April MCC, Round 2 - Let's Team Up!

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void_nothing
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Post by void_nothing » 1 month ago

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Banner based on Megaflora Jungle, by John Avon and Wizards of the Coast. Thanks to bravelion83 for the "Core Set Style" MCC Logo
April MCC, Round 2 - Let's Team Up!

Welcome to the April MCC! It's Formats Month here at the MCC. This round, the format we are focusing on is Two-Headed Giant (2HG) and as such the challenge will have to do with teams.

Main Challenge: Design a permanent card with "your team" or "your teammate(s)" in its rules text.

Subchallenge 1: Your card is uncommon. (1 point)

Subchallenge 2: Choose one or both -
• Your card is legendary. (0.5 points)
• Your card is exactly two colors. (0.5 points)

DEADLINES

Design deadline: Friday, April 12th 23:59 EDT

Judging deadline: Sunday, April 14th 23:59 EDT


If time extensions are required, they WILL eat time from the next round to realign with the calendar, so please ask them only if you really need them. This is for both players and judges.
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CONTESTANTS

@haywire
@Komandon
@OneAndOnly
@Raptorchan
@netn10
@slimytrout
@Lorn Asbord Schutta
@Subject16
@Henlock
@shullz

RUBRIC
MCC Rubric
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The MCC Rubric is given below, in an easily "copy and pasted" form. (Courtesy of Rithaniel.)

Code: Select all

[b]Design[/b]
[b](X/3) Appeal[/b] - Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card?
[b](X/3) Elegance[/b] - Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
 
[b]Development[/b]
[b](X/3) Viability[/b] - 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?
[b](X/3) Balance[/b] - 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?
 
[b]Creativity[/b]
[b](X/3) Uniqueness[/b] - 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"?
[b](X/3) Flavor[/b] - 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?
 
[b]Polish[/b]
[b](X/3) Quality[/b] - Points deducted for incorrect spelling, grammar, and templating.
[b](X/2) Main Challenge (*)[/b] - Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
[b](X/2) Subchallenges[/b] - One point awarded per satisfied subchallenge condition.
 
[b]Total: X/25[/b]
*An entry with 0 points here is subject to disqualification.
JUDGES
void_nothing
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shullz
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Post by shullz » 1 month ago

Thorgar, Generous Blacksmith
Legendary Creature — Dwarf Artificer (U)
Equip abilities you activate can target creatures your teammates control.
Activated abilities of Equipment you control that target a creature one of your teammates controls cost 1 less to activate.
In difficult times, reliable friends are more valuable than gold.
2/2
Last edited by shullz 1 month ago, edited 2 times in total.

netn10
Posts: 4040
Joined: 4 years ago
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Post by netn10 » 1 month ago

Ref, Spirit of the Game 2GW
Legendary Creature - Dog Spirit (Uncommon)
Assist (Another player can pay up to 2 of this spell's cost.)
The first spell you and your teammate cast each turn has assist.
Whenever a player assists another player, they draw a card and create a Treasure token.
2/4

Komandon
Posts: 1494
Joined: 1 year ago
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Post by Komandon » 1 month ago

Rubik Acton, Soul-singer 1wb
Legendary Creature — Spirit Bard (uncommon)
Flying
When Rubik Acton, Soul-singer enters the battlefield, if it's not a token, each of your teammates creates a token that's a copy of Rubik Acton, Soul-singer.
Other nontoken creatures you control enter the battlefield with an additional +1/+1 counter as long as they wasn't cast from your hand.
2/2

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Raptorchan
Beautiful Liar
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Post by Raptorchan » 1 month ago

Belladonnie, Cheered Champion 5gw
Creature — Human Warrior (U)
Assist (Another player can pay up to 5 of this spell's cost.)
When Belladonnie enters the battlefield, choose one for each player on your team —
• Each player on your team creates a 1/1 white Warrior creature token.
• Put a +1/+1 counter on Belladonnie for each other creature your team controls.
2/2

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Subject16
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Post by Subject16 » 1 month ago

Menri, Roar of the Crowd 1GW
Legendary Creature — Cat Bard (U)
Whenever a creature your teammate controls attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
: Create a 1/1 green and white Citizen creature token.
No one gets a chant started like she does.
3/2
Last edited by Subject16 1 month ago, edited 1 time in total.

slimytrout
Posts: 1881
Joined: 4 years ago
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Post by slimytrout » 1 month ago

Yoshry, Arena Groundskeeper 1GU
Legendary Creature — Merfolk Druid (R)
Vigilance
Yoshry, Arena Groundskeeper enters the battlefield with a +1/+1 counter on it for each color among permanents your team controls.
T, Remove a +1/+1 counter from Yoshry: Target player draws a card.
"Like the competitors, my plants must survive raging infernos and howling tempests."
0/0

haywire
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Post by haywire » 1 month ago

Goshaar, Grisly Profiteer
Legendary Creature—Orc Pirate {U}
Menace
Whenever Goshaar, Grisly Profiteer enters the battlefield or attacks, you may sacrifice another creature. When you do, target player creates two Treasure tokens.
Whenever a player sacrifices a nontoken creature or plays a card they don't own, exile the top card of their library. Any player on their team may play that card this turn. This ability triggers only once each turn per player.
"The only time people complain about my work is when they're not getting a taste of the profits."
4/3
Last edited by haywire 1 month ago, edited 3 times in total.

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void_nothing
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Post by void_nothing » 1 month ago

A bit over 24 hours remain until the deadline and we still are missing the following competitors' entries:

@OneAndOnly
@Lorn Asbord Schutta
@Henlock

If you do need an extension, please let me know absolutely as soon as possible.
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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Important Facts: Colorless is not a color, Wastes is not a land type, Changeling is not a creature type

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Lorn Asbord Schutta
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Post by Lorn Asbord Schutta » 1 month ago

Vayne, Callous Consultant
Legendary Creature — Devil Advisor (U)
Each player's maximum hand size is reduced by number of players on their team.
Whenever one or more players discard one or more cards, player of your choice on your team creates a tapped Treasure token. This ability triggers only once each turn.
"You can't make a business without breaking a few friendships."
3/1

Henlock
Posts: 1542
Joined: 4 years ago
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Contact:

Post by Henlock » 1 month ago

The Call to Adventure 1gw
Enchantment - Saga (u)
(As this Saga enters and after your draw step, add a lore counter.)
I, II — You and your teammate each venture into the dungeon.
III — Exile this Saga, then return it to the battlefield transformed under your control attached to a player of your choice.
//
Inspiring Return
Enchantment - Aura (u)
Enchant player
Enchanted player has ward .
Creatures enchanted player controls get +1/+1 for each dungeon that player compleated.

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OneAndOnly
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Post by OneAndOnly » 1 month ago

Brain Trust - WUG
Sorcery {R}
Each player on your team that controls a commander creates a Clue, a Food, and a Treasure token, then creates a 3/3 white, blue and green Elemental creature token.

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void_nothing
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Post by void_nothing » 1 month ago

Okay, here are our brackets. Top 3 per judge advance:

void_nothing
netn10
Komandon
slimytrout
haywire
Lorn Asbord Schutta

@Ink-Treader
shullz
Raptorchan
Subject16
Henlock
OneAndOnly
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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Ink-Treader
Posts: 1579
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Post by Ink-Treader » 1 month ago

Alright, I think this will be fine. The scores being in the same order as the critiques is an interesting coincidence.



shullz
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Design
(2/3) Appeal - Timmy will find this kind of neat. This might have some Johnny appeal, in the form of being able to use two decks to assemble one combo, and the fact that it works on all activated abilities of the Equipment is certainly intriguing, as the cost reduction isn't capped. Spike is probably wondering if this is worth the effort, but at least it's costed similarly to other Equip cost reducers.
(3/3) Elegance - Elegant enough.

Development
(2/3) Viability - This could be either color individually, so hybrid would have been a good fit that still passes the subchallenge. Uncommon is fine. The cost reduction ability is technically correct... but it would be printed to state "Equip abilities" costing less. The only activated abilities that would get cheaper under these conditions either deal damage or tap, which one usually isn't looking to use on a teammate's stuff.
(3/3) Balance - This seems perfectly reasonable looking at existing Equip cost reducers.

Creativity
(2.5/3) Uniqueness - The teammate centric nature is quite unique, though the Equip cost reduction itself isn't... except it's not just equip reduction, which is more unusual, especially since it's uncapped.
(3/3) Flavor - Sure, this works.

Polish
(2.5/3) Quality - Pretty sure you can just say "target a creature a teammate controls".
(2/2) Main Challenge (*) - Indeed.
(2/2) Subchallenges - All subchallenges fulfilled.

Total: 22/25
*An entry with 0 points here is subject to disqualification.
Raptorchan
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Design
(1.5/3) Appeal - Timmy can definitely appreciate this best. Not terribly interesting to Johnny. Spike can appreciate the idea of how Assist plays, and would be the most interested in optimizing Belladonnie's potential between two decks, though they do feel a bit winmore, wanting a board presence before they drop, ideally.
(3/3) Elegance - Elegant enough.

Development
(2/3) Viability - Either color could do this; hybrid was an option to still pass the subchallenge. Uncommon looks fine. This is where I usually address problems that aren't technically quality issues, in which this is not legendary when it is clearly meant to be.
(2.5/3) Balance - I find assist weird to evaluate. One ramp effect (and considering this is part green, that's quite plausible) from either player means this can come down on turn 3. Being somewhat generous, this could be a 8/8 that makes two 1/1's on turn 3, which is pretty good, though that's all a 2HG would likely be doing that turn. It feels much worse if you aren't able to get a board state established, though. The ceiling's fine, the floor's underwhelming.

Creativity
(2/3) Uniqueness - It's just the team stuff carrying the uniqueness here.
(3/3) Flavor - Yeah, this works.

Polish
(3/3) Quality - Looks correct.
(2/2) Main Challenge (*) - Indeed.
(1.5/2) Subchallenges - Is uncommon and is two colors, but isn't legendary (though it quite clearly is intended to be)

Total: 20.5/25
*An entry with 0 points here is subject to disqualification.
Subject16
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Design
(2/3) Appeal - Timmy and Spike will appreciate this most. Johnny has some interest in repeatable token making, but there's better options.
(2.5/3) Elegance - Looking at the rules for exalted suggests this may not work how people expect; this will not trigger if you attack with any creatures along with your teammate's one in 2HG.

Development
(1.5/3) Viability - Seeing as this is essentially mass exalted, this should be rare, looking at existing examples, something I will be a little harsher about as that was the 1 point subchallenge. Could reasonably be either color, and hybrid was an option to pass the subchallenge.
(2.5/3) Balance - The cost for the token generation looks right. The oddball exalted effect is pretty strong, and the cheapest form of mass exalted is four mana, with Order of Sacred Dusk being capable of being (kind of) cheaper.

Creativity
(2/3) Uniqueness - The team stuff is carrying the uniqueness here.
(3/3) Flavor - This certainly works.

Polish
(2.5/3) Quality - Considering the existence of other game types that have teams larger than 2, "a teammate" is more correct than "your teammate" here.
(2/2) Main Challenge (*) - Indeed.
(2/2) Subchallenges - All subchallenges fulfilled.

Total: 20/25
*An entry with 0 points here is subject to disqualification.
Henlock
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Design
(2/3) Appeal - Timmy and Spike will enjoy this; Spike in particular likes how well the backside stacks in multiples. Johnny would most likely just enjoy trying to keep counters off of this to keep it going, but is that enough?
(2.5/3) Elegance - Seeing as you can complete the same dungeon multiple, this does have some annoying tracking issues, that Ellywick Tumblestrum elegantly avoids.

Development
(2.5/3) Viability - The colors seem fine, and I think the rarity is alright. This could have been hybrid and been just as correct while still fulfilling the subchallenge.
(3/3) Balance - Seems reasonable, and definitely looks like a signpost uncommon to boot. Can get pretty ridiculous in multiples, but that's probably not a high concern.

Creativity
(2/3) Uniqueness - The team stuff is carrying the uniqueness here, if only because Elly Tumblestrum exists as an example of caring about multiple dungeon completions.
(2.5/3) Flavor - Pretty solid on the front half. The second half makes a decent amount of sense, though you do have room for flavor text.

Polish
(1.5/3) Quality - Should either be "your teammates" or "target teammate" on that 1st chapter ability; their are game types that have larger teams, after all. Should be "completed", not "compleated" Unless the player is Phyrexian, I guess. "a player of your choice" does not need to specified with Auras, because they already function in such a way when brought onto the battlefield without casting.
(2/2) Main Challenge (*) - Indeed.
(1.5/2) Subchallenges - Is uncommon, and exactly two colors, but isn't legendary.

Total: 19.5/25
*An entry with 0 points here is subject to disqualification.
OneAndOnly
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Design
(2/3) Appeal - Timmy and Johnny can enjoy a variety of tokens. Spike would prefer the card at least do something without a Commander present.
(2.5/3) Elegance - That's a lot of different tokens all at once.

Development
(1.5/3) Viability - While there are a few nonlegendary cards that truly do nothing without a commander involved, they're all monocolored or colorless, and I would say for good reason. In fact, there's only one multicolored nonlegendary card that cares about your commander: Klauth's Will, which still does something without one. The implication of teams only strengthens the need for minimal color requirement. With that in mind, this card could hypothetically be monogreen. Rare is fine.
(3/3) Balance - Potentially does quite a bit for 3 mana, but can also do nothing. Will feel quite terrible to have your commander killed in response, though it doesn't do so much that a player will feel prompted to do so in response.

Creativity
(2.5/3) Uniqueness - That's a very uniquely specific requirement, though the effects aren't.
(1.5/3) Flavor - The name isn't really carrying the effect here; I'd expect more card draw and the like. Also room for flavor text.

Polish
(2/3) Quality - Fae Offering suggests that when making multiple different tokens, they must all be referred to as a token. The tokens colors should be stated in proper WUBRG order, which would be "green, white, and blue"
(0/2) Main Challenge (*) - This isn't a permanent card, unfortunately.
(0/2) Subchallenges - Fulfills none of the subchallenges.

Total: 15/25
*An entry with 0 points here is subject to disqualification.
Scores (bold advance)
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shullz - 22
Raptorchan - 20.5
Subject16 - 20

Henlock - 19.5
OneAndOnly - 15

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void_nothing
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Post by void_nothing » 3 weeks ago

netn10
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Design
(3/3) Appeal - Txmmy likes to be able to ramp with a little help from their friends and definitely wants to repeatedly draw and create Treasures. Jxnny has plenty to combo with here. Spike sees this as maximizing efficiency in team play.
(2.5/3) Elegance - Pretty understandable, if potentially complex when casting multiple assist spells per turn.

Development
(2/3) Viability - This does fit the colors nicely, but I absolutely think this needs to be rare rather than common, even with a "first per turn" restriction.
(2/3) Balance - This is nothing if not strong and would need some playtesting, but I don't think it's anything near broken.

Creativity
(3/3) Uniqueness - Adding assist to spells and caring about assist is quite a new idea.
(3/3) Flavor - Dog typing makes sense here and the name is clever.

Polish
(2.5/3) Quality - "Teammate" should be "teammates" in this case because nothing in the rules prevents having more than one, and the triggered ability could use some clearing up: "They draw a card..." should probably be changed to "The first player draws a card..."
(2/2) Main Challenge (*) - Done.
(2/2) Subchallenges - And done.

Total: 22/25
Komandon
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Design
(2.5/3) Appeal - Txmmy wants to play some team commander and have their teammates use partners. Jxnny appreciates the number of ways in which this can be used, like blink and reanimator. Spike is less enthused but if building around an effect like this is highly supported, they will try it.
(2.5/3) Elegance - There is a fair amount of tracking complexity here for an uncommon, but nothing that's absolutely beyond the pale.

Development
(3/3) Viability - Colors fit and the effect complexity and power are generally ok for uncommon.
(3/3) Balance - Sure, this is a build-around uncommon signpost legend - I really would not bat an eye at this card's power level.

Creativity
(1.5/3) Uniqueness - While being legendary and creating copies for your teammates is perhaps an interesting twist, this card feels very familiar and even borrows from Imperial Mask.
(2.5/3) Flavor - I get why this character would give bonuses to creatures that ETB without being cast from hand base on the flavor, but that doesn't extend to why it copies itself. Maybe a name like "The Rubik Acton Ensemble" would be even better.

Polish
(2/3) Quality - The last ability needs rephrasing I think: "Each other nontoken creature you control enters the battlefield with an additional +1/+1 counter on it if it wasn't cast from your hand."
(2/2) Main Challenge (*) - Done.
(2/2) Subchallenges - And done.

Total: 20/25
slimytrout
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Design
(3/3) Appeal - Solid all around. Txmmy wants their three-mana 5/5, Jxnny has plenty of stuff to do here, Spike sees value.
(2.5/3) Elegance - Not sure if this was meant to ETB with two +1/+1 counters if it's the only colored permanent its controller's team controls, but that's not the case due to the timing of this replacement effect. This could be solved with an "other" and you could even make it "number of colors plus two", although that might be too efficient.

Development
(3/3) Viability - Colors and rarity 100% work. You could even get away with this at uncommon.
(3/3) Balance - No issues here.

Creativity
(1.5/3) Uniqueness - Pretty much a Faeburrow Elder-Ingenious Prodigy mashup with a couple new wrinkles.
(3/3) Flavor - Sure, I fully buy the flavor-mechanics connection here. I rather like the flavor text.

Polish
(3/3) Quality - Looks good.
(2/2) Main Challenge (*) - Done.
(1/2) Subchallenges - Legendary and bicolor, but not uncommon.

Total: 22/25
haywire
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Design
(3/3) Appeal - Everyone wants a slice - Txmmy for big plays, Jxnny for Treasure and aristocrats synergies, Spike just because it's value.
(1/3) Elegance - A heck of a lot going on here - of course, the basic concept of a Treasures + impulse draw value engine is very understandable, but this looks like a cramped text box and it requires some serious mouthfuls of phrasing - "once per turn per player" - to work right.

Development
(1.5/3) Viability - Colors look right - I just don't know if I buy this card at uncommon at all. The amount of text and the complexity really points towards this being rare.
(2/3) Balance - Again, this does a lot for its cost and its rarity. I'd at least heavily playtest this, especially since the last ability can essentially chain with itself.

Creativity
(2/3) Uniqueness - Some pretty unique clauses make this a quite new version of an old standby (and some might say played-out or overly homogenous) legendary design.
(3/3) Flavor - Excellent stuff, especially the flavor text.

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

Total: 19.5/25
Lorn Asbord Schutta
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Design
(2/3) Appeal - Not really a Txmmy card, but Jxnny and Spike both have plenty of reasons to like this for the disruption, cheap Treasure production, and general combo lenticularity.
(2.5/3) Elegance - Reducing maximum hand size is an unusual enough effect that it has some inherit complexity to it, but this is nothing too bad.

Development
(3/3) Viability - Yeah, the colors and rarity feel good here.
(3/3) Balance - No issues here, and I'm sure this would go along with a madness theme or similar for a BR draft archetype.

Creativity
(2.5/3) Uniqueness - Again, reducing max hand size is quite unusual, only showing up occasionally, and caring about team size is also an interesting twist for larger team game formats.
(3/3) Flavor - Love this - the flavor text is almost a self-fulfilling prophecy.

Polish
(2.75/3) Quality - Triggered ability is missing an "a", which is so minor I can only take off a tiny amount here.
(2/2) Main Challenge (*) - Done.
(2/2) Subchallenges - And done.

Total: 22.75/25
Totals (Bold advance)
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Lorn Asbord Schutta 22.75
netn10 22
slimytrout 22

Komandon 20
haywire 19.5
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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