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Magic-League.com Forums of Magic-League: Free Online tcg playing; casual or tournament play.
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LuckyDucky
Joined: 14 Jan 2012 Posts: 165
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Posted: Sat Sep 08, 2012 6:25 pm Post subject: CaC 141 JUDGED |
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CaC 141
Criteria:
Conformity to stated criteria 3
Easy to understand 3
Usefulness 3
Playability/Brokenness 4
Flavor 2
I like it 2
Total = 17
| Jacois wrote: | Quickening Meld 1W
Enchantment - Aura *Uncommon*
Meld (When ~ comes into play, target 2 creatures. This Aura comes into play enchanting both creatures. Sacrifice ~ when it enchants no creatures.)
If ~ is enchanting 2 creatures, those creatures gain +1/+1 and first strike.
If ~ is enchanting 1 creature, that creature gains +2/+2 and double Strike.
*Rules clarification*
When you cast this spell, you must target 2 creatures. If one of the creatures gain protection from white, it effectively, "Falls off", like an equipment would, but still stays on the other creature as a regular Aura. If that creature would become a legal target later, the aura wouldn't re-enchant it.
*Pros*
Much harder to be, "2 for 1"'d, more like 3 for 2'd if they kill both. In fact, only killing 1 of the creatures could potentially make the situation worse.
*Cons*
Unlike regular Aura's, this must have 2 legal targets when cast. |
Conformity to stated criteria 3
Easy to understand 3
Usefulness 3
Playability/Brokenness 3
Flavor 0
I like it 2
| Bairdsy wrote: | I submit my cycle of banding lands.


Fertile (When ~ enters the battlefield, you may put a fertility counter on it and up to 1 other target land. Lands with fertility counters on them gain T: Add 1 mana of any color a land with a fertility counter on it could produce to your mana pool.)
Not all of the images are perfect, but they are the best I could find. The idea is that they all have rays of multicoloured sunlight shining on them to help tie the flavour of the cycle together. |
Conformity to stated criteria 3
Easy to understand 3
Usefulness 3
Playability/Brokenness 1
Playing a these basically nets you 2 dual lands on turn 2 even if you only have 1 of these in hand and with little drawback. With the way the ability is worded, you can even benefit from your opponents fertile counters
Flavor 1
I like it 2
| thelemys wrote: | | Quote: | Cloud of Ravens 2B
Creature - Bird Unco
Flying, Compassion (Sacrifice a creature with compassion, other creatures with compassion you control are indestructible this turn).
There was the famine. They fought over some left over food. Their eyes shone with hunger then, and now it may be the turn of the youngest.
2/1 |
 |
Conformity to stated criteria 2
Easy to understand 3
Usefulness 3
Playability/Brokenness 4
Flavor 1
I like it 1
| Krabik wrote: |
| Quote: | Chain of Trouble 2BB
Enchantment - Chain (Rare)
Chain (Whenever an enchantment comes onto the battlefield under your control you may chain it with Chain of Trouble and all other enchantments chained this way. They remain chained for as long as you control at least two of them)
At the beginning of your upkeep you may have X target creatures get -X/-X, where X is the number of enchantments chained by Chain of Trouble.
Doom will come part by part |
I know the wording is kinda long, but I wanted to explain it in the best way possible. I think this way it's understandable. |
Conformity to stated criteria 3
Easy to understand 1
Chained what way? Chained with ~? Chained with opponents chain?
Usefulness 2
Playability/Brokenness 2
Is the chain ability reserved for highcosted cards? If not, this card could be brrroookkkennn
Flavor 2
I like it 1
| megajenius wrote: | 3G
Expanding Reach
Uncommon
Sorcery - Link
Chaining (G)(G) (As you cast a Link spell, you may discard this card from your hand and pay its chaining cost. If you do, add this card's effects to that spell.)
Search your library for two basic land cards and put them into play tapped.
The idea here is that it's similar to splicing onto arcane except you're piling in on one spell to make the effects cheaper. No card advantage, but the idea would be that Chaining costs would be quite a fair discount. |
Conformity to stated criteria 1
Easy to understand 3
Usefulness 2
Playability/Brokenness 4
Flavor 0
I like it 0
| ShamedShadow wrote: | I decided this one needed a picture, to show that it would actually all fit on a card.
| Quote: | Fearless Trenchdweller - 2RR
Artifact Creature - Submersible [Mythic Rare]
Seabound (~ can only attack if you control an Island.)
When ~ becomes paired, you may have it deal 2 damage to target creature or player.
RR: Unpair ~. Activate this ability only if ~ is paired.
Submerge R (You may pay R during your upkeep and pair ~ with an Island you control. For as long as ~ remains paired, it has shroud and can only be blocked by creatures with Submerge.)
4/3 |
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Conformity to stated criteria 3
Easy to understand 3
Usefulness 3
Playability/Brokenness 4
Flavor 2
I like it 2
| Kaesh wrote: | Llanowar Unicorn
GW
2/2
Creature - Unicorn
Uncommon
Lifelink, trample, mount
(Whenever a creature with mount attacks or blocks, if it's unpaired, you may pair it with another unpaired creature you control until end of turn. Regenerate that creature.) |
Conformity to stated criteria 3
Easy to understand 3
Usefulness 3
Playability/Brokenness 2
Flavor 1
I like it 1
I would have made the reminder text Whenever a creature with mount attacks or blocks, if its unpaired, you may pair it with another attacking or blocking creature you control until end of turn. Regenerate that creature.
| sc4rs wrote: | Polar Golem
3
Artifact Creature - Positive Golem
Whenever Polar Golem attacks or blocks with a Negative, it gets +1/+1 and gains first strike.
Polar Golem can't attack or block with another Positive.
3/2
"Blast these cursed contraptions! Half the time you can't stop them from wrecking half of your castle, and the other half...argh, bring me the crowbar." |
Conformity to stated criteria 3
Easy to understand 2
Usefulness 2
Playability/Brokenness 4
Flavor 2
I like it 0
| pseudodespot wrote: | Brothers in Arms 2W
Enchantment (rare)
Creatures you control have Shared Fate. (If a source would deal damage to a single creature with shared fate, it's controller may have that source deal 1 damage to each creature with shared fate he or she controls instead.)
Ranked in the military, warm food and bed. And a lot of Ants to keep busy. |
Conformity to stated criteria 3
Easy to understand 3
Usefulness 3
Playability/Brokenness 3
Flavor 2
I like it 2
| blitzer2k7 wrote: | Ghastly Spirit 1BW
Creature - Spirit Rare
Frightening Presence 2 (When this creature enters the battlefield, pair it with up to X other creatures you control. Each of those creatures gets +X/+X for as long as they remain paired where X is the number of other paired creatures.)
2/1 |
Conformity to stated criteria 3
Easy to understand 2
Usefulness 3
Playability/Brokenness 2
Flavor 1
I like it 1
| GunsAndDope wrote: | Masters in the Art of Dungeoneering | 2RW
Sorcery (Rare)
Choose one legendary creature you control and any number of non-legendary creatures you control. Until end of turn, the non-legendary creatures gain hexproof and non-basic landwalk.
If the legendary creature dies, skip your combat phase this turn. |
Conformity to stated criteria 0
Easy to understand 3
Usefulness 1
Playability/Brokenness 3
Flavor 0
I like it 0
| AxiomBlurr wrote: | Spellfixated Conjurer UR
Creature - Human Wizard (rare)
Haste
Charmed (when this permanent enters the battlefield you may discard an instant card from your hand with converted mana cost one. This permanent gains; "T: copy the spell discarded by this permanent." If the instant spell discarded by this permanent leaves your graveyard, sacrifice this permanent.)
2/2
Obsession and power are never far apart. |
Conformity to stated criteria 3
Easy to understand 3
Usefulness 3
Playability/Brokenness 3
Flavor 0
I like it 2
| kumagmd wrote: | Lowly Footman
W
Creature - Common
Troop 1
(If Lowly Footman is in your hand, you may pay 1 and exile it face up: A creature of you control with Troop gets +1/+1. When that creature leaves play, put Lowly Footman onto the battlefield at end of turn.)
"One day, maybe a knight."
1/1 |
Conformity to stated criteria 2
Easy to understand 3
Usefulness 3
Playability/Brokenness 4
Flavor 2
I like it 1
| Stucco wrote: | Alloy Bracers.....................2
Artifact.............................R
2, T: Copy target artifact's activated or triggered ability. Activate this ability only if that artifact is rigged together with Alloy Bracers.
Rigging 2 (2: You may rig together target artifact with Rigging and target artifact without rigging. If a rigged artifact becomes the target of a spell, you may choose a new targets as long as thery are part of a rig.)
The wording is probably subpar, but I dislike editing on this phone so w/e. |
Conformity to stated criteria 3
Easy to understand 2
Usefulness 2
Playability/Brokenness 4
Flavor 0
I like it 1
| Balaviaris wrote: | Mercurial Stone 2
Artifact
Polar (whenever a permanent with polar enters the battlefield, link it with each other permanent with polar you control.)
Mercurial Stone gains the text of each other permanent with polar.
-------------------------------------
Darksteel Stone 2
Artifact
Polar (whenever a permanent with polar enters the battlefield, link it with each other permanent with polar you control.)
Darksteel Stone and each other permanent linked with it are indestructible.
----------------------------------------
Gold Stone 2
Artifact
Polar (whenever a permanent with polar enters the battlefield, link it with each other permanent with polar you control.)
Tap: Tap target creature. Use this ability only if Gold Stone is linked.
-----------------------------------------
Just 3 examples of the polar ability, I'm thinking of a stone from each basic element, each contributing on its own to create the perfect metalic artifact. |
Conformity to stated criteria 3
Easy to understand 3
Usefulness 3
Playability/Brokenness 4
Flavor 2
I like it 2
| ck3gds wrote: | Crown of Kephalai 3
Ethereal Artifact - Equipment (mythic rare)
Etherequip 3 (3: Attach to target planeswalker you control. Equip only as a sorcery.)
3: Put a loyalty counter on equipped planeswalker. |
Conformity to stated criteria 2
Easy to understand 3
Usefulness 3
Playability/Brokenness 3
Flavor 0
I like it 2
| Domine wrote: | Necrophagist 1B
Creature - Zombie
Necrobound (you may target a creature card in your graveyard as -this- comes into play, if you do, -this- has all the abilities of that creature, if that creature card leaves the graveyard sacrifice -this-, if -this- leaves play exile that creature card)
Exile a creature card from your graveyard: Regenerate -this-
2/1
Uncommon |
Conformity to stated criteria 3
Easy to understand 3
Usefulness 3
Playability/Brokenness 3
Flavor 1
I like it 2
| Omnom wrote: | Ether Wizard 1UW
Creature - Human Wizard (Rare)
Planesbind (As Ether Wizard comes into play, you may have it planesbind to a planeswalker you control. If the planesbound planeswalker leaves the battlefield, exile Ether Wizard)
If a source would deal damage to the planesbound planeswalker, you may prevent 2 of that damage.
1/3 |
Conformity to stated criteria 3
Easy to understand 3
Usefulness 3
Playability/Brokenness 3
Flavor 1
I like it 2
| CMA-Flippi wrote: | Raging Bear - 1RR (Uncommon)
Creature - Bear
Rivalry (Whenever ~this attacks, fight target creature an opponent controls)
2/2 |
Conformity to stated criteria 1
Easy to understand 3
Usefulness 3
Playability/Brokenness 4
Flavor 0
I like it 2
| ikazuchi wrote: | Azorius Watchtower
Land (Rare)
Inhabit (You may pair this land with unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
T: Add 1 to your mana pool. If Azorius Watchtower is paired, add W or U to your mana pool instead.
As long as Azorius Watchtower is paired with creature, that creature have "WU, T: Detain target nonland permanent an opponent controls."
"There must be some way out of here" said the joker to the thief
There is too much confusion. I can't get no relief. |
Conformity to stated criteria 3
Easy to understand 3
Usefulness 3
Playability/Brokenness 2
Flavor 1
I like it 1
| pg8 wrote: | Riot Officer W
Creature -- Human Soldier (Common)
Soultrap (You may pair this creature with an unpaired creature you don't control when either enters the battlefield if both are unpaired. They remain paired for as long as you control exactly one of them.)
As long as ~ is paired with another creature, both creatures cannot attack or block.
1/1 |
Conformity to stated criteria 3
Easy to understand 3
Usefulness 3
Playability/Brokenness 4
Flavor 1
I like it 2
Overall, I thought Shamedshadows card was really well designed, balanced, and playable, but balaviaris card had the ability with the most potential even though none of his individual cards would be enough to win.
I flipped a coin and Shamedshadow wins!
17 ShamedShadow
17 balaviaris
16 pseudodespot
16 Domine
16 Omnom
16 pg8
15 AxiomBlurr
15 kumagmd
14 Jacois
14 Thelemys
13 Bairdsy
13 Kaesh
13 sc4rs
13 ck3gds
13 CMA-Flippi
13 ikazuchi
12 blitzer2k7
12 Stucco
11 Krabik
10 megajenius
7 GunsAndDope
13.6 Average
Past winners:
141 - Shamedshadow
140 - LuckyDucky
139 - StarWolf
138 - Jacois
137 - Pseudodespot
136 - Sc4rs
135 - archmage521
134 - ShamedShadow
133 - Kaesh
132 - Desmonthesis
131 - Bairdsy
130 - Jacois
129 - Candace
128 - Kaesh
127 - GunsAndDope
126 - Blackpen
125 - GunsAndDope
124 - Kumagmd
123 - AxiomBlurr
122 - Kaesh
121 - blitzer2k7
120 - Gademis
Last edited by LuckyDucky on Sat Sep 08, 2012 6:48 pm; edited 1 time in total |
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ShamedShadow
Joined: 09 May 2010 Posts: 125
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Posted: Sat Sep 08, 2012 6:42 pm Post subject: |
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| Awesome, thank you for judging! I honestly was not expecting my card to get anywhere close to a perfect score. Yay! I'll have the next CaC up ASAP. |
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GunsAndDope
Joined: 12 Jul 2011 Posts: 261
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Posted: Sat Sep 08, 2012 8:47 pm Post subject: |
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Good job grading this CaC.
/sarcasm |
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LuckyDucky
Joined: 14 Jan 2012 Posts: 165
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Posted: Sat Sep 08, 2012 8:49 pm Post subject: |
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| GunsAndDope wrote: | Good job grading this CaC.
/sarcasm |
Send your complaints to the complaint department.
You missed the mark. |
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GunsAndDope
Joined: 12 Jul 2011 Posts: 261
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Posted: Sun Sep 09, 2012 6:56 am Post subject: |
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| LuckyDucky wrote: | | GunsAndDope wrote: | Good job grading this CaC.
/sarcasm |
Send your complaints to the complaint department.
You missed the mark. |
I don't care about the mark I supposedly missed, I mean that you didn't even judge any of the cards, you just wrote down random numbers that don't mean shit. |
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ikazuchi
Joined: 10 Jun 2007 Posts: 289
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Posted: Sun Sep 09, 2012 7:24 am Post subject: |
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| GunsAndDope wrote: | | LuckyDucky wrote: | | GunsAndDope wrote: | Good job grading this CaC.
/sarcasm |
Send your complaints to the complaint department.
You missed the mark. |
I don't care about the mark I supposedly missed, I mean that you didn't even judge any of the cards, you just wrote down random numbers that don't mean shit. |
Why so bitter? |
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thelemys
Joined: 24 Apr 2008 Posts: 323
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Posted: Sun Sep 09, 2012 9:17 am Post subject: |
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| Each player use his own rules to judge. |
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Fanboy1
Joined: 10 Aug 2011 Posts: 42
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Posted: Sun Sep 09, 2012 10:35 am Post subject: |
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| GunsandDope has a point. A good judging is always nice to read. This was just random, like reading results of die rolls. You should have written some short explanations on WHY a card gets good or bad grades. |
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thelemys
Joined: 24 Apr 2008 Posts: 323
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Posted: Mon Sep 10, 2012 1:43 am Post subject: |
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(sorry for my english) More than 20 cards take time to judge and to comment. That's why I think a fast CAC is a good CAC.
- You got more try to improve your talent as a card designer
- It's less work for the judge, so he could comment more his choices
- It's more fun for all, because 10 CAC in a month gives you more opportunity to win than 4 CAC.
That's why I think 3 days/15 cards may be a good timing. |
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