Post by Daij_Djan on Nov 26, 2018 22:21:19 GMT
Duel Deck Contest – Daij_Djan Edition
In the year 2012 a user named DJ Indigo came up with an (in my opinion) awesome idea for a contest, which was then brought back again in 2014 by CoreyImperia, and then again in 2015 by Waally1. And today, if people are interested, it shall rise again!
In this challenge two users (each with a small team of helpers if wanted) each design one duel deck in a challenge spaning several weeks time. The basic rules and criteria for judging will stay the same as they were in the past (I'll write more about this if people are actually interested in doing this^^), however I want to add a new element to maybe help and keep people going in the difficult middle period where multiple teams dropped off in the past.
Here are the rules:
{Duel Deck Contest Timeline}
- Once the teams have been chosen and the game has started, each team has one week to do the pre-design and get things started.
- Afterwards I'll start giving out ten specific challenges, one every two days (more on these challenges below).
- Once the challenges have finished, both teams get eight more days without interruptions to finish their decks as well as prepare a short presentation / introduction to the deck. This means in total, one round should last for five weeks.
{Deck Design Rules & Guidelines}
- Your deck should consist of sixty cards without a sideboard.
- Your deck should only contain a single mythic, the posterchild card. Normally this is a legendary creature or planeswalker showcasing the deck's color(s).
- Other than that, your deck should have five rares. The rest is commons and uncommons (there really is no fixed ratio here to be kept in mind).
- You may fill five deck slots with reprints, of course not counting basic lands.
- To offer some diverse gameplay, most cards appear as one-offs in Duel Decks. I won't give you a fixed number of two-offs, but you shouldn't go overboard with them. Three-off are normally only used when the cards in question are either rather crucial to the gameplay experience or due to the specific nature of the card. There is almost no reason to use a four-off.
- Your deck should contain two mechanics or mechanical themes: One returning and one new.
{The Ten Challenges}
- Each of the ten challenges will last 48 hours and ask you to design one specific card to be used within your deck (some challenges might ask for two or more cards).
- The challenges are meant to be not too strict and fitting for any kind of duel deck – they are supposed to keep you focussed during the long challenge as well as maybe remind you of typical staples you otherwise might have missed. I won't ask you to design two white cards if the current theme is Rats vs. Demons, for example.
- It's fine to use the same card for multiple challenges if it fits. You may also use a reprint slot to fulfill a given challenge – but please keep in mind I'd judge a reprint a bit lower than an original design in a vacuum. You may not however use your posterchild mythic.
- You may change a card entered for a challenge after the challenge has closed as much as you like (as long as I can at least still get its origin) for the final decks, but I'll judge the version you originally entered for the individual showdowns.
- Judging will happen after the contest has been closed. For each challenge, the teams' entries will be put against one and another on their own. The better card receives one point to the final score.
{Judging Criteria}
- Your Posterchild Mythic – Considering your mythic is the card of your deck, definitely talking about it seems appropriate. This is why you may not use it for the Ten Challenges (see above). – 5 Points
- The Mechanics – Does your choice of mechanics fit your deck's theme? Does your new one even work? This category is more about the mechanics in general rather than about individual cards. – 5 Points
- General Flavor – Does your deck's theme shine though the cards? Which cards do I like most? Are there some apparently unfitting ones?– 10 Points
- Mechanical Prowess – Flavor aside, are your cards looking mechanically solid? Does your deck have a reasonable curve? Are there too many wording issues? – 15 Points
- The Presentation – Does your presentation do a good job at introducing your deck to us readers? – 5 Points
- The Ten Challenges – For each challenge, the teams' entries will be put against one and another on their own. The better card receives one point to the final score. – 10 Points
Current Challenge said:
(art by Alayna Lemmer-Danner)
Mortals | vs. | The Divine |
When your days are numbered and each of them counts, will you praise or try to overthrow those above you? | With the wisdom and might of the eternity, will you show kindness or contempt to those beneath you? | |
shiftyhomunculus | korakhos | |
viriss xylophone Fleur | fluffydeathbringer gateways7 @gorgonzola |
The Ten Challenges said:
- Let's start things simple, shall we? And I mean literally. Duel Decks are supposed to not be too strong and/or complicated and always some some simple and clean cards. That's why I want you to fill two deck slots for this task, each of them with a french vanilla or virtual vanilla. (You may use the same card twice, if you wish.)
- Is it a bird? Is it a plane? No, it's a Magic card! Flying is often considered the most simple yet flavorful and important mechanic of the game – so your deck shouldn't ignore it. Design a card that either has or grants flying or interacts with flyers.
- Here, let me help you! By this point, you should hopefully have chosen your deck's two mechanics / themes, Design a support card for each one of them! (The cards should not feature the mechanic they support if possible. Each may feature the mechanic it is not supporting without restrictions. You may use the same card twice, if you wish. If you haven't shown me your two mechanics by this point, that's fine.)
- It's 42, right? Duel Decks don't purely consist of threats, you also need some answers (removal, counters, combat tricks). Time to design one!
- Round and round. Fill (at least) two deck slots with two cards from a cycle. Whether it's a horizontal or a vertical one is all up to you.
- Creatures are the focus of modern Magic. But they are not all there is to it either! Your rare slots are prechious, but you should use at least one for something else than a beater. Design a noncreature rare.
- Back to the basics. Well, not this time. While a big part of your mana base (actually most of it in most cases) should consist of basic lands, you should offer some variety as well. So fill two slots of your deck with nonbasic lands. (You may use the same card twice, if you wish.)
- Call my name! Design a card that either references other copies of itself or refers to another card by name. Exception: If your posterchild mythic is a planeswalker, you may refer to its planeswalker type instead. (You don't have to showcase the card you're referring to yet.)
- I'm in for the long haul. Design a card you can play early (CMC3 or below) but has some great late game potential.
- It should be worth more than that, right? Design a card with some sort of cost reduction (either for itself or for other spells or abilities).