December MCC, Round 1: Brrrrr

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void_nothing
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Post by void_nothing » 3 years ago

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Banner based on Thawing Glaciers by Jeff A. Menges and Wizards of the Coast. Thanks to bravelion83 for the "Core Set Style" MCC Logo
December MCC, Round 1 - Brrrrr

Welcome to the November MCC! It's Winter/Summer Month here at the MCC. We will be covering the spirit of the season in both hemispheres!

Main Challenge: Design a snow card.
Subchallenge 1: Your card has indestructible, hexproof, or protection
Subchallenge 2: Your card uses S (the snow mana symbol) in its mana cost or rules text

DEADLINES

Design deadline: Wednesday, December 9th 23:59 EDT

Judging deadline: Saturday, December 12th 23:59 EDT

Clarifications
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Main Challenge: Any card that has the snow supertype on its typeline.
MCC Rubric
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Design
(X/3) Appeal - Do the different player psychographics (Timmy/Johhny/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:
void_nothing
slimytrout

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Players:
Anyone is welcome to enter this first round!
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OneAndOnly
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Post by OneAndOnly » 3 years ago

Winter Eternal -- SSSSSWUBRG
Legendary Creature - Elemental Incarnation
Protection from non-snow, deathtouch to non-snow
If Winter Eternal would be put into a graveyard from anywhere, reveal Winter Eternal and put it on the bottom of your library instead.
That year, the solstice marked the beginning of winter, with nothing to mark its end.
10/10
Last edited by OneAndOnly 3 years ago, edited 2 times in total.

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Jimmy Groove
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Post by Jimmy Groove » 3 years ago

Center of the Snowstorm
Snow Creature - Elemental (R)
Flying, hexproof
, : Target creature gains hexproof until end of turn. If it is not a Snow creature, tap it.
It steal warmth from the foolish and gives strength to the true scions of the north.
2/1

StonerOfKruphix
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Post by StonerOfKruphix » 3 years ago

Arkaz, Tempered by Winter 2RG
Legendary Snow Creature — Human Barbarian (R)
Trample, protection from snow
SSS: Arkaz gets +X/+0 until end of turn, where X is the number of snow lands you control.
"You warmbloods wouldn't last a winter!"
5/4

BaconCatBug
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Post by BaconCatBug » 3 years ago

Ichika, Kosetsu Shaman
Legendary Snow Creature — Human Shaman (Mythic Rare)
Protection from red and from snow
Face-down permanents are snow.
, : Manifest the top card of your library. ( can be paid with one mana from a snow permanent.)
, : Target nontoken creature's controller manifests it.
2/2
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Riria
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Post by Riria » 3 years ago

Frozen Flame Arcanist (S/R)(S/R)(S/R)
Snow Creature - Human Wizard (R)
Protection from red and snow
When Frozen Flame Arcanist enters the battlefield, if both R and S were spent to cast it, exile the top three cards of your library. You may play all snow cards exiled this way until the end of your next turn.
Whenever a snow permanent enters the battlefield under your control, Frozen Flame Arcanist deals 2 damage to any target.
2/2

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Sagharri
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Post by Sagharri » 3 years ago

Ansissa, the Everfrozen Pinnacle
Legendary Snow Land (R)
Indestructible
Ansissa, the Everfrozen Pinnacle has all activated abilities of all snow lands on the battlefield as long as you control four or more snow permanents.

haywire
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Post by haywire » 3 years ago

Sleigh of the Frozen Gods
Legendary Snow Artifact - Vehicle {M}
Haste, menace, protection from non-Snow creatures
Sleigh of the Frozen Gods gets +1/+1 for each Snow permanent you control.
Whenever Sleigh of the Frozen Gods attacks, you may put a Snow creature card with lesser power from your hand onto the battlefield tapped and attacking. It gains protection from non-Snow creatures. Return it to your hand at the beginning of the next end step.
Crew 4
0/0
Last edited by haywire 3 years ago, edited 3 times in total.

netn10
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Post by netn10 » 3 years ago

Stuff of Frozen Moments 5
Legendary Snow Artifact (Mythic)
Protection from you
, T: Any number of target permanents you control phases out. You may skip your next turn.
For those who want to freeze time, yet yearning for warm days.
- Stuff of Frozen Moments' Inscription

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MonoRedMage
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Post by MonoRedMage » 3 years ago

Avalith 4RR
Snow Creature - Elemental {M}
Indestructible, haste
Avalith doesn't untap during your untap step.
SS, Sacrifice a snow land: Untap Avalith. It gets +1/+0 until end of turn for each time this ability has resolved this turn.
4/3

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Lorn Asbord Schutta
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Post by Lorn Asbord Schutta » 3 years ago

Mairsil's Ring
Legendary Snow Artifact — Equipment (M)
Indestructible
You control equipped creature.
Equipped creature has indestructible and "Whenever this creature is dealt damage, sacrifice a permament."
: Attach Mairsil's Ring to target creature. Activate this ability only any time you could cast a sorcery.
Equip
Last edited by Lorn Asbord Schutta 3 years ago, edited 1 time in total.

Pygyzy
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Post by Pygyzy » 3 years ago

Return of the Ice Age 1gg
Snow Enchantment — Saga (R)
I-II Until your next turn, lands you control are snow in addition to their other types and have, "s: Add one mana of any color.".
III Put an indestructible counter on each land you control. Those lands become 2/2 Horror snow creatures. They're still lands.

Henlock
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Post by Henlock » 3 years ago

Spirit of the Hoar 1w
Snow Creature - Elemental Spirit (r)
Flash
Flying, protection from snow.
When Spirit of the Hoar enters the battlefield, target spell or permanent becomes snow until end of turn.
When the night writhes with morbid forces, the land lays unperturbed, covered by the subtle crystal of the hoar ice.
2/1

marioguy3
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Post by marioguy3 » 3 years ago

Heavy-Armored Skatermobile
Legendary Snow Artifact — Vehicle (Mythic Rare)
Indestructible
Whenever a creature crews Heavy-Armored Skatermobile, it gains indestructible until end of turn.
Whenever Heavy-Armored Skatermobile attacks, sacrifice another snow permanent. If you do, return up to one target snow permanent card from your graveyard to your hand.
Crew 3 (Tap any number of untapped creatures you control with total power N or greater: This permanent becomes an artifact creature until end of turn.)
0/6
The summer is hot. The sum of sun and hot equals summer.

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void_nothing
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Post by void_nothing » 3 years ago

And that will do it! Here are the judging assignments. The top four scorers for each judge will advance.

void_nothing:
OneAndOnly
StonerOfKruphix
Riria
Sagharri
Lorn Asbord Schutta
Henlock
marioguy3

slimytrout:
Jimmy Groove
BaconCatBug
haywire
netn10
MonoRedMage
Pygyzy
Psst, check the second page of Custom Card Contests & Games! Because of the daily contests, a lot of games fall down to there.

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slimytrout
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Post by slimytrout » 3 years ago

Jimmy Groove
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Center of the Snowstorm
Snow Creature - Elemental (R)
Flying, hexproof
, : Target creature gains hexproof until end of turn. If it is not a Snow creature, tap it.
It steal warmth from the foolish and gives strength to the true scions of the north.
2/1
Design
(2/3) Appeal — Timmy likes it the most, as either an amazing beater if buffed or a way to protect other high-value creatures. Spike likes the double utility – protection for my snow creatures, a tapper for my opponent's non-snow creatures, but tends to hate non-interactive cards like this. Johnny can see some value as a way to protect creatures in some sort of Snow combo deck, but they're not in love.
(2.5/3) Elegance — Simple enough. Minor deduction because it should be "another target creature" for online play – you're virtually never going to use its ability on itself, since it (basically) has no effect and would just cause misclicks.

Development
(3/3) Viability — Without hexproof itself, it could probably be uncommon, but this version is correct at rare.
(2.5/3) Balance — I worry that this would not be a fun card to face in limited. Soul of the Rapids and Invisible Stalker both come to mind, and this also has the option of being a nigh-unkillable tapper. It definitely could be more or less broken depending on how many buffs are in the format (see: Butcher's Cleaver), plus it is at rare so there's a little more wiggle room, but still a minor deduction for the risk it poses.

Creativity
(2/3) Uniqueness — We've seen this sort of "double-edged" ability before (Armament of Nyx, for example), and we've definitely had fliers with hexproof, but this particular iteration is new.
(3/3) Flavor — Hides creatures from harm but freezes them if they're non-Snow – sounds like a blizzard to me.

Polish
(2/3) Quality — "it is" should be "it's" (-0.5), and a bit of an SVA problem in the flavor text (-0.5).
(2/2) Main Challenge — Yep.
(2/2) Subchallenges — Yep yep.

Total: 21/25
BaconCatBug
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Ichika, Kosetsu Shaman
Legendary Snow Creature — Human Shaman (Mythic Rare)
Protection from red and from snow
Face-down permanents are snow.
, : Manifest the top card of your library. ( can be paid with one mana from a snow permanent.)
, : Target nontoken creature's controller manifests it.
2/2
Design
(3/3) Appeal — All rounder! Timmy loves the idea of making a bunch of 2/2's and then surprise-flipping a giant monster from underneath. Spike likes the ability to turn over your opponent's best creature mid-combat. Johnny sees some crazy possibilities for morph shenanigans or the like.
(1/3) Elegance — The protection from red is going to be very easy to miss here, given the amount of other text and the fact that it's an unnecessary addition, which, in my opinion, rather decreases the elegance of the card. Also, for the final ability, it kind of defeats the fun of manifesting if everyone knows what the card is. Small deduction for very crowded type line.

Development
(2.5/3) Viability — Precedent of Mastery of the Unseen notwithstanding, this is treading in some dangerous territory for white. Yes, it can spit out tokens, but endless manifests are not exactly tokens, since they can be flipped up for real creatures, and white does *not* get "play the top card of your library if it's a creature." Otherwise fine.
(3/3) Balance — An absolute bomb in limited, is not a big problem given the mythic rarity. Kinda slow and fragile in constructed, although protection from burn spells definitely helps. Once it gets going, has the potential to get out of control fast – would likely see some play in Standard/EDH, although probably not too much.

Creativity
(2/3) UniquenessReality Shift and Mastery of the Unseen provide the bones of the card, but putting them together and adding the protection and snow-making ability is certainly new.
(2.5/3) Flavor — Nothing wrong with it, per se, but also not a ton of context for us to understand what's up with this character.

Polish
(3/3) Quality — All good.
(2/2) Main Challenge — Yep.
(2/2) Subchallenges — Yep yep.

Total:21/25
haywire
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Sleigh of the Frozen Gods
Legendary Snow Artifact - Vehicle {M}
Haste, menace, protection from non-Snow creatures
Sleigh of the Frozen Gods gets +1/+1 for each Snow permanent you control.
Whenever Sleigh of the Frozen Gods attacks, you may put a Snow creature card with lesser power from your hand onto the battlefield tapped and attacking. It gains protection from non-Snow creatures. Return it to your hand at the beginning of the next end step.
Crew 4
0/0
Design
(1.5/3) Appeal — Johnny can see some potential, and likes the strangeness of it. Timmy typically loves Through the Breach effects, but doesn't like that this one has a size ceiling, although the fact that this can be a giant beater in its own right redeems it somewhat. Spike sees a high setup cost (Crew 4!) and the restrictiveness of the ability and gives it a hard pass.
(2/3) Elegance — I've gone on the record before about my distaste for the mixing of "unusual" (C, S,P) and colored mana symbols in costs, and that hasn't changed. Also just a lot of abilities.

Development
(2.5/3) Viability — Given how weird this is, it's probably better at rare, but I don't think mythic is out of the question. Color is definitely right.
(1.5/3) Balance — Yeah, my earlier point about Spike's disinterest kinda sums it up. In limited it's going to be hard to get enough snow permanents to make this work, plus you won't have anything amazing to put into play. In constructed, it is somewhat redeemed by haste and being basically unblockable, but still a single removal spell (or Naturalize, for that matter) basically takes away your whole turn and (presumably) your most important combo piece. Compare this to Ilharg, the Raze-Boar, which is typically going to be bigger, which has no crew costs and no restrictions on what you can put in, and which keeps coming back, and you can see why this isn't usually going to make the cut.

Creativity
(1.5/3) Uniqueness — Strong scent of the aforementioned Boar God, with a hint of Abominable Treefolk. Enough extra stuff thrown in that it's not totally stale, but drawing so strongly from two recent cards means it's not too fresh either.
(2.5/3) Flavor — The legendary part seems a bit off to me, but it's definitely a fun concept.

Polish
(2.5/3) Quality — Both of the "it"s in the breach ability should be "that creature," but I'll only take off 0.5 since it's basically one minor error.
(2/2) Main Challenge — Yep.
(2/2) Subchallenges — Yep yep.

Total:18/25
netn10
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Stuff of Frozen Moments 5
Legendary Snow Artifact (Mythic)
Protection from you
, T: Any number of target permanents you control phases out. You may skip your next turn.
For those who want to freeze time, yet yearning for warm days.
- Stuff of Frozen Moments' Inscription
Design
(1/3) Appeal — A pure Johnny card if I've ever seen one. Spike and Timmy have exactly zero interest in this.
(2/3) Elegance — "Protection from you" is a crazy phrase that's going to throw some people for a loop. Same with "You may skip your next turn," although most people will eventually see that this prevents thing from phasing back in for longer.

Development
(2/3) Viability — Unless there's something I'm missing, this should definitely be rare. Certainly fine in colorless.
(0.5/3) Balance — Again, maybe there's something I'm missing here, but this seems incredibly weak to me. Doesn't even have the Teferi's Protection clause that protects you, so if you just phase all your stuff out and then take a turn off, your opponent(s) murders you. Also has a crazy restrictive activation cost that makes it very difficult to do the one thing this card wants you to do, which is play a wrath and phase all your stuff out in response. Protection from you is rarely relevant, but if it is it's almost always a downside, because it prevents it from targeting itself and doesn't even protect from Planar Cleansing effects.

Creativity
(2.5/3) Uniqueness — Obviously Teferi's Protection is an influence, but I certainly can't deny that this card feels like a novel concept.
(2/3) Flavor — The second card where I don't really get the legendary part. Also there's an inscription on "Stuff"? What does that even mean?

Polish
(2/3) Quality — Another problem with SVA – should be "any number of target permanents you control phase out" (-0.5). Also some weird participle stuff happening with "yearning" (-0.5).
(2/2) Main Challenge — Yep.
(2/2) Subchallenges — Yep yep.

Total:16/25
MonoRedMage
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Avalith 4RR
Snow Creature - Elemental {M}
Indestructible, haste
Avalith doesn't untap during your untap step.
SS, Sacrifice a snow land: Untap Avalith. It gets +1/+0 until end of turn for each time this ability has resolved this turn.
4/3
Design
(2.5/3) Appeal — Timmy likes that this can get huge. Johnny is imagining some sort of land recursion combo to make this infinitely large. Spike likes that their finisher is indestructible, but the lack of trample and the fact that they have to keep feeding it snow lands *and* producing snow mana are both turn-offs.
(2.5/3) Elegance — Math is going to be hard to track outside of digital, but otherwise fine.

Development
(2.5/3) Viability — I can see why this is mythic – we don't tend to get large indestructible creatures like this at rare – but mythics tend to be cards that are impressive in their raw power level, not build-arounds with substantial drawbacks. If you put this on the old CFB segment "Hit or Myth" it would definitely get a failing grade, so I'm making a minor deduction.
(1.5/3) Balance — Pretty expensive at 6 mana, and the lack of trample really hurts this. If you catch them without blockers on the first turn you probably don't have the mana to activate its ability very much, and on subsequent turns they just chump it and you have to feed it lands just to untap it. Not even a good finisher against control (compare to: Hazoret, the Fervent, Carnage Tyrant) because by the time the aggro deck gets to 6 mana the opponent is holding up counters.

Creativity
(2.5/3) Uniqueness — We've seen indestructible plus haste before (the aforementioned jackal God), and "doesn't untap unless you sacrifice a land" is as old as Leviathan (although most of the recent takes ask for a creature instead of a land). The new aspect is the "for each time this ability has resolved this turn," which is text we've never seen before.
(2.5/3) Flavor — Took me a minute to get it (Is "ava" some Greek root that I don't know? It's close to "avi," but this doesn't seem much like a "bird rock" to me) but when I did see it I chuckled a bit.

Polish
(3/3) Quality — No problems.
(2/2) Main Challenge — Yep.
(2/2) Subchallenges — Yep yep.

Total:21/25
Pygyzy
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Return of the Ice Age 1gg
Snow Enchantment — Saga (R)
I-II Until your next turn, lands you control are snow in addition to their other types and have, "s: Add one mana of any color.".
III Put an indestructible counter on each land you control. Those lands become 2/2 Horror snow creatures. They're still lands.
Design
(2/3) Appeal — Timmy likes ending up with a bunch of indestructible 2/2's. Spike doesn't mind it either, but knows that having to wait for them is a big cost. Johnny sees some value in indestructible lands (Armageddon, anyone?) or in having a bunch of extra snow permanents, but it's all a little straightforward.
(2/3) Elegance — That first ability is soooo close to just saying "Lands you control tap for any color of mana" (who has ever had a Chromatic Lantern out and thought "I really wish I had another way to filter my mana"?). In fact, I'm betting the only reason it doesn't say that is because you wanted to fulfill the first subchallenge, so I'm being a little harsher with this penalty than I would otherwise.

Development
(3/3) Viability — Right color and rarity.
(2/3) Balance — I'm not deducting here because this card would be unfair, but because it would be unfun – your opponent plays this in the middle of a limited game and within a few turns you're never going to be able to attack on the ground again. I think it would see some play in constructed, at least out of the sideboard, for that reason, but people would definitely wish it didn't.

Creativity
(1.5/3) Uniqueness — The first ability has strong hints of Chromatic Lantern and Song of Freyalise, while the second ability is basically a permanent Sylvan Awakening. The indestructible counters would be a unique touch, but I'm honestly not sure why the lands can't just have indestructible inherently, so no points for that.
(1.5/3) Flavor — I don't really get why the ice age returning means lands tap for any color (typically that is flavored as being lush and bountiful), or, for that matter, why they are coming to life as indestructible horrors.

Polish
(2.5/3) Quality — Extra comma and period in Chapter I-II.
(2/2) Main Challenge — Yep.
(1/2) Subchallenges — I thought about giving you half a point for Subchallenge 1, but decided that, given how straightforward the challenge was – "Your card has indestructible, hexproof, or protection" – the fact that your card only grants indestructible clearly doesn't meet the challenge.

Total:17.5/25
Results
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Jimmy Groove: 21
MonoRedMage: 21
BaconCatBug: 21
haywire: 18

Pygyzy: 17.5
netn10: 16

Tight race for the last spot. Also I swear I didn't mean to give so many 21's.
Edit: Accidentally posted BaconCatBug's judgement twice somehow; removed it.

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void_nothing
Undersea Emperor
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Joined: 5 years ago
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Location: Lodrux, Arakanta

Post by void_nothing » 3 years ago

OneAndOnly
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Design
(2/3) Appeal - Txmmy is obvious - Jxnny and Spike both consider it but want their game-enders to be more easily reanimated.
(2/3) Elegance - That mana cost is ten symbols long. The anti-reanimation ability is also somewhat wordy.

Development
(2/3) Viability - Assuming this is meant to be mythic, but no rarity specified means I have to dock a point.
(2/3) Balance - Since this is so heavily based on Progenitus it's exactly as balanced as the god of Naya himself, which is to say pretty damn strong and able to enable multiple different combos.

Creativity
(0.5/3) Uniqueness - See above - this is almost a wholesale Progenitus reskin. The snow elements are unique. However, deathtouch to nonsnow seems like it'll almost never matter on a 10/10 with protection from "everything"...
(3/3) Flavor - I enjoy this for sure - Fimbulwinter vibes.

Polish
(1/3) Quality - No rarity. It's "nonsnow", no hyphen. It's "on the bottom of its owner's library" for abilities like this.
(2/2) Main Challenge (*) - Done.
(2/2) Subchallenges - And done.

Total: 16.5/25
StonerOfKruphix
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Design
(2.5/3) Appeal - Txmmy and Spike both love it. The card is kind of blunt for Jxnny, yet they also wonder about making their nonsnow lands they wanna play snow in order to get the bonus.
(3/3) Elegance - A very simple card that is frankly hard to argue with.

Development
(3/3) Viability - Spot-on colors and rarity.
(2.5/3) Balance - Obviously pretty pushed statistically, but the only self-protection here is mostly trinket text.

Creativity
(2/3) Uniqueness - Caring about snow in general is underexplored and I don't think we've ever seen repeatable pump-per-land before.
(3/3) Flavor - Love it. Very pithy flavor text.

Polish
(3/3) Quality - Looks good.
(2/2) Main Challenge (*) - Done.
(2/2) Subchallenges - And done.

Total: 23/25
Riria
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Design
(2/3) Appeal - Txmmy doesn't really get it - even with the potential of throwing all that damage around - but Jxnny and Spike are into it for sure.
(1/3) Elegance - Between snow hybrid, double enhanced spell, an unusual protection ability, and multiple triggered abilities, I'd say this card uses too many concepts at once. (There's also the strange rules issue that S can be R, for example from a Snow-Covered Mountain).

Development
(2.5/3) Viability - The ping ability being accessible to snow decks of any color seems questionable.
(1.5/3) Balance - The "snowfall" ability is incredibly powerful especially since this card counts itself. That's not to mention the ETB ability - in an all-in snow deck this card could be the entire gameplan, assuming a Standard environment supported such a thing (and if a set had snow-hybrid mana I'm sure it would).

Creativity
(2.5/3) Uniqueness - A bunch of unique ideas here but they all build on well-established past stuff like hybrid and enhanced spells.
(2.5/3) Flavor - "Frozen Flame" is a bit of a fantasy cliche but does a perfectly fine job explaining the mechanics.

Polish
(2.5/3) Quality - The protection ability would be phrased "protection from red and FROM snow."
(2/2) Main Challenge (*) - Done.
(2/2) Subchallenges - And done.

Total: 18.5/25
Sagharri
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Design
(2/3) Appeal - Primarily a Jxnny/Spike card.
(3/3) Elegance - A theoretically complicated ability that is actually very easy to understand.

Development
(2.5/3) Viability - Rare for sure, and I would argue this merits to be mythic.
(3/3) Balance - Being able to use any snow land's abilities is obviously very powerful but you have to do some setup to get there for sure.

Creativity
(2.5/3) Uniqueness - That abilities from all snow lands clause only has precedent in stuff like Thespian's Stage.
(2.5/3) Flavor - No flavor text - there was room for some short stuff - but the name is very suitable.

Polish
(3/3) Quality - Looks good.
(2/2) Main Challenge (*) - Done.
(1/2) Subchallenges - Indestructible but no S.

Total: 21.5/25
Lorn Asbord Schutta
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Design
(3/3) Appeal - Who doesn't wanna repeatedly steal creatures and make them indestructible?!
(2/3) Elegance - A somewhat wordy card with several unique features.

Development
(3/3) Viability - Definitely a mythic and Mairsil, the Pretender says the associated colors are correct.
(2.5/3) Balance - It's expensive and slow but the creature theft ability here is quite powerful.

Creativity
(2.5/3) Uniqueness - Equipment that you can attach to your opponents' creatures are few and far between, for one.
(2.5/3) Flavor - Perfect representation of the actual object if you know the story. Otherwise you're stuck looking it up.

Polish
(3/3) Quality - Looks good.
(2/2) Main Challenge (*) - Done.
(2/2) Subchallenges - And done.

Total: 22.5/25
Henlock
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Design
(2.5/3) Appeal - It's too small-scale for Txmmy but Jxnny and Spike both have reasons to love this.
(2.5/3) Elegance - The triggered ability is a mite complex.

Development
(3/3) Viability - Right color and rarity.
(2.5/3) Balance - A bit pushed, but ultimately it's only a great blocker for the turn you flash it in. The snowifying ability is versatile but only for use with other somewhat parasitic interactions - it's primary out-of-the-box use is, again, to turn an attacker snow and get that flash block in.

Creativity
(1.5/3) Uniqueness - This is an old combat trick accomplished in quite a new way.
(3/3) Flavor - Simple but effective and the flavor text has good prose.

Polish
(2.5/3) Quality - No periods at the end of lines of evergreen abilities.
(2/2) Main Challenge (*) - Done.
(1/2) Subchallenges - Protection but no S.

Total: 20.5/25
marioguy3
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Design
(1/3) Appeal - This looks like primarily - maybe only - a Jxnny card. It's an indestructible blocker, yes, but crew 3 is a lot to get back zero power.
(1.5/3) Elegance - Doesn't do anything that complicated but overall is quite a wordy card, with multiple abilities with no direct connection to each other.

Development
(1.5/3) Viability - This really doesn't seem mythic - regular rare would have been fine - nor does it seem legendary based on the name.
(2.5/3) Balance - Seems alright - would probably mostly be used to give other things indestructible. That, however, would make it annoying for its cost in Limited.

Creativity
(1.5/3) Uniqueness - The recursion ability is done in a somewhat new way and giving bonuses to creatures that crew a Vehicle is new.
(0/3) Flavor - I don't get it at all - why is this legendary? Why does it have 0 power? What's up with the recursion ability?

Polish
(2.5/3) Quality - You forgot to change the placeholder number in the crew reminder text.
(2/2) Main Challenge (*) - Done.
(2/2) Subchallenges - And done.

Total: 14.5/25
Totals (Bold advance)
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StonerOfKruphix 23
Lorn Asbord Schutta 22.5
Sagharri 21.5
Henlock 20.5

Riria 18.5
OneAndOnly 16.5
marioguy3 14.5
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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