Post by ZephyrPhantom on Sept 5, 2023 23:25:10 GMT
Judging in the next few hours, get your last edits in
Solid entries all around, mostly minor nitpicks for set ready or near set ready designs:
viriss - Neat use of life total in a way I haven't seen before, I like that it rewards draining as well as life loss. Slots into the existing cycle fairly nicely.
ameisenmeister - Obligatory "goes great with Flamekin Harbinger" plug, though it very strange it isn't an Elemental itself. It's a bit weird because I presume the absence of the type is meant to help balance it a bit, but at the same time it creates some tension in the design that's a bit hard to describe. I think I would've rather had this be costed at 6 mana and have given it the elemental typing in addition to the spirit typing, so that it would fit the tribe cycle and work when played in a draft without being too concerned about how easy it is to enable.
serraphim - Nice reference to Battalion in a tribe that makes sense for it. The combination of art, effect, and name sell this card very well. Overall cost and stats seem appropriate.
Idea - It took me a bit to understand the add wording but it is functionally correct. I feel like there is a bit of a self conflict with what this card wants, though - the first ability seems to want you to pack a bunch of cheap spells while the second ability seems to want you to have lots of creatures with X abilities. This creates this awkward cycle of "should I spend all my mana on cheap spells and then try to get an X=0 off just to get another ability off?" or "should I just get one color and then try to trigger as many X values as possible?" I think get what the card does but I'm struggling to understand what it would be good at.
vizionarius - Damage doubling is typically red from what I've seen, but Obosh does suggest this effect works in Black too. I had to check if I'd seen this design before and it's pretty much a smaller Archfiend of Despair. I think it's a solid fit for the cycle and 100% something WoTC would print but it's almost too good a fit, if that makes sense - the effect is so straightfoward and an extension of what's been seen before that it weakens the appeal a tiny bit compared to the competition. If I was MaRo or Gavin I would be sending this one straight to the printers though.
Winner: serraphim wins with a combination of exciting flavor and mixing effects in a way that fits the tribal Muse very well.
Solid entries all around, mostly minor nitpicks for set ready or near set ready designs:
viriss - Neat use of life total in a way I haven't seen before, I like that it rewards draining as well as life loss. Slots into the existing cycle fairly nicely.
ameisenmeister - Obligatory "goes great with Flamekin Harbinger" plug, though it very strange it isn't an Elemental itself. It's a bit weird because I presume the absence of the type is meant to help balance it a bit, but at the same time it creates some tension in the design that's a bit hard to describe. I think I would've rather had this be costed at 6 mana and have given it the elemental typing in addition to the spirit typing, so that it would fit the tribe cycle and work when played in a draft without being too concerned about how easy it is to enable.
serraphim - Nice reference to Battalion in a tribe that makes sense for it. The combination of art, effect, and name sell this card very well. Overall cost and stats seem appropriate.
Idea - It took me a bit to understand the add wording but it is functionally correct. I feel like there is a bit of a self conflict with what this card wants, though - the first ability seems to want you to pack a bunch of cheap spells while the second ability seems to want you to have lots of creatures with X abilities. This creates this awkward cycle of "should I spend all my mana on cheap spells and then try to get an X=0 off just to get another ability off?" or "should I just get one color and then try to trigger as many X values as possible?" I think get what the card does but I'm struggling to understand what it would be good at.
vizionarius - Damage doubling is typically red from what I've seen, but Obosh does suggest this effect works in Black too. I had to check if I'd seen this design before and it's pretty much a smaller Archfiend of Despair. I think it's a solid fit for the cycle and 100% something WoTC would print but it's almost too good a fit, if that makes sense - the effect is so straightfoward and an extension of what's been seen before that it weakens the appeal a tiny bit compared to the competition. If I was MaRo or Gavin I would be sending this one straight to the printers though.
Winner: serraphim wins with a combination of exciting flavor and mixing effects in a way that fits the tribal Muse very well.