's hands. Spike will just play whatever Johnny comes up with. So, limited? No big problems. Standard? Probably no big problems either. Pioneer? I don't know the format well enough yet to know. Modern? Now I start worrying. Even older formats? I'm worrying even more, and the more backwards you go in time, the more I worry. Multiplayer? That's better, because there is more time between your turns, and there are multiple opponents who could answer this somehow. Casual? There are those potential memory issues, and I could also see some casual players eventually getting frustrated by playing against this card.
Creativity
Uniqueness 1/3 - The most original part might be adding mana "at the beginning of your next main phase", which by the way, as I've already mentioned, could generate memory issues. But really, that feels like a stretch to me. This card is really just another case of... All together now! Leo, lead the choir! "...old elements put together in a technically new way".
Flavor 1.5/3 - I'm honestly perplex. I mean, I know the difference between devils and demons in MTG and on Innistrad in particular (no doubt this card is set on Innistrad because of the flavor text mentioning Ormendhal), but demons using devils as batteries... in the sense of electrical batteries? Probably yes, given the name "Conduit"... Is Ormendhal using devils as we use electrical cables essentially? To deliver electricity to him? And why? Ok, Ormendhal's plan is for the devils to be batteries... Yes, but batteries for what? What does he want to do with all that electrical power? The image the flavor text evokes to my mind is essentially a huge line of devils, like Planewide celebration but with devils in the place of Ravnica's citizens, and electrical lightning bolts are passing through the bodies of the devils to get to Ormendhal, that does something (what?) with all that power. The lightning bolts are killing the devils by passing through their bodies, that essentially act as an electrical conductor (as our own human bodies are too by the way), but somehow the devils resurrect (undying)... How? And why? Wait, I've just had an idea. What if the devils are producing the electricity by dying? That's suggested to me by the triggered ability, with the red mana representing electricity, which is definitely possible and I'd say one of the most common ways to represent somebody red in the art (I'm thinking someone like Ral Zarek). But if that's the case, undying feels like it goes against that flavor to me. If the devils produce electricity by dying and Ormendhal has some use for all that power, then how and why do they resurrect? Ormendhal resurrects them? Why? And I don't see any mechanical flavor in menace. Overall, I feel like there could be something flavorful going on here, but I don't feel it's very clear from the card itself (maybe the art would help with that), and also the way mechanics and flavor are linked doesn't feel the best to me. To me, the flavor here raises more questions than it answers. Obviously, it might just be me. But to close as I've opened, even if it's just me, and even after all these considerations, I'm still perplex.
Polish
Quality 2/3 - The hyphen on the type line instead of an em dash (—) doesn't feel enough to justify a point deduction by itself. Undying is not an evergreen mechanic, and this is not a mythic with no room for it, so reminder text for it should be there (-0.5). In the flavor text, the word "being" should not be capitalized (-0.5).
Main Challenge 2/2
Graveyard matters 1/1 - Undying and a death trigger feel right at home in such a set.
Death trigger 1/1 - The second ability (menace is the first) meets all the requirements for this point.
Subchallenges 2/2
Not black: 1/1 - Monored card is monored! (cit. Ralph Wiggum)
Keyword ability or ability word: 1/1 - It even has two: menace and undying.
TOTAL 17.5/25
Sojourner Dusk
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Sojourner Dusk wrote:
4 years ago
Thoughtsifter UR
Creature — Weird (U)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Thoughtsifter dies, you draw cards equal to its power, then discard cards equal to its toughness.
1/1
Design
Appeal 2/3 - Too small for Timmy, even though it has the potential to grow, but I just can't see him getting excited. Johnny and Spike will both be more than happy to play this card.
Elegance 3/3 - It would be very hard to do better here.
Development
Viability 2/3 - No problems with the color pie. Actually, it's in the best color combination to be exploited. Just use red's +N/+0 effect to pump only power (toughness too will get pumped by prowess, but prowess will also pump power even more), kill this in any way you could imagine (might I suggest red's burn spells, or Pyroclasm effects?), then draw a bunch of cards while having to discard a couple at most. For its very low comprehension complexity and short text, I could see this card at uncommon, but the potential for plays like the one that I've just described definitely pushes this towards rare. Essentially, as I see it, if when this dies you're only looting a single card, you're playing this card wrong.
Balance 2.5/3 - I think you'd play this in most formats that support it. Limited for sure, there even if you're just looting it's already good enough. In Standard you'd probably like some power pumping, but it's a kind of effect that's always available in Standard, so you should also be able to play it there. And the more back in time you go, the more the potential for huge card advantage plays increases. At a certain point you might enter a risk area. Thinking about casual or multiplayer doesn't really change these considerations too much.
Creativity
Uniqueness 2.5/3 - I was honestly surprised to discover on Gatherer that the closest thing is Champion of Wits. Similar, but still quite far from this card. I could swear I had read a similar text somewhere in a real set... Maybe it was a custom set. Or maybe my brain is just not working properly. In fact, it rarely works properly... Oh, wait, maybe I've found it. Vanish into Memory. That's probably what my brain was remembering. Another similar card but still very different. Really, I thought that something very close to this card had to already exist... Well, for once, I'm happy to be wrong.
Flavor 1.5/3 - I've got absolutely no problems with the very few flavor elements that are actually there. I don't even need MSE to know that there is certainly room for flavor text here, so its absence is a problem, and not even a small one. Ok, let me check just to be sure... *checks* Yeah, I just knew it. You could have even written six lines of flavor text and we'd still be within limits, barely, but we would be. You had all the room you needed to write some good flavor text. Or even a bad one would have still been better than nothing.
Polish
Quality 3/3 - All good.
Main Challenge 2/2
Graveyard matters 1/1 - Prowess could be in any set, but the second ability makes this feel right at home in a graveyard-matters set.
Death trigger 1/1 - That second ability is a triggered ability, and triggers from the card itself dying. Good.
Subchallenges 2/2
Not black: 1/1 - As far as I know, the Izzet haven't picked up black yet!
Keyword ability or ability word: 1/1 - Prowess is a keyword ability.
TOTAL 20.5/25
Jimmy Groove
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Jimmy Groove wrote:
4 years ago
Depraved Jester 1RR
Creature - Human Rogue Wizard(U)
T: Depraved Jester deals 1 damage to any target. Put the top card of your library into your graveyard.
Delirium - Whenever Depraved Jester is put into a graveyard from anywhere, if you have four or more card types among cards in your graveyard, you may pay R. If you do, it deals 3 damage to any target.
"The only thing funnier than violence is even more violence."
1/1
Design
Appeal 2/3 - I can't see Timmy caring too much. Johnny loves that activated ability, there are so many things he can do with it. Spike just sees a delirium Lightning Bolt, and she definitely gives her thumbs up.
Elegance 1.5/3 - Not the shortest text, but still easy enough to understand. A few details do feel off though, like self-mill in red (more on that in Viability), or using "put into a graveyard from anywhere" instead of "dies". For the latter, is making this trigger from the library, hand, and exile in addition to the battlefield really worth the several additional words and the higher board complexity? I'm honestly not sure.
Development
Viability 1/3 - Big problem here. This card can't be monored. Self-mill is not red in any way. I understand that you were trying to help you get delirium, but at the very least there should be some blue or green in the first ability's activation cost, or just in the mana cost. Making this a gold card would be another solution, probably costing something like URR. And no, it couldn't be Rakdos, despite what the flavor suggests. Mechanically, it needs to be either Izzet (first choice in my opinion, also because of that "from anywhere" instead of just "dies") or Gruul (second choice). No problems in the rest of the card, and in fact the card is much more red than blue or green, and that's exactly why I've proposed an asymmetrical mana cost. Rarity could be acceptable, but I could also see playtest showing that this needs to be rare.
Balance 2.5/3 - A pinger that feeds delirium itself (even though it shouldn't as a monored card, see Viability) and that becomes a Lightning Bolt eventually is something you'll certainly play in limited, and that I think would also have had a serious chance of seeing Standard play if it had been around at the time of SOI. If we exclude the "self-mill in the wrong color" problem, I can't see any other ones in casual or multiplayer.
Creativity
Uniqueness 2/3 - There are two things that feel original to me here, one good and one bad. The good one is a delirium Lightning Bolt, I can't remember anything like that already existing. The bad one is self-milling in red. That's never been done, but actually just because, again, it's not in red's color pie.
Flavor 3/3 - Why isn't this a Goblin? The flavor text is perfect for a Goblin! Still good enough for a Human, but if I read the name and flavor text without reading the type line, I definitely and immediately picture a Goblin. Anyway that's the only remark I have about the flavor of this card. All the rest is just perfect, and it still works as a Human, so just take your full points here!
A note about my "very big project", related to this point but unrelated to judging
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As a partially related note, and totally unrelated to judging, but that might explain why I'm picturing this as a Goblin, my "very big project" that I've referred to several times by now is a story that I'm very close to finish writing, set on a new custom plane that I have created, with no ties to any existing Magic lore. All the planeswalkers and characters, legendary and not, are my own creation. The story is more than a thousand pages long and is supposed to go with a custom set that I'm designing (I'm a little more than halfway through), a companion book that's a "Planeswalker's Guide to [insert the name of the plane here, which I'm not telling for now]", and also audio registrations (audiobook style, reading the story aloud) that I'm doing myself, making all the characters' voices with my own, obviously making each character talk with their own voice (that's just me speaking in different ways). That goes to say that I have a very good idea of what the voices of my characters sound like. One of the main characters in the story, with a pretty big role, is a Goblin prankster. No, not one like Oko or Rankle, one a little more on the "good" side, for as good as a prankster can be, who does his pranks just to have fun, not with any hint of malice. I'll be honest, every time that I read your flavor text, I can't help but hearing him saying it, in his own voice. That's a sentence he would totally say. Maybe that's actually what makes me imagine this as a Goblin...
Polish
Quality 1/3 - A missing space between the creature types and rarity (-0.5). If the latest rounds in my October MCC have taught us anything, is the importance of using the proper dashes. Here they are both (on the type line and in the delirium ability) hyphens (-) instead of em dashes (—). Let's put them both together in a single -0.5. The delirium ability should say "if there are four...", not "if you have four..." (see literally every single card with delirium, too many to be listed here, -0.5). Finally, in that same ability, you have an optional mana payment with a target choice after that. This is the exact kind of situation for which today they'd use reflexive triggers, to allow less experienced players to choose the target for the second part of the ability after they've made the choice for the first part. With a normal "if you do", like you have here, the card is still perfectly functional, but you have to choose a target immediately as the triggered ability is put on the stack and only on resolution you will choose whether to pay and get the effect or not pay and have nothing happen. In this latest case, your choice of target that the rules forced you to do anyway has been meaningless. Today, they would totally print this card with a reflexive trigger ("...you may pay R. When you do..."). There is a functional difference, but the card is functional anyway, so this is not a functional mistake, so it's still a -0.5.
Main Challenge 1.5/2
Graveyard matters 1/1 - We've already heard Ralph Wiggum's opinion about monored cards (see void_nothing's judgment).
Death trigger 0.5/1 - This is one case where I've had to go check the clarifications again. I think the Narcomoeba example makes the "put into a graveyard from anywhere" acceptable here. If this creature is on the battlefield and dies, if you have delirium, that ability will trigger, and it's indeed a triggered ability. There is a problem though: the intervening-if clause. Have you noticed I've just had to say "if you have delirium"? If you don't have delirium, this won't trigger at all if it dies. So, in short, that ability CAN trigger by this creature dying, but it won't ALWAYS do so. That's what makes me go for the half point here.
Subchallenges 2/2
Not black: 1/1 - Yes, Ralph, we've got that! (see previous judgments)
Keyword ability or ability word: 1/1 - Delirium is an ability word. Good.
TOTAL 16.5/25
barbecube
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barbecube wrote:
4 years ago
Loreseed Nurturer 2G
Creature — Dryad (R)
Hexproof
When Loreseed Nurturer dies, you may exile it. If you do, return a card at random from your graveyard to your hand.
2/2
Design
Appeal 1.5/3 - Timmy doesn't really care about most of this card, but he likes the thrill of not knowing what he will get back, that's exactly what Spike hates. She'd never play this card. She'll just refuse. She wants control over what her cards do. The only situation where Spike might at least consider this is if she (or Johnny for her) finds a way to always keep a single card in her graveyard, so she knows she'll get that one and it's not random anymore.
A brief personal aside
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By the way, I would personally just refuse to play this card too, I just do not play with any card involving random things, coin flips, or similar. I'm a Spike/Timmy, or Timmy/Spike, I still have to understand which part prevails, probably a different one depending on the context. In sanctioned play, Spike definitely prevails. If I'm just playing at home with my friend, Timmy definitely prevails, but I still hate that kind of cards and won't play with them anyway. Ok, personal aside over.
Johnny could probably come up with something, but his work would also get easier if the words "at random" weren't there. But not a big problem to him, he'll see it as even more of a deckbuilding challenge, and he loves those.
Elegance 2/3 - You'd have full points here if it weren't for the logistics problems (see Viability).
Development
Viability 1/3 - We know that Maro says that making something random doesn't inherently make it red, but despite that this card still does feel a little red to me. I'd also be interested to test this as an uncommon. Maybe playtest would show that it needs to be rare, but it actually reads more like an uncommon to me. There is also a logistic problem, that's the reason why Fossil Find allows you to reorder your graveyard. What's the way that the majority of players would use to pick up a card at random from their graveyard? Taking their whole graveyard, face down, shuffle it (something you're not allowed to do by the rules in formats where cards caring about graveyard order are legal, that's essentially every format that goes back in time more than Modern), and pick one card at random. You can do this in those "graveyard order matters" formats with Fossil Find exactly because it allows you to reorder your graveyard anyway. This card doesn't, so you can't use this method in those formats. You would have to come up with something different. Maybe rolling a die? A different kind depending on how many cards are there in your graveyard? How about we're in the late game of a very long and grinding game and you have a little more than twenty cards in your graveyard to choose from? What do you do? Use a d100? With an about three quarters chance to roll a useless number? And can we really expect every Magic player to have a DND dice set with them? I don't even own one myself! And I've been playing Magic for 14 years! I've always used d6's (I have several, from different games and some I bought specifically) and the only d20's I have are the spindowns from the prereleases (yes, not a real d20, I know, and in fact I don't even own a real balanced d20!) No, you just have to use the Fossil Find wording and allow players to do it by shuffling their graveyard.
Balance 2/3 - I think if you're not a player that just refuses to play with cards that say "at random" (like me, or most Spikes in general, see Appeal), you'll always play this in limited. This is a 2/2 hexproof that when it dies it essentially draws you a card. Well, seen in this way, some Spikes might reevaluate their position. I still can't see this in any competitive constructed format. Casual players will like this card much more than competitive ones, they're the ones who like randomness the most. Nothing of this changes in multiplayer formats.
Creativity
Uniqueness 1.5/3 - Old elements put together in a technically new way. Will I ever stop writing that? (I don't think so.) Making the Regrowth random is something that has been done only once ever (the aforementioned Fossil Find), so that helps a little here.
Flavor 1.5/3 - Copying and pasting this from Sojourner Dusk's judgment because it applies to this card too, word by word. Even the number of lines in MSE.
I've got absolutely no problems with the very few flavor elements that are actually there. I don't even need MSE to know that there is certainly room for flavor text here, so its absence is a problem, and not even a small one. Ok, let me check just to be sure... *checks* Yeah, I just knew it. You could have even written six lines of flavor text and we'd still be within limits, barely, but we would be. You had all the room you needed to write some good flavor text. Or even a bad one would have still been better than nothing.
Polish
Quality 3/3 - I really like that the bracket happened to put this card right after the previous one, that for today's standards required a reflexive trigger. Here's a perfect example of a situation where it would still be "if you do", even in the post-Amonkhet world of reflexive triggers. The second part has no targets, so no reflexive trigger is needed, and you made the right choice using "if you do". If instead of "a card at random" you had said "return target card", it's then that you would have needed a reflexive trigger. No point deductions, everything is good, I just wanted to point this out.
Main Challenge 2/2
Graveyard matters 1/1 - All the needed graveyard interactions are there. This card feels right at home in a graveyard-matters set.
Death trigger 1/1 - It's a triggered ability that triggers itself. Good.
Subchallenges 2/2
Not black: 1/1 - As far as I know, seeing green as black would be a very rare and strange form of daltonism. No offense meant to anybody that might actually be reading this and have daltonism. This is just a joke. And I wish I suffered from daltonism instead of... Well, other things. But I'm digressing, so let's just move on.
Keyword ability or ability word: 1/1 - Hexproof is certainly a keyword ability.
TOTAL 16.5/25
Gateways7
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Gateways7 wrote:
4 years ago
Zealous Detectives 1W
Creature — Human Soldier (uncommon)
When Zealous Detectives dies, investigate. Then if you control three or more Clues, exile up to one target creature. (To investigate, create a colorless Clue artifact token with "2, Sacrifice this artifact: Draw a card.")
"Well, at least I got to solve my own murder."
— Vyn, private investigator, last words

3/1
Design
Appeal 2/3 - I can't see Timmy being really interested in this card, but both Johnny and Spike definitely are.
Elegance 3/3 - No problems here.
Development
Viability 3/3 - No problems with the color pie, and rarity is right in my opinion.
Balance 3/3 - I'd always play this in limited, and I can see it as a quite high pick. I could even see myself first picking this in packs with an underwhelming rare. I have no big problems seeing this in Standard too, especially if I imagine this card coming from SOI. Turn one Thraben Inspector, turn two this, looks like a pretty good sequence to me. I can definitely picture something like a White Weenie deck built around that. And some control decks would also be interested in this card too. I see no problems in casual or multiplayer.
Creativity
Uniqueness 3/3 - The "three Clues" part immediately reminded me of Confirm Suspicions, but this is totally different anyway. It's just the number three that causes that other card to come to mind.
Flavor 3/3 - I only have one word: perfect! I'm a huge fan of the whole card, but of the flavor text in particular. I only have a single very minor remark, that I don't feel is enough to not just give you full points here. This is a 3/1, and a Human. A single human, if trained enough, can definitely be a 3/1 by themselves. Why does this card use a plural name, implying that it represents at least a pair of human beings? It's kinda like Llanowar Elves representing a single one. But as I said, just a very minor point and not really important. Using exile (symbolizing arresting and imprisoning) as a representation of the detective catching the culprit as they die if they had enough clues is, again, just perfect mechanical flavor too.
Polish
Quality 2/3 - Nooo! It was all good until the very last two lines! You were even a judge last month in my own MCC, so you should remember how to make a proper flavor text attribution! In this case, you use the right dash but there should have been no space after it. It should have been "—Vyn, ..." (-0.5). And why the power and toughness in bold? Only the name should be bolded on a text card (-0.5).
Main Challenge 2/2
Graveyard matters 1/1 - Not only this feel right at home in a graveyard-matter set in general, but a very specific one: Shadows over Innistrad.
Death trigger 1/1 - It's a triggered ability and it triggers from itself dying. Good.
Subchallenges 1/2
Not black: 1/1 - I immediately thought of a song here. No, not the one by Michael Jackson that most people would think about. I'm actually not a big Michael Jackson fan. I'm thinking of a totally different song: "Black and white" sung by Ana Bettz and mixed by Eiffel 65, especially the extended version, that is maybe one of my favorite songs ever, almost at Linkin Park levels.
Keyword ability or ability word: 0/1 - No, I'm sorry. Investigate is a keyword action, and those were explicitly excluded thanks to the clarifications spoiler. But seeing how well you did in the other areas, I think you definitely made the right choice not going for that subchallenge. Yet one more example that sometimes it's better to forgo a subchallenge if you have a strong idea rather than losing points just to go after the one point for the subchallenge.
TOTAL 22/25
Ryder (DQ)
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Ryder wrote:
4 years ago
Rite of the Everflame R
Enchantment (U)
Cumulative upkeep—Discard a card
When Rite of the Everflame is put into a graveyard
from the battlefield, it deals X damage to up to
X targets, where X is the number of age counters
on Rite of the Everflame.
This card is DQ'ed because the submission post has been edited after the design deadline. The quote is how the card was in the moment of the design deadline. I will judge the corrected version of the card out of competition after I'm done with the rest of my bracket.

Relevant pieces of info:
• The submission post has been last edited on "Thu Nov 7, 2019 9:27 am" EST.
• The design deadline was "Wednesday, November 6th 23:59 EST"
• From the guidelines document, section 7, "Disqualifications":
MCC Guidelines and FAQ wrote: 7. Disqualifications (DQs)
The following are the only admitted reasons for a judge to DQ a card:
(...)
• A player editing their submission post after the design deadline without having been publicly authorized by the host. In this case, no appeal can be made.
This is exactly what happened here, and it's been confirmed to me by the host themselves that no edit had been authorized by them.
Icarii
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Icarii wrote:
4 years ago
Gore-Breather Vampire RR
Creature - Vampire (R)
Haste
Gore-Breather Vampire can't be blocked by players with 10 or less life.
When Gore-Breather Vampire dies, it deals 2 damage to each opponent.
"The taste of blood is almost as exciting as the aroma."
2/1
Design
Appeal 2.5/3 - This promotes a style of gameplay that Timmy definitely likes. Very efficient creature for Spike. Johnny is the one that might not have many uses for this card, but he still might find something to do with this, I don't feel like I can completely exclude it.
Elegance 3/3 - No problems here.
Development
Viability 3/3 - No problems with the color pie or rarity.
Balance 3/3 - I can definitely see this card being printed at this mana cost, and I also like how one copy dying makes the next one easier to make unblockable. And in burn decks, it essentially reverses the typical plan: you usually want to get your opponent to a low life total with creatures and then finish the job with burn spells. Here it's the opposite. You want to use all the resources you can, including burn spells, to get them under ten life and then use this creature to finish the job. That's a very interesting thing in my opinion: while this card won't probably spawn any new deck archetypes, it does subvert the game plan of the one most likely to play it, and some players will definitely like this. As for playability in different formats, this is a must-play in limited if you're in red, easily first pickable in my opinion. I have no problems seeing this in constructed, in fact I've just talked about how burn decks, a known competitive constructed archetype, will play this card, but other Standard decks might play this too. This would certainly see Standard play, but I think it's still in the best possible spot: strong, but not broken. Who knows, maybe burn decks in older formats might also try this. No problems in casual. Being "each opponent" is obviously relevant in multiplayer.
Creativity
Uniqueness 2.5/3 - You'll never convince me that Bloodghast hasn't been your inspiration for this card. But this getting the inevitable nickname of "the red Bloodghast" will give this card its own identity, and will certainly make it memorable. The inspiration is still evident though.
Flavor 3/3 - Nothing to say here. The name works, as do the flavor text and the card concept. I especially appreciate how they all contribute to make us picture a different kind of vampire from the one we're all used to. This one doesn't suck blood, they smell it. They don't use their fangs, but their nose. That's very original flavor, and it works wonderfully in my opinion.
Polish
Quality 3/3 - The hyphen on the type line instead of an em dash (—) doesn't feel enough to justify a point deduction by itself. I obviously can't find any precedents for the "blocked by players" wordings, also because technically it's not players who block, but it's the "defending player(s)" who declare "blocking creatures". I'm convinced that this should say "...can't be blocked by creatures controlled by players with 10 or less life", but I have no real basis to back this with, so I'll just mention this without deducting any points. You've always been one of the best designers around here to play outside the box. We really compensate each other in that. I feel like we're the two extremes on the scale of "how willing you are in taking risks in custom card design". If 0 is no risk, and 10 maximum risk, then I'm totally a 0 and you're one of the closer ones to a 10 that I can think about. And don't misunderstand me, this is meant to be a compliment, and a big one. As I've said multiple times by now, this is a skill I have to learn, in real life too. And I keep envying you because you always show it in the boldness of your designs. Ok, I've already said too much, I'll stop here.
Main Challenge 2/2
Graveyard matters 1/1 - At least, it has a death trigger... Not the strongest connection to a hypothetical graveyard-matters set, but let's count it. The flavor also helps here. Monored Vampires are only found on Innistrad, and that plane is definitely one where graveyards matter... in multiple senses (your choice if the pun was intended or not).
Death trigger 1/1 - Ok, it's there, it's a triggered ability, and it triggers itself. No doubts here.
Subchallenges 2/2
Not black: 1/1 - "No, Ralph, stay at your desk and don't say anything. You've already told us several times your opinion about monored cards, we don't need to hear it again!"
—Edna Krabapple
(See previous judgments of monored cards. I'm just having fun here.)
Keyword ability or ability word: 1/1 - Haste certainly qualifies.
TOTAL 24/25
Results (bold advance)
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Icarii: 24
Gateways7: 22
Sojourner Dusk: 20.5
void_nothing: 17.5

Jimmy Groove: 16.5
barbecube: 16.5

Ryder: DQ. Edited version of the card judged out of competition in the spoiler right below this one.



Judgment complete. I've had a bit of fun in a couple places in this one. I figured out it was out of competition, so I could do it... Oh, who am I kidding? I would have done it anyway. So, enjoy Ralph Wiggum losing his monored card after he's seen so many in this bracket, and also enjoy the tale of the very first Magic product that I bought in store.
EDIT: I've fixed all typos I could find. It should be good now.
Ryder (edited version, out of competition)
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Ryder wrote:
4 years ago
Rite of the Everflame R
Enchantment (U)
Cumulative upkeep—Discard a card
When Rite of the Everflame is put into a graveyard
from the battlefield, it deals X damage to each of
up to X targets, where X is the number of age
counters on Rite of the Everflame.
Design
Appeal 2/3 - Timmy dreams of dealing absurd amounts of damage with this card, but he doesn't want to discard his cards. He wants to play them! I can definitely see things for Johnny to do. Spike sees this card as a tradeoff between card advantage and damage, and she probably likes the former better.
Elegance 2/3 - Without reminder text, would every player remember than you first put the age counter and only then you choose whether to pay the upkeep cost? This essentially deals damage equal to the number of discarded cards plus one. Will players get the "plus one" part? Those who were around at the beginning of Magic certainly will, as those that entered later but before Coldsnap (*). But what about players who entered Magic later, which by now are probably the majority? Also, the "each of up to X targets" wording is necessary, but really unelegant.
(*) A piece of my personal lifestory
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I'm part of this category, my first set was original Ravnica in October 2005. An intro deck. Guess which one? But of course, the Boros one! I had told the store owner that one of my friends back then, the one that first introduced me to Magic and that I haven't heard from in years by now, made me try different kinds of decks. He asked me whether I preferred aggressive ones or more controlling ones. When I answered "aggressive", he took the Boros intro deck from the shelves behind him and handed it to me. It was the first time that I bought Magic cards for myself. I didn't even know the color pie back then, I had just started playing. I knew there were five colors, but I didn't know the abilities and philosophies belonging to each one. I've been an aggro player since then, and not too long later, when I learned about the philosophical color pie, I essentially discovered that I was actually Boros in real life, Jeskai if I had to pick a third color. I've been a proud Boros soldier since then. The fact that the first deck I've ever played in store and my real life character perfectly align is actually just a coincidence, but a really nice one, and one that I've always liked.
Development
Viability 2/3 - No problems with the color pie. I'm not sure this belongs at uncommon. It's probably better as a rare, mainly because it can get out of hand relatively quickly, and at a square rate. If you build some kind of recursion engine or have a deck that can draw a lot of cards (for example, you pair this with blue draw spells in an Izzet spells deck), bringing this to three or four age counters (dealing respectively 9 and 16 total damage) shouldn't be too hard. Now, if it had been "X damage divided as you choose among X targets", then I would have had no problems with it at uncommon.
Balance 2/3 - I'm not sure about the playability of this card in limited. I think most of the time there you'd just get up to two, then the card disadvantage just becomes too large. I see this essentially as a Furious Reprisal in limited. In constructed, you can build your deck around this card and get much more value out of it. Sometimes there are Standard decks that would like to play this, like the Vampire deck at the time of SOI, the one based on madness. This card plus madness is huge! But there are also other times when the Standard metagame is somewhere else. The more back in time you go with your format, the more you can find interactions with this card. This looks like a card that's almost paradoxically more playable in older formats than Standard or limited. You don't see that often. Some casual players will very probably be a little confused by how cumulative upkeep works and the "each of up to X" wording. In multiplayer, the fact that you can choose targets controlled by different players is obviously very relevant, and also very interesting.
Creativity
Uniqueness 1.5/3 - Discard as a cumulative upkeep cost has already been done: Vexing Sphinx. Damage based on age counters is also not new: Magmatic Core. There are a few different details, but both concepts this card is built around are things we've already seen, even if not in this specific form.
Flavor 2/3 - I have no problems with the name or card concept. I have with the lack of flavor text. Even with cumulative upkeep's reminder text, up to a couple lines could still fit.
Polish
Quality 1.5/3 - A period/full stop, whatever you want to call it, is missing at the end of the cumulative upkeep cost, as always required when it's a nonmana cost. See Vexing Sphinx for example, -0.5. We've already taked about the line breaks, let's put them all together in a single -0.5. Cumulative upkeep is not an evergreen ability, and this card is not a mythic with no room for it, so reminder text for it should be there (-0.5).
Main Challenge 2/2
Graveyard matters 1/1 - This is perfect in such a set.
Death trigger 1/1 - It's there.
Subchallenges 2/2
Not black: 1/1 -
Edna: "No, Ralph, please, not you again! Didn't you hear the bell? Lessons are over for today! Go home!"
Ralph: "But I forgot my card!"
Edna: *sighs* "Which one?"
Ralph: "That from my show and tell!"
Edna: "Oh, right. That one. The one you showed to the class and only said one sentence about."
Ralph: "Yes. Monored card is monored!"
Edna: "Thank you, Ralph, I was about to forget... Here it is! Right under your desk! Now go away and let me smoke my cigarette in peace!"
Ralph: "Yes, teacher." *takes the card and runs away slamming the classroom door*

Keyword ability or ability word: 1/1 - Cumulative upkeep looks like an ability word, but it's actually a keyword ability. It would be fine anyway.
TOTAL 17/25
Last edited by bravelion83 4 years ago, edited 14 times in total.
Author of the MCC Guidelines and FAQ. | For my projects, including Jeff Lionheart, my murder mystery story "One pierced heart, two mindful horns", and republished articles from my series "The Lion's Lair", see Leo's content index (Last updated on March 24th 2024 - Added OPHTMH Episode 4).
After I'm done republishing my articles I want to reprise the series focusing it more on editing, wording, and templating. Suggest potential future article topics here.
My CCCG Resume (Updated on February 27th 2024)
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Blue = MTGSalvation Green = MTGNexus
MCC - Winner (9): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019, Jan Mar 2022, Apr 2023 || Host (30): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last on MTGS), Aug 2019 (first on MTGN) Oct 2019, Jan Jun 2020 Apr Oct 2021, Feb May Sep Dec 2022, Mar Jun Sep Dec 2023, Mar 2024 || Judge (58): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last on MTGS), every month from Aug 2019 (first on MTGN) to Feb 2020, May Jun 2020, Mar Apr Sep Oct 2021, Feb May Sep Dec 2022, Mar May Jun Sep Dec 2023, Jan Mar 2024
CCL - Winner (4): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last on MTGS), Jun 2021 (tied with slimytrout) || Host (5): Feb 2015, Mar Apr May Jun 2016
DCC - Winner (3): Mar 2015 (tied with Piar), Feb Apr 2022 || Host (12): May Oct 2015, Jan 2016, Jun Sep Dec 2021, Mar Jun Sep Dec 2022, Mar Jun 2023

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