Page 1 of 1

April MCC, Round 1: Firebreathing

Posted: Thu Apr 02, 2020 2:42 am
by void_nothing
Image
Banner based on Furyborn Hellkite by Brad Rigney and Wizards of the Coast. Thanks to bravelion83 for the "Core Set Style" MCC Logo
April MCC, Round 1 - Firebreathing

Welcome to the April MCC! It's Dragon Month here at the MCC. By far Magic's most prominent "large creature" type is getting its due this month - and to hear the Dragons tell it, they're due quite a lot!

Main Challenge: Design a creature card that has the following exact activated ability: "R: THIS CREATURE gets +1/+0 until end of turn."
Subchallenge 1: Your card has converted mana cost 3 or less.
Subchallenge 2: Your card is white and/or blue.

DEADLINES

Design deadline: Wednesday, April 8th 23:59 EDT

Judging deadline: Sunday, April 12th 23:59 EDT

Clarifications
Show
Hide
None yet.
MCC Rubric
Show
Hide
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
Ink-Treader

If you are not interested in playing, please sign up to judge the contest!

Players:
Anyone is welcome to enter this first round!

Re: April MCC, Round 1: Firebreathing

Posted: Thu Apr 02, 2020 4:42 am
by RaikouRider
Kargan Whelp RG
Creature - Dragon {U}
Trample
RR: Kargan Whelp gains flying until end of turn.
R: Kargan Whelp gets +1/+0 until end of turn.
Each Kargan warlord's dragon ally is the result of three generations' hard work.
2/2

Re: April MCC, Round 1: Firebreathing

Posted: Thu Apr 02, 2020 5:52 am
by Kypster
Draconic Concoction UR
Instant (U)
Until end of turn, target creature gets "R: This creature gets +1/+0 until end of turn."
Draw two cards, then discard a card.
"Oh my! That certainly cleans out the ol' sinuses!"
—Eddix, Izzet Guildmage

Re: April MCC, Round 1: Firebreathing

Posted: Thu Apr 02, 2020 7:01 am
by Raptorchan
Zhur-Taa Arsonist 1rg
Creature - Goblin Berserker (R)
r: Zhur-Taa Arsonist gets +1/+0 until end of turn.
Each other creature you control that's red or green has "r: This creature gets +1/+0 until end of turn."
Fierce - Each creature you control with power greater than its base power has trample.
2/2

Re: April MCC, Round 1: Firebreathing

Posted: Thu Apr 02, 2020 8:35 am
by Subject16
Whelptamer 1WW
Creature — Kithkin Knight (Uncommon)
Dragon spells you cast cost 1 less to cast.
When Whelptamer enters the battlefield, create a 2/2 red Dragon creature token with flying.
R: Whelptamer gets +1/+0 until end of turn.
"We raise em' young. That's how we teach them what they can and can't burn."
1/2

Re: April MCC, Round 1: Firebreathing

Posted: Thu Apr 02, 2020 8:49 am
by netn10
Dragon of the Cunning Eye 1WU
Creature - Dragon (Rare)
Flying, lifelink
Whenever Dragon of the Cunning Eye deals combat damage to a player, draw that many cards.
R: Dragon of the Cunning Eye gets +1/+0 until end of turn.
2/2

Re: April MCC, Round 1: Firebreathing

Posted: Thu Apr 02, 2020 5:45 pm
by Jimmy Groove
Izzet Fire-Shouter 1UR
Creature - Goblin Wizard (R)
R: Izzet Fire-Shouter gets +1/+0 until end of turn.
Whenever Izzet Fire-Shouter attacks, you may put an Elemental or Weird creature card with converted mana cost X or less from your hand onto the battlefield attacking, where X is Izzet Fire-Shouter's power. Return that creature to your hand at the beginning of the next end step.
"A firebreathing goblin is fearsome. A goblin that breathes fire that then runs right at you screaming? Now that's just horrifying."
2/3

Re: April MCC, Round 1: Firebreathing

Posted: Thu Apr 02, 2020 7:42 pm
by StonerOfKruphix
Kenshi, Bright-Fist Sage URW
Legendary Creature — Human Monk (MR)
Vigilance
Instant and sorcery spells you control with converted mana cost less than or equal to Kenshi's power can't be countered.
R: Kenshi gets +1/+0 until end of turn.
"Sharpen the mind, ignite the flame, smite the enemy."
—Bright-Fist dojo creed

2/4

Re: April MCC, Round 1: Firebreathing

Posted: Thu Apr 02, 2020 8:00 pm
by slimytrout
Oracle of Thunder 1UR
Creature - Elemental Cleric (R)
Flying, haste
Whenever Oracle of Thunder deals combat damage to a player, exile the top card of your library. If that card has converted mana cost less than or equal to Oracle of Thunder's power, you may cast it without paying its mana cost.
R: Oracle of Thunder gets +1/+0 until end of turn.
2/2

Re: April MCC, Round 1: Firebreathing

Posted: Thu Apr 02, 2020 11:53 pm
by kwanyeegor-ii
Dragonmight Colossus 5G
Creature--Giant Warrior (Rare)
Reach, vigilance, protection from creatures with power 5 or greater
R: Dragonmight Colossus gets +1/+0 until end of turn.
The Dragonmight order are paragons of the wilds, assuming the strength of dragons to take them on bare-handed.
6/6

Re: April MCC, Round 1: Firebreathing

Posted: Fri Apr 03, 2020 1:21 am
by marioguy3
Recruitment Hound
Creature - Hound (Rare)
Whenever Recruitment Hound deals combat damage to a player or planeswalker, create that many 1/1 white and red Hound creature tokens with vigilance.
: Recruitment Hound gets +1/+0 until end of turn.
2/2

Re: April MCC, Round 1: Firebreathing

Posted: Fri Apr 03, 2020 4:21 am
by w0mbat
Lithe-Tongue Sparkspitter
Creature - Salamander {U}
: Lithe-Tongue Sparkspitter gets +1/+0 until end of turn.
: Exchange Lithe-Tongue Sparkspitter's power with the toughness of another target creature you control until end of turn.
By the time you realize it's set your trousers on fire, its friends will be halfway up your back.
2/2

Re: April MCC, Round 1: Firebreathing

Posted: Fri Apr 03, 2020 6:28 am
by bravelion83
Peregrine Warrior 1RW
Creature — Human Warrior (U)
Vigilance
R: Peregrine Warrior gets +1/+0 until end of turn.
U, T: Draw a card. Activate this ability only if Peregrine Warrior's power is 4 or more.
In the Jeskai he learned to control his body. In the Mardu he learned to unleash his fury. Now he wants to join the Temur to learn the wisdom of the shamans.
1/3

Re: April MCC, Round 1: Firebreathing

Posted: Fri Apr 03, 2020 11:44 am
by Ryder
Gelatinous Experiment 1UR
Creature — Ooze (U)
When Gelatinous Experiment dies, draw cards equal to half its power, rounded down, then discard that many cards.
R: Gelatinous Experiment gets +1/+0 until end of turn.
"It will certainly explode. The real question is, in what manner?"
—Unari research notes

1/4

Re: April MCC, Round 1: Firebreathing

Posted: Sat Apr 04, 2020 2:15 am
by Stankweed Imp
Young-Heart Recruit
Human Soldier (R)
Lifelink
: Young-Heart Recruit gets +1/+0 until end of turn.
When Young-Heart Recruit dies, put x +1+1 counters on each tapped creature you control where x is Young-Heart Recruit's power.
1/3
Her death reminded the survivors what they were fighting for, strengthening their resolve.

Re: April MCC, Round 1: Firebreathing

Posted: Sat Apr 04, 2020 11:40 am
by Freyleyes
Disciple of the Dragon 1WU
Creature - Human Monk {M}
R: Disciple of the Dragon gets +1/+0 until end of turn. If this is the third time this ability has resolved this turn, transform Disciple of the Dragon.
Devotion, patience and training.
1/2

/////////////////////////////////////////

The Dragon Reborn
{R} Legendary Creature - Dragon {M}
Flying
The first red instant spell you cast each turn cost 2 less to cast.
The first creature spell an opponent cast each turn cost 1 more to cast.
Inspire with power, fear and ferocity.
5/5

Re: April MCC, Round 1: Firebreathing

Posted: Sun Apr 05, 2020 3:00 am
by scarbo
Soulfire Channeler wu
Creature - Human Monk (R)
Lifelink, vigilance
r: Soulfire Channeler gets +1/+0 until end of turn.
Instant and sorcery spells you cast cost 1 less to cast for each 1 life you've gained this turn.
1/3

Re: April MCC, Round 1: Firebreathing

Posted: Sun Apr 05, 2020 4:05 am
by Gateways7
Kazata Takeshi, Ascetic URW
Legendary Creature - Human Monk (mythic)
R: Kazata gets +1/+0 until end of turn.
At the beginning of your end step, you may put a creature card with converted mana cost less than Kazata Takeshi, Ascetic's power from your hand onto the battlefield.
2/2

Re: April MCC, Round 1: Firebreathing

Posted: Sun Apr 05, 2020 4:04 pm
by ForestsCarl
Firebreather of Orzhova 1WB
Creature - Vampire (R)
Lifelink
When Firebreather of Orzhova enters the battlefield, it deals damage to itself and and another target creature or planeswalker equal to its power.
R: Blade of Alabaster gets +1/+0 until end of turn.
With the Orzhov, I suffocate an immoral life of servitude. With the Rakdos, I breath in freedom and breath out fire.
2/3

Re: April MCC, Round 1: Firebreathing

Posted: Sun Apr 05, 2020 9:52 pm
by The_Hittite
Ojutai Outcast
Creature — Djinn Monk (U)
Flying, double strike
R: Ojutai Outcast gets +1/+0 until end of turn.
The dragonlord taught him peace. The truth gave him freedom.

Re: April MCC, Round 1: Firebreathing

Posted: Thu Apr 09, 2020 3:52 am
by Henlock
Vestal Altar 1w
Creature - Wall (u)
Defender, lifelink
: Vestal Altar gets +1/+0 until end of turn.
: Vestal Altar can attack as though it didn't have defender this turn.
Each home a temple, each spark a gift
1/3

Re: April MCC, Round 1: Firebreathing

Posted: Thu Apr 09, 2020 4:13 am
by void_nothing
We'll be running the MCC with two judges this month. @Ink-Treader, an extra big thank you for stepping up and helping; the first round brackets will be slightly larger than usual but I'm confident we'll still be able to handle them.

EDIT: @StonerOfKruphix has been kind enough to drop from competition this month and judge. The top four contestants per judge will advance.

void_nothing:
Kypster
Raptorchan
Subject16
slimytrout
w0mbat
Stankweed Imp
The_Hittite

Ink-Treader:
RaikouRider
netn10
Jimmy Groove
kwanyeegor-ii
marioguy3
bravelion83

StonerOfKruphix:
Ryder
ForestsCarl
Henlock
Freyleyes
scarbo
Gateways7

Re: April MCC, Round 1: Firebreathing

Posted: Fri Apr 10, 2020 2:36 pm
by StonerOfKruphix
Ryder
Show
Hide
Ryder wrote:
4 years ago
Gelatinous Experiment 1UR
Creature — Ooze (U)
When Gelatinous Experiment dies, draw cards equal to half its power, rounded down, then discard that many cards.
R: Gelatinous Experiment gets +1/+0 until end of turn.
"It will certainly explode. The real question is, in what manner?"
—Unari research notes

1/4
Design
(2.5/3) Appeal - Johnny is the most interested of the three. Spike likes it too, it's a solid uncommon with value in the late game, which is the only part where Timmy likes it.
(3/3) Elegance - Effects with "half" always need a re-read, just for the rounded down or up clause. This one is pretty grokkable, though.

Development
(3/3) Viability - Looting (not rummaging) is one of the hallmarks for UR. The rarity is appropriate.
(3/3) Balance - While this won't be the next standard all-star, it is definitely a solid draft common, playing on both offense and defense. Nothing wrong with it.

Creativity
(1.5/3) Uniqueness - While the scaling looting on death is a nice spin, this is nothing really new.
(3/3) Flavor - I'm not that much into oozes being UR, but the flavor and the name are perfect.

Polish
(3/3) Quality - Nothing wrong here.
(2/2) Main Challenge (*) - Check.
(2/2) Subchallenges - Double check.

Total: 23/25
*An entry with 0 points here is subject to disqualification.
ForestsCarl
Show
Hide
ForestsCarl wrote:
4 years ago
Firebreather of Orzhova 1WB
Creature - Vampire (R)
Lifelink
When Firebreather of Orzhova enters the battlefield, it deals damage to itself and and another target creature or planeswalker equal to its power.
R: Blade of Alabaster gets +1/+0 until end of turn.
With the Orzhov, I suffocate an immoral life of servitude. With the Rakdos, I breath in freedom and breath out fire.
2/3
Design
(1.5/3) Appeal - Too small for Timmy (maybe in the late game, though...) and not open enough for Johnny. Spike likes it, but nothing to write home about.
(2.5/3) Elegance - The card is simple, but some players will miss out on the fact that you'll gain double the life, as it damages itself too.

Development
(2/3) Viability - The rarity seems correct (but some might also envision this as a very pushed uncommon). Also, this card could easily just be BR, there's nothing that screams "white" about this, since the "punch" effect is mainly red/green.
(2/3) Balance - Even if you're not playing red, this is a 3-mana creature that snipes an X-2 and gains you 4 life, and maybe even survives to tell the tale. This would be an auto-include against aggressive decks, but the fact that you can also ding planeswalkers puts this over the top, as it's never going to really be a dead card. The thing that worries me the most is the obscene amount of life you gain even if you pump it two or three times.

Creativity
(2/3) Uniqueness - The etb is definitely original, but the rest is something we've seen a lot already.
(2/3) Flavor - I wanted to like this more, but the name and the flavor are so much on the nose you could use them as a pair of glasses.

Polish
(1/3) Quality - One "and" too many (-0.5). It should be "and to another target" (-0.5). The card has a different name in the firebreathing ability, which is not hard to spot (-1).
(2/2) Main Challenge (*) - Check.
(2/2) Subchallenges - Double check.

Total: 17/25
*An entry with 0 points here is subject to disqualification.
Henlock
Show
Hide
Henlock wrote:
4 years ago
Vestal Altar 1w
Creature - Wall (u)
Defender, lifelink
: Vestal Altar gets +1/+0 until end of turn.
: Vestal Altar can attack as though it didn't have defender this turn.
Each home a temple, each spark a gift
1/3
Design
(1.5/3) Appeal - All of the demographics see something in this, but the heavy and continuated mana investment discourages them.
(3/3) Elegance - Pretty elegant.

Development
(3/3) Viability - Every color does something in its wheelhouse, and the rarity is appropriate.
(3/3) Balance - This card is an interesting take on this color combination, playing towards a more late-game oriented style of play. It might be played in standard against mono-R or to protect some Superfriends, and I'm sure some limited deck might still want this.

Creativity
(2/3) Uniqueness - None of the individual parts of the card are something new, but seeing them together feels kinda fresh.
(1/3) Flavor - Not really sure what I'm supposed to look for, here. How is an altar a wall? What does "vestal" have to do with it? I like the flavor, but at a first glance, the parts of the card seem disjointed.

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

Total: 20.5/25
*An entry with 0 points here is subject to disqualification.
Freyleyes
Show
Hide
Freyleyes wrote:
4 years ago
Disciple of the Dragon 1WU
Creature - Human Monk {M}
R: Disciple of the Dragon gets +1/+0 until end of turn. If this is the third time this ability has resolved this turn, transform Disciple of the Dragon.
Devotion, patience and training.
1/2

/////////////////////////////////////////

The Dragon Reborn
{R} Legendary Creature - Dragon {M}
Flying
The first red instant spell you cast each turn cost 2 less to cast.
The first creature spell an opponent cast each turn cost 1 more to cast.
Inspire with power, fear and ferocity.
5/5
Design
(1.5/3) Appeal - Timmy likes this, while Johnny only likes the transformed part of this. Too much investment for Spike to care.
(2/3) Elegance - Pretty elegant, but on the backside the fact that both effects only apply to the first spell might elude some players.

Development
(2/3) Viability - This could easily be a rare, since as it is it kind of lacks the "oomph" factor to be a mythic. As it is, there's nothing blue about this card. Some might argue that it's reminiscent of GAAIV, but white is the main taxing color.
(2/3) Balance - Unfortunately, this is one of the few mythic rares that it's not a windmill slam in draft, as the steep activation cost and the two-color mana cost already put you in three colors without even having a strong payoff. I doubt this would see play in standard or other formats. Unfortunately, the card is pretty lackluster, and the payoff for transforming it is not worth the hassle and the risk.

Creativity
(2/3) Uniqueness - The backside is a little original, but both the cost reduction effects are spins on effects that have already been done.
(1.5/3) Flavor - The flavor texts are pretty nice, but the names of both sides are woefully bland, and the fact that the legendary creature side doesn't even have a first name is kinda jarring.

Polish
(3/3) Quality - Everything ok here.
(2/2) Main Challenge (*) - Check.
(2/2) Subchallenges - Double check.

Total: 18/25
*An entry with 0 points here is subject to disqualification.
Scarbo
Show
Hide
scarbo wrote:
4 years ago
Soulfire Channeler wu
Creature - Human Monk (R)
Lifelink, vigilance
r: Soulfire Channeler gets +1/+0 until end of turn.
Instant and sorcery spells you cast cost 1 less to cast for each 1 life you've gained this turn.
1/3
Design
(2.5/3) Appeal - Too small for Timmy (at least, until the late game). Johnny and Spike both see something in this.
(3/3) Elegance - Very easily understandable.

Development
(3/3) Viability - The rarity is absolutely correct, I wouldn't put it anywhere else. Each color is also well represented here.
(3/3) Balance - This is a tricky card to evaluate: the opportunity for this to get out of hand because the reduction applies to all your instants and sorceries is real, but at the same time you have to make sure it survives combat. I don't think some spellslinger decks would go as far as to splash for this, but it could be a possibility, and it wouldn't be a bad card to play in limited.

Creativity
(2.5/3) Uniqueness - I like the spin on the cost reduction clause, it plays very well with each part of the card and makes the card feels fresh and different.
(2.5/3) Flavor - The name is pretty good and the card reflects it, but some flavor text could have helped.

Polish
(3/3) Quality - No problems here.
(2/2) Main Challenge (*) - Check.
(2/2) Subchallenges - Double check.

Total: 23.5/25
*An entry with 0 points here is subject to disqualification.
Gateways7
Show
Hide
Gateways7 wrote:
4 years ago
Kazata Takeshi, Ascetic URW
Legendary Creature - Human Monk (mythic)
R: Kazata gets +1/+0 until end of turn.
At the beginning of your end step, you may put a creature card with converted mana cost less than Kazata Takeshi, Ascetic's power from your hand onto the battlefield.
2/2
Design
(3/3) Appeal - This is a slam dunk for all three of the demographics, who see something in it for each one of them.
(3/3) Elegance - Very elegant.

Development
(3/3) Viability - Each color is well represented in the mechanics of this card, even though maybe blue is the one who gets the short end of the stick. The rarity is acceptable, as an effect like this could easily get out of hand.
(3/3) Balance - I like the fact that, by itself, this reduces the cost of a creature by one mana but isn't inherently broken, since this powerful ability is stapled onto a pretty squishy body. I'm not sure if this would see play in standard, but I'm sure it could make a splash in other formats.

Creativity
(3/3) Uniqueness - I must say, this is a pretty original card, so it deserves full marks.
(1/3) Flavor - The name is fine, but the title "ascetic" clashs with the whole card, as usually ascetics focus mainly on the inward and live a life of reclusion. Maybe some flavor text could have illustrated Kazata's deal in a better way.

Polish
(3/3) Quality - Everything ok.
(2/2) Main Challenge (*) - Check.
(2/2) Subchallenges - Double Check.

Total: 23/25
*An entry with 0 points here is subject to disqualification.
Scores
Show
Hide
Scarbo 23.5
Gateways7 23
Ryder 23
Henlock 20.5
Freyleyes 18
ForestsCarl 17
As always, if you have any questions/critiques to my judgings, please address them to me in the MCC discussion post.

Re: April MCC, Round 1: Firebreathing

Posted: Sat Apr 11, 2020 2:56 am
by Ink-Treader
All done
RaikouRider
Show
Hide
Design
(1.5/3) Appeal - It's predominantly appealing to Timmy. Johnny doesn't find it all that interesting. Spike does appreciate that it's square stats with plenty of upside, but wishes the flying were more accessible on a dual colored creature.
(3/3) Elegance - Yep, that's plenty elegant.

Development
(2/3) Viability - It doesn't need to be green, beyond using dual color to justify some heightened efficiency. Rarity is appropriate
(3/3) Balance - I don't see any balance issues. It's efficient, but held back by needing green to cast, but a lot of red to fuel its abilities.

Creativity
(1/3) Uniqueness - It's not all that unique at all. though I grant part of that comes from the main challenge. All the pieces here haven't come together before, but Rakdos Pit Dragon comes with that exact flying activated ability, and other red cards exist with that effect.
(3/3) Flavor - Flavor is good. Interesting that the trainers 'help' the young dragons learn how to fly.

Polish
(3/3) Quality - Seems fine
(2/2) Main Challenge (*) - Has exactly worded firebreathing
(1/2) Subchallenges - It has converted mana cost 2, which is less than 3, but it isn't white and/or blue

Total: 19.5/25
*An entry with 0 points here is subject to disqualification.
netn10
Show
Hide
Design
(2.5/3) Appeal - Timmy likes this, as he does most dragons. Johnny finds this slightly interesting; it's one hell of a draw engine to play with. Spike finds this quite playable.
(3/3) Elegance - Seems pretty elegant

Development
(2.5/3) Viability - Everything is in color, and the rarity is most certainly correct. The firebreathing does feel a little tacked on though.
(2/3) Balance - On that note, this card could easily lose the firebreathing and still be perfectly playable. Alternatively, it could be reduced to a 1/1 and keep that firebreathing and still be quite good. It's quite overtuned.

Creativity
(1.5/3) Uniqueness - It's like getting attacked by a Sphinx's Revelation, or a somewhat different flavor of Drogskol Reaver. All the abilities here have certainly existed before, but this does feel a bit unique. Lifelink gives it some spice, as does the firebreathing.
(1/3) Flavor - The flavor is questionable. This feels like a Tarkir card, but Ojutai dragons eschew red, so the firebreathing is a flavor fail. Could have fit in some flavor text as well.

Polish
(3/3) Quality - Everything looks correct
(2/2) Main Challenge (*) - It indeed has the firebreathing ability
(2/2) Subchallenges - Converted mana cost is 3 or less, and it's white and/or blue

Total: 19.5/25
*An entry with 0 points here is subject to disqualification.
Jimmy Groove
Show
Hide
Design
(2/3) Appeal - It's fun for Timmy. Johnny likes the potential shenanigans of that attack trigger. Spike isn't quite as sold, especially since it's a tribal card that isn't itself part of the tribe.
(2/3) Elegance - The last ability is pretty wordy, but otherwise nothing too difficult to understand. The flavor text is crowding the ruletext a bit though.

Development
(2/3) Viability - Blue feels right, but also likely isn't necessary. Red can do all of this, though it usually sacrifices creatures brought in this way, it can certainly also return them to hand.
(2.5/3) Balance - The creature itself isn't too impressive in a fight. The stuff it can bring in gets interesting. Ball Lightning and friends become quite nasty if they survive combat, as you can return them to your hand to avoid their self sacrifice. Most of the fun elementals/weirds aren't available without 1 or 2 more points of power, so it's definitely properly limited. Still, the potential repetition could be an issue.

Creativity
(2/3) Uniqueness - The exact wording here is only really seen on Ilharg, the Raze-Boar as the closest, but that of course is based on the classic Sneak Attack. The 'weird'ness so to speak helps it stand out, but it's ultimately not too different from similar red cards.
(2.5/3) Flavor - Flavor is amusing to say the least. That being said, I thing sacrifice triggers would be more correct here. Seems odd for a 'shout' to come back.

Polish
(3/3) Quality - Everything appears correct
(2/2) Main Challenge (*) - Has the exact firebreathing ability
(2/2) Subchallenges - Converted mana cost is 3 or less, and it is blue and/or white

Total: 20/25
*An entry with 0 points here is subject to disqualification.
kwanyeegor-ii
Show
Hide
Design
(1/3) Appeal - Very Timmy card here. Johnny is uninterested. Spike isn't terribly impressed by its loadout.
(2.5/3) Elegance - Elegant enough, though it borders on keyword soup.

Development
(2.5/3) Viability - That protection type is more of a white thing, but flavor can help. I do think it'd have at least one more green mana symbol in its cost. Rarity is fine.
(2.5/3) Balance - This does a lot, but none of it particularly overwhelming. It's most notably a powerful attacker that's can't easily be traded with without deathtouch, that can also play defense. However, it's not safe from removal. It's a Limited bomb at best, as its Constructed playability is suspect.

Creativity
(2/3) Uniqueness - That type of protection on a big creature is pretty unusual. Big creatures usually get protection from small things. Otherwise, it's a fairly typical green package with some firebreathing.
(2/3) Flavor - The flavor's decent, but I feel the protection should be more trinket texty to better fit the flavor text as in protection from Dragons.

Polish
(2.5/3) Quality - Name isn't bolded. Otherwise seems fine.
(2/2) Main Challenge (*) - Has the firebreathing ability
(0/2) Subchallenges - Converted mana cost isn't 3 or less, and it's not blue and/or white

Total: 17/25
*An entry with 0 points here is subject to disqualification.
marioguy3
Show
Hide
Design
(1.5/3) Appeal - Timmy enjoys this. Johnny finds it somewhat interesting. Spike wishes it was better in combat.
(3/3) Elegance - Elegant enough

Development
(3/3) Viability - There not a ton of precedence, but white seems fine for this ability. Rare seems appropriate based off the few cards that do this kind of thing, but uncommon might not be wholy inappropriate depending.
(2/3) Balance - The few creatures that do exactly this usually have trample to ensure they can get through, and the cheapest of these is Tana, the Bloodsower as a 2/2 trample for 4. Trample is arguably more useful that firebreathing for this effect, but the tokens you get from this have vigilance, which is pretty neat on an army of tokens, and you also get tokens from smacking planeswalkers. Shifting a point of power towards toughness, or upping the cmc and toughness by 1 seem like safe solutions.

Creativity
(1/3) Uniqueness - It's a rare ability, but the card is existing parts with a unique token.
(1/3) Flavor - Some flavor text would have been nice, because this ultimately feels very generic.

Polish
(3/3) Quality - Everything looks good to me.
(2/2) Main Challenge (*) - It has the firebreathing
(2/2) Subchallenges - Is converted mana cost 3 or less, as well as white and/or blue.

Total: 18.5/25
*An entry with 0 points here is subject to disqualification.
bravelion83
Show
Hide
Design
(2/3) Appeal - Timmy likes it well enough. There's enough going on here to intrigue Johnny. Spike finds the hoops a bit unattractive, but appreciates that it can attack before using the activated ability.
(3/3) Elegance - Plenty elegant

Development
(3/3) Viability - This certainly works in white and red, and the blue does feel necessary for the activated ability. Uncommon is absolutely fine.
(2.5/3) Balance - Feels a little underwhelming despite it's potential. Perhaps haste would have been sufficient, or shifting gears entirely towards a different method of gaining power.

Creativity
(2/3) Uniqueness - Some familiar pieces in vigilance and firebreathing, but the draw ability adds a neat dimension to both of those.
(2.5/3) Flavor - Name's a tad generic for what this does, but the flavor text help quite a bit here. I quite like that the activated ability has shades of the Temur Ferocious mechanic, to pair with what the flavor text suggests.

Polish
(2.5/3) Quality - It should be "power is 4 or greater", not "power is 4 or more".
(2/2) Main Challenge (*) - Has firebreathing
(2/2) Subchallenges - Is converted mana cost 3 or less, and is blue and/or white

Total: 21.5/25
*An entry with 0 points here is subject to disqualification.
Results! (bold advance)
Show
Hide
bravelion83:21.5
Jimmy Groove:20
netn10:19.5
RaikouRider:19.5

marioguy3:18.5
kwanyeegor-ii:17

Re: April MCC, Round 1: Firebreathing

Posted: Wed Apr 15, 2020 2:13 am
by void_nothing
Kypster
Show
Hide
Design
(1/3) Appeal - Does anyone strongly want this? It feels mostly like a niche Limited card, meaning some Spikes would draft it if there was an archetype that wanted it.
(2.5/3) Elegance - This is one of those classic "combination platter" multicolor cards, but these effects are really unconnected from one another.

Development
(3/3) Viability - Colors and rarity look fine.
(3/3) Balance - Seems fine for Limited.

Creativity
(1/3) Uniqueness - Looting and granting that ability both have tons of precedent.
(2/3) Flavor - I get why this spell grants firebreathing, but the draw and discard feels out of left field.

Polish
(3/3) Quality - Fine.
(0/2) Main Challenge (*) - Not a creature card; DQ.
(2/2) Subchallenges - Done.

Total: 17.5 (DQ)/25
Raptorchan
Show
Hide
Design
(2/3) Appeal - A pretty utilitarian lord that makes creatures b i g and t r a m p l y, it's mostly a Txmmy/Spike thing.
(2.5/3) Elegance - Slightly wordy and mathy but the comprehension and board complexity doesn't look that high - after all, it's usually easy to tell when the trample bonus is active. (The fact that it's "sort of" slightly weighted more towards red is a minor little elegance point deduction though.)

Development
(3/3) Viability - Colors and rarity look right.
(3/3) Balance - Looks fine - good bonuses to all your creatures but a 2/2 is pretty fragile.

Creativity
(1.5/3) Uniqueness - There have been similar lords before but fierce is quite unique.
(3/3) Flavor - Sure, the name gets across both Gruul and fire. I've seen fierce before, and I think it would work fine as a Gruul guild mechanic.

Polish
(3/3) Quality - Fine.
(2/2) Main Challenge (*) - Done.
(1/2) Subchallenges -.Low CMC, but not white or blue.

Total: 21/25
Subject16
Show
Hide
Design
(3/3) Appeal - The Txmmy appeal is obvious; Jxnny would make a RW Dragon tribal deck, and this does quite a lot so Spike is interested just for the efficiency of the 3 total power AND Dragon accel AND mana sink.
(2.5/3) Elegance - A little wordy, and it's so odd to me that the small Dragon token doesn't itself have firebreathing (although I guess that's partially explained away in the flavor text).

Development
(3/3) Viability - Nothing objectionable - it's a flying token and creature cost reduction, which are white things despite the red feel to the whole card, and any color can get an off-color activated ability.
(3/3) Balance - Looks fine. Some damn strong stuff in Limited, particularly if there's a certain amount of Dragon availability, but otherwise okay. Dragonspeaker Shaman is far better if you just want Dragon support.

Creativity
(1.5/3) Uniqueness - Really something of a mashup card.
(3/3) Flavor - I like it.

Polish
(3/3) Quality - Good.
(2/2) Main Challenge (*) - Seems fine.
(2/2) Subchallenges -.And done.

Total: 23/25
slimytrout
Show
Hide
Design
(3/3) Appeal - I think Txmmy, Jxnny, and Spike would all try to figure out which is the best Equipment to put on this.
(2.5/3) Elegance - A bit wordy, but mostly fine.

Development
(3/3) Viability - Colors and rarity look good.
(2.5/3) Balance - This is stupendously strong stuff. Lightning Stormkin is an efficient card; this is a tremendous upgrade for 1 more. Definitely would be a force in Standard.

Creativity
(2/3) Uniqueness - Draws on some older material for sure but the whole package is unique.
(2.5/3) Flavor - Nonwhite/nonblack Clerics are always a little off unless the world has a God cycle, and I really can't tell the intended setting here.

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

Total: 22.5/25
w0mbat
Show
Hide
Design
(2/3) Appeal - Spike is less interested, but Txmmy and Jxnny are just begging to be able to do wacky stuff with that U activated ability.
(2/3) Elegance - Would lead to some sticky combat math, to say the least. Worth it for the fun factor though.

Development
(3/3) Viability - Colors and rarity look spot-on and I'm very comfy with this being hybrid.
(3/3) Balance - Looks alright to me, if potentially frustrating.

Creativity
(3/3) Uniqueness - Power with toughness? What an absolutely strange card.
(2.5/3) Flavor - Flavor text to ability connection is a little abstract, but it's all fine.

Polish
(2.5/3) Quality - All other things being equal, activated ability costs containing only mana of one color follow the same order as mana symbols in mana costs. See Cult Guildmage.
(2/2) Main Challenge (*) - Done.
(2/2) Subchallenges -.And done.

Total: 22/25
Stankweed Imp
Show
Hide
Design
(3/3) Appeal - Everybody wants in a card this powerful and with so many variables that can be manipulated.
(2.5/3) Elegance - Mostly fine if slightly wordy.

Development
(3/3) Viability - Definitely RW and definitely rare.
(1.5/3) Balance - 2CMC feels a bit too efficient for that triggered ability. Even though it only affects tapped creatures, even putting one counter on all of them would be a tremendous bonus at that cost. Two or more is game-endingly nuts in an aggressive RW weenie deck.

Creativity
(2/3) Uniqueness - Sunhome Enforcer already has something close to lifelink + firebreathing, but the triggered ability here is unique.
(3/3) Flavor - Works for me, although the flavor text is rather boilerplate.

Polish
(0/3) Quality - This is a mess. Mana symbols in the wrong order in the mana cost, no card type in the typeline, "X" not capitalized, "+1+1" counters, and a missing comma, not to mention flavor text below P/T. Please make sure to proofread your MCC entries in the future.
(2/2) Main Challenge (*) - Done.
(2/2) Subchallenges -.And done.

Total: 19/25
The_Hittite
Show
Hide
Design
(2/3) Appeal - Txmmy and Spike are all over it but it's too much of a blunt instrument for Jxnny.
(3/3) Elegance - This is practically French vanilla, as firebreathing is "almost" an evergreen keyword. Can't go wrong with that.

Development
(1/3) Viability - White adds double strike, blue adds flying, and they get an activated ability from their shared enemy, and this would be fine at uncommon - but a creature without p/t? Not very viable.
(1/3) Balance - I can't really evaluate this at all without stats, but even at 1/1 this card would be tremendously powerful, as a 1/1 flying double striker is no slouch at two mana and double strike causes firebreathing to scale twice as fast. With dual lands, this card would have no problem hitting an opponent for 8 damage on turn three.

Creativity
(1/3) Uniqueness - A flying, cheaper, more efficient Char-Rumbler.
(3/3) Flavor - Works in the context of a "clans are coming back" Tarkir set/block.

Polish
(0/3) Quality - A creature lacking power and toughness (without having a variable P/T setting CDA) is such a serious error that it prevents me from writing a proper review of the card, so I'm going to have to give 0 here.
(2/2) Main Challenge (*) - Done.
(2/2) Subchallenges -.And done.

Total: 15/25
Totals (Bold Advance)
Show
Hide
Subject16 23
slimytrout 22.5
w0mbat 22
Raptorchan 21

Stankweed Imp 19
The_Hittite 15
Kypster 17.5 (DQ)