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Candace
Joined: 08 Jun 2012 Posts: 35
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Posted: Mon Jul 30, 2012 4:48 pm Post subject: CAC 130 judged. |
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The winner is Jacois.
If you disagree with any of my ratings or explanations, I'd be happy to discuss them further. I know a lot about professional game design and I very much enjoy game design conversations.
| Jacois wrote: | Barracks W
Enchantment *Rare*
Whenever you play a creature spell, put a 1/1 white soldier creature token onto the battlefield. |
This is the kind of design I love. It's simple, it's elegant, it's powerful, it's flavourful, it fits the colour pie well, and in general it's just the type of card that's great to play with.
Verdict: A+
| Zero-Meia wrote: | Mage's Wisdom 2U
Enchantment - Uncommon
Whenever you play a spell, put a Wisdom counter on ~.
If ~ has 4 or more counters on it, destroy ~.
Draw a card whenever you play a spell.
As long as he has magics in his spellbook, he can chain them like wagons - of destruction. |
This is a very well-designed card, although the flavour doesn't resonate all that well. It fits okay, but not perfectly. If it did, I could see this as a winning contender.
Verdict: A
| Balaviaris wrote: | Brightness WWW
Enchantment - Rare
At the beginning of your upkeep sacrifice Brightness unless you pay WWW and sacrifice an artifact.
Non-artifact creatures cannot attack or block.
"Throw everything in it! We need more light and we need it now!" |
This card is a great example of doing something cute and unique correctly.
Verdict: A
| ikazuchi wrote: | Seismic Wave 2R
Enchantment (Rare)
At the beginning of each player's upkeep, that player sacrifice nonbasic land. If that player does, he or she puts a Mountain land token onto the battlefield.
“Beyond the mountains there are mountains again.”—Koth of the Hammer
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Solid card here, love the flavour. It could cost less mana and still be balanced, though.
Verdict: A
| pseudodespot wrote: | Arcane Plantation 1G
Enchantment Land (uncommon)
You may play ~ as your one land of the turn or cast it as an enchantment spell.
~ enters the battlefield tapped.
T: Add G to your mana pool.
One seedling is enough. Just hatch it properly. |
Now this is an interesting take on Rampant Growth. One that's probably a little too strong even coming into play tapped, but nonetheless it's a very good and flavourful design.
Verdict: A-
| thelemys wrote: | Primal Form 1G
Enchantment - Rare
All lands lose all abilities unless they're mana abilities.
Keep it simple like the Old Forest. |
A solid card all-around, and I would love to see something like it printed. I think the flavour could have been done better, though.
Verdict: A-
| AxiomBlurr wrote: | Willow Rivulet UG
Enchantment (Rare)
1UG: Draw a card, put target card from your graveyard on top of your library, then discard a card.
A dream of things passed and a whisper of what will be; both in those waters, both in those trees and all for an eternity... |
I like this card, although something about it feels a little off - I can't actually put my finger on it, though.
Verdict: A-
| Stucco wrote: | Primal Response................................1GG
Enchantment......................................R
Primal Response can't be countered.
Whenever a player casts a spell or activates an ability, if it's not their turn, each other player puts a 3/3 green Beast creature token onto the battlefield.
Making a scene in the Ruugh Canopy is akin to stabbing a giant with a sharpened stick. |
Overall a solid and flavourful design. It would be a little better without the "activate an ability" clause, though.
Verdict: A-
| Duodax wrote: | Inspiring Banner GW
Enchantment - Rare
Creatures you control get +1/+1. |
Simple, elegant, powerful. However, it bends the colour pie somewhat, as there is nothing green about the card.
Verdict: B
| blitzer2k7 wrote: | Flagrant Beating 1RR
Enchantment - Rare
Whenever a creature you control attacks and isn't blocked, you may have that creature deal damage equal to its power to target creature or player.
"Does he look like a bitch?" |
I really like the concept. If this card had better flavour to it, I would have graded it higher. The Pulp Fiction reference is cute but not what I'm looking for when grading.
Verdict: B
| sc4rs wrote: | Mind Expansion
U
Enchantment - Common
When Mind Expansion enters the battlefield, draw a card.
Your maximum hand size is increased by 3.
"I like to keep an open mind towards these sorts of things." |
This card is solid. Nothing to say about it!
Verdict: B
| GunsAndDope wrote: | Seal of Stealth | 1G
Enchantment (Uncommon)
Sacrifice Seal of Stealth: Target creature gets an emblem that says "This creature has hexproof and cannot be blocked except by creatures with flying". |
A fine card, that gives me conflicted feelings. The Silhana Ledgewalker effect is out-of-place in Green and typically sees print in Blue these days, but the type of deck that this card is made for - enchantress - is generally heavily green.
Verdict: B
| Canabiest wrote: | Hatching Burrows
2G
Enchantment
Rare
Creatures you control with power 2 or have hexproof.
At the beginning of your end step, put a +1/+1 counter on target creature.
"Pregnant wurms cave out long tunnel systems before they lay their eggs. There the wurmlings stay hidden and grow till they burst their burrows and out of the forest floor." |
A generally solid card, albeit a bit of a weird one. The flavour is neat.
Verdict: B
| JacobMatthew wrote: | Ethereal Effigy
UU
Enchantment - Mythic Rare
You may have Ethereal Effigy enter the battlefield as a copy of a permanent on the battlefield. If you do, skip your next turn and target player draws a card.
Skip your next turn: Ethereal Effigy becomes a copy of a permanent on the battlefield, and target player draws a card. Activate this ability as a sorcery and only once each turn.
"Sometimes, wasting time pays off." - Ertai, Wizard Adept |
This is an interesting Johnny card. The balancing factor used is dangerous, though. With that kind of drawback, it will only see play in combo decks that can abuse it, but combo decks generally won't care about that drawback at all if it's being used as a combo piece. That doesn't automatically mean the power level is off, though. Just something to keep in mind.
Verdict: B
| xJudicatorx wrote: | Rainbow Seal 3
Enchantment (R)
When Rainbow Seal enters the battlefield, put the following tokens onto the battlefield - a 1/1 white soldier creature with first strike if you paid white; a 1/1 blue illusion creature with flying if you paid blue; a 1/1 black skeleton creature with 1B: Regenerate if you paid black; a 1/1 goblin creature with haste if you paid red; a 2/2 green bear creature if you paid green.
5: Return Rainbow seal to its owner's hand |
This is an interesting/unique design. Having a colourless enchantment is a little weird, though. Sunburst-effects are better suited to artifacts. That being said, it's a creative card, and I like it.
Verdict: B
| CMA-Flippi wrote: | Bear Shrine - 1G
Enchantment
Green creatures have trample.
When Bear Shrine enters the battlefield, put a 2/2 Bear token onto the battlefield. |
I like this card overall, but it's lacking in flavour. It's pretty solid, though.
Verdict: B
| ck3gds wrote: | Crucible of Jund BRG
Enchantment (rare)
At the beginning of your upkeep, choose one — Target creature gets -3/-3 until end of turn; or ~ deals 3 damage to target player; or put a 3/3 green Beast creature token onto the battlefield.
In the heart of Jund lies a crater where life and death intertwine amidst a raging inferno. |
This card is too powerful. Any one of the effects is powerful in its own right, the option of any of them every turn is too much. The design and flavour aren't bad, though.
Verdict: B-
| Gademis wrote: | Law of the Jungle GG1
Enchantment - Rare
Whenever a creature enters the battlefield, it fights another target creature.
"Only the strongest will survive, and that's me!" - Garruk |
Flavourful and powerful, and it's decently designed. A lot of the time, though, the card is going to end up reading as "you can't play creatures" because somebody has a fatty out.
Verdict: B-
| Raybelfast wrote: | Convergence of the Planes 2U
At the beginning of your opponents upkeep exile all creatures you control.
Return them too play under your control at end of opponents turns
At the beginning of your upkeep, all creatures your opponent controls are exiled.
Return them too play at the end of your turn
"With the planes merging, reality becomes less" |
This card is a better fit for white than blue, and the flavour is lacking. It's an interesting and potentially very fun card, though.
Verdict: C+
| ody wrote: | Two Nation Alliance
2 - w/u/b/r/g - w/u/b/r/g
Enchantment
Creatures you control gain
If x colour was spent on the w/u/b/r/g cost
w = lifelink
u = draw a card
b = deathtouch
r = first strike
g = trample
If 2x colour was spent
the above ability and +1/+1
A coalition was the only way to succed in the modern war era |
Another cute take on a sunburst enchantment. The card has too much going on to be more than a cute, flavourful design though.
Verdict: C+
| InWaking wrote: | Essence of Zur BUW
Legendary Enchantment (Mythic)
When Essence of Zur is put into the graveyard from the battlefield search your library for an enchantment card and put it onto the battlefield.
BUW: Essence of Zur becomes a copy of target creature and gains all of Essence of Zur's current abilities, name, and traits.
(Essence of Zur remains a Black, Blue, White, legendary Enchantment, and it's card name remains the same.) |
Interesting, but too powerful and wordy. The card would be significantly better in terms of both power level and wordiness if the first ability was dropped. That aside, it also doesn't fit all that well with the colour pie.
Verdict: C
| massOass wrote: | Primal Growth (GG) Rare
Enchantment
At the beginning of your pre-combat main phase, add GG to your mana pool. |
This is probably a little too strong. Functionally, it's not all that much different a Rampant Growth that grabs two forests instead of any one basic land. It doesn't have much flavour to it, and it doesn't really have anything interesting going on. All in all, this card simply failed to impress.
Verdict: C
| BIRDYYY wrote: | Mark of the Goblin. (Uncommon)
(R). Enchantment.
Creatures you control with power 1 or less gain haste.
Sacrifice Mark of the Goblin to deal 2 damage to target player or creature. |
Seal of Fire is an amazingly well-designed card because of how elegant and flavourful it is. This card just tacks extra text onto it that is only somewhat relevant - sure, it increases the power level a bit, but it takes away from the simple beauty of the original card.
Verdict: C
| judas_bcn wrote: | Extreme Gravity......G1
enchant world......uncommon
Creatures with flying lose that ability as long as ~ is in play. Creatures that gain flying lose it as long as ~ is in play.
"What kind of magic is this? I feel as if I weighed thousands of pounds. I can hardly move my arms, not to say my wings!"
Sigarda, Host of Herons |
Flavourful, but these types of effects are very weak in even casual gameplay because you're spending time and a card simply to shut off a keyword, not even deal with the creatures that have the keyword. That being said, since this card is almost functionally the same as Gravity Well less one mana, and doesn't do anything to fix the problems Gravity Well has, I can't rate it highly.
Verdict: D
| pg8 wrote: | Borrowed Protections
Enchantment (Rare)
(Nonexistent mana costs can't be paid)
~ is white.
Other permanents you control are indestructible.
You have hexproof.
Cycling 2 |
I'm not a fan. It has to be cheated into play, but it's absolutely not the kind of card you want to try to cheat into play. If you're jumping through loops to cheat a card into play, it's generally for something that wins the game quickly or propels you significantly towards that goal, not a card that makes you somewhat harder to kill. This seems like cute for cute's sake.
Verdict: D
| Kaesh wrote: | Necrocompetence
BBB
Enchantment
Mythic Rare
Skip your draw step.
You can cast spells only at any time you could cast a sorcery.
At the beginning of your end step, you may pay X life. If you do, draw X cards.
"I've been broken before, but that which is already dead cannot be killed." |
Necropotence with a small drawback is still Necropotence. The small changes you made to it don't really change the dynamic of how the card plays or change it any meaningful way other than to simply lessen the power a bit, but it's still absurdly powerful.
Verdict: D
| kane2 wrote: | Future Glimpse 2G
Mythic
Enchantment
Whenever you cast a creature put a counter on Future Glimpse. On your upkeep if Future Glimpse has 4 counters on it sacrifice it.
When you sacrifice Future Glimpse you draw a card every time you cast a creature until the end of the turn. |
I see what this card is trying to do, but it went too far from one end of the spectrum to the other. 2G plus the requirement of counters combine to form a gigantic blow, because the decks that want it are going to be playing a lot of 1-2CMC creatures. On top of that, the requirement to play four creatures directly contradicts the use of the card, as by the time you can actually use it you're almost out of fuel for it. Finally, you can't properly time when you go off with it because of the upkeep clause, which hurts it even further. All of this combine to make the card far too weak. On top of that, the card exists only as fuel for degenerate decks. Given all of the loopholes to jump through, a normal deck would never play this card - you'd be lucky to draw two or three cards off of it, which is barely a Divination. Glimpse of Nature was a fair card in fair decks and broken in degenerate decks, Future Glimpse is a useless card in fair decks and either useless or broken in a degenerate deck.
Verdict: F |
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Canabiest
Joined: 15 Aug 2006 Posts: 145
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Posted: Mon Jul 30, 2012 5:05 pm Post subject: |
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| Call me a Grognard but the winning Enchantment seems a bit too cheap for how much it influences the game and how hard it is to deal with it for most colors. I think it coming down turn one might proof opressive. Still a solid design and a valid choice for the winner. |
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Kaesh Events Director Level 4 Judge
Joined: 10 Nov 2004 Posts: 373
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Posted: Mon Jul 30, 2012 5:08 pm Post subject: |
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Necropotence wasn't really broken before the synergy with Force of Will was exploited. That was my point with the drawback 
Last edited by Kaesh on Mon Jul 30, 2012 5:12 pm; edited 1 time in total |
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Stucco
Joined: 14 Mar 2005 Posts: 901
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Posted: Mon Jul 30, 2012 5:11 pm Post subject: |
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| Quote: | Stucco wrote:
Primal Response................................1GG
Enchantment......................................R
Primal Response can't be countered.
Whenever a player casts a spell or activates an ability, if it's not their turn, each other player puts a 3/3 green Beast creature token onto the battlefield.
Making a scene in the Ruugh Canopy is akin to stabbing a giant with a sharpened stick.
Overall a solid and flavourful design. It would be a little better without the "activate an ability" clause, though.
Verdict: A- |
First of all, thank you for the quick turn around. And yes, I agree I should have dropped the activated ability clause. Tunnel vision on the tokens p/t  |
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kane2
Joined: 24 Jan 2007 Posts: 94
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Posted: Mon Jul 30, 2012 5:13 pm Post subject: |
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| Quote: |
Jacois wrote:
Barracks W
Enchantment *Rare*
Whenever you play a creature spell, put a 1/1 white soldier creature token onto the battlefield.
This is the kind of design I love. It's simple, it's elegant, it's powerful, it's flavourful, it fits the colour pie well, and in general it's just the type of card that's great to play with.
Verdict: A+ |
Way too broken at W... |
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Duodax
Joined: 29 Jan 2006 Posts: 351
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Posted: Mon Jul 30, 2012 5:39 pm Post subject: |
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| hivemaster is easier to remove and costs 2... its to cheap for W but to weak for 1W propably. |
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Candace
Joined: 08 Jun 2012 Posts: 35
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Posted: Mon Jul 30, 2012 5:46 pm Post subject: |
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| The power level of Barracks is relatively hard to judge in a vacuum as it depends on synergies of the cards you play with it to be good. It's entirely possible it's too powerful, but it's a borderline case and we can't exactly playtest these cards to get the numbers right. |
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kane2
Joined: 24 Jan 2007 Posts: 94
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Posted: Mon Jul 30, 2012 5:52 pm Post subject: |
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| Lets put it this way.. White Weenie would take over Standard if it was printed |
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GunsAndDope
Joined: 12 Jul 2011 Posts: 261
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Posted: Mon Jul 30, 2012 6:02 pm Post subject: |
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Great, another fun-filled Jacois-judging endeavor.
/sarcasm
Also, broke card is broke AND hexproof and can't be blocked except by flying are mainstays of green. |
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pseudodespot
Joined: 08 May 2011 Posts: 352
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Posted: Mon Jul 30, 2012 6:12 pm Post subject: |
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From the top down:
Barracks is too cheap. I agree with you entirely, that it is clean and simple. Perfect fitting for the color. Aside maybe that white does not as much care about casting of creatures. But upon entering to trigger that would be really dangerous. So its fine.
I like and dislike how Mage's wisdom gets destroyed. On the one hand it is inconsistent with the rest of concepts like it on the other you have the option to try to make it indestructible. Over all it may look boring, but card draw always does and this is a cute take on it. Maybe there is a way to streamline it a little, but who cares?
Brightness is just fail in my opinion. It is restrictive in its color, has a drawback that triggers every turn and is really bad for the game when forgotten. And then it shots down the game too? And unless the owner is not a total retard it will affect only his opp?
Oh dear god. Design of the very old days.
Seismic Wave makes tokens. Nothing special, but land tokens are somewhat cute. The question is, who wants such a card? This is clearly aimed at spikes. And for them you have to ask, Is it worth it? Its not like you get ahead when you drop it. For that cost you always want Blood Moon instead. So make something that Spikes will play it over that card.
Arcane Plantation is obv. the best card ever designed.
Primal Form could make use of the can't be activated wording. Other than that, (very) good job. This is also a niche card, but it affects things asap not one per upkeep. Love how it deals with fetchies but not duals.
Willow Rivulet is expensive and restrictive card quality. But i sense a boatload of abuse around the corner. Its relatively high activation cost make it bearable. Well Vengevine got survival banned. We will see how far this comes. In rotating formats it will be fine. The concept is sweet.
Primal Response should exclude mana abilities. aside from that I agree with you.
Inspiring Banner is pretty inspiring
Well actually it isn't since the concept is nothing new. But the execution seems rather brilliantly aside from flavor. Despite the pure beauty of a flavorless one sentence card like Doom Blade it would have been nice to see a flavor text. Which leads me to your statement. Due to its name it feels wrong. But Hymn effects in green are possible. And since this is GW I would let it slide.
Flagrant Beating is outright broken. The creature still deals its normal combat damage to the face. Fail.
Mind Expansion does expand the hand size thing a small amount but no revolution here. Since most controlish decks get along well with a grip of seven. If they even get there. As a deck thinner it is rather boring. Decks that really want that effect will be very happy everybody else will just shrug.
Seal of Stealth gives emblems to things they can't have them. Fail.
Next time match it to the pattern the other seals present. An effect that last until end of turn would have been just right.
Hatching Burrows is missing a word. I guess it is "less". This dwells in the middle ground between "broken beyond believe" and "who needs this? It does nothing on its own."
The thing that lets me fail it is not as much a power level issue but rather the global hexproof which is just the worst mechanic they EVER invented. Even Dredge and that double faced nonsense is bearable in comparison. There is no better example for noninteractivity and frustration.
Ethereal Effigy wants to do too much. Streamline this design. Also word it the way it would actually work. Now it would not have its activated ability once its a copy of something. This concept has potential but the current form is a total mess.
Rainbow Seal will also be reworded a lot but it is at least very clear what you want. I would actually go for the 1/1 Insect with deathtouch in green just to make the card look better. Which it will need when you put that much text on a card which just makes a bunch of tokens. Also this is a limited powerhouse.
I can't bear Flippi's submissions any more...
Crucible of Jund is not too good it is one of the most broken cards that where entered in these contests so far. As a variant of the charms it would be fine, but every turn? Really? Do you ck3gds really want to play against this?
Law of the Jungle is also outright broken. You control the enchantment and chose the target for its triggered ability and just don't play any creatures yourself. So you just lock your opponent out of its second creature. Well done...
Convergence of the Planes is a 3 mana way of totally screwing up the game state twice each turn. hello complexity creep! Very nice concept and very nice fail.
Two Nation Alliance I do not understand. Well actually i do know what it wants to do, but oh boy, that is not even a mess anymore. Lets just try to forget it and move on.
Essence of Zur is as Candace said neither fine on powerlevel nor clean and simple. Also it does not really synergize with Zur. Why search this when you could just search the actual enchantment you want? Mana cost? Who runs cmc4+ enchantments in a Zur deck? I don't know what this card shall do.
Primal Growth exists as a card already
As a one sided vineyard its as fine as it makes me yawn.
Mark of the Goblin is a Seal of Fire with huge upside. Dunno if Goblins or the game at all really need this.
Extreme Gravity brings back this almost forgotten supertype. A little tweak on the wording and cost and you are good to go. The wording include getting rid of the "world" because it adds nothing to the card. The cards in a library are a planeswalker's spells not the encyclopedia of physics of that plane. So it would be better to think of it as a artificial zone with higher gravity, which is also fine. The type world will be abandoned if it isn't already since the plane cards have taken over this function.
Borrowed Protections shows brilliantly how bad cascade was for the game.
Necrocompetence I can only imagine with a silver border. It is an inresting attempt to fix one of the ... excuse me ... THE single most broken card of magic's history. You better take your hands off of it or you will get burned.
Future Glimpse I would not straight up fail, but it is close. It is atleast just weak and unnecessarily complex but not broken or way too powerfull or senseless as some of the other stuff.
I'd go with Primal Form as the winner. |
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Canabiest
Joined: 15 Aug 2006 Posts: 145
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Posted: Mon Jul 30, 2012 7:15 pm Post subject: |
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Yeah sorry. Guess I somehow did not type the or less.
I can understand disliking hexproof. I designed this more to be flavorful and thought it was fitting. |
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thelemys
Joined: 24 Apr 2008 Posts: 323
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Posted: Tue Jul 31, 2012 12:59 am Post subject: |
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IMHO, Barracks should be a shepherd producing 0/1 sheep token, there is enough "Crusade" effects arround to turn Barracks into a broken card.
English is not my native language, that's a part of the problem when you got to add some flavour to your card here.
Where is CAC 131? |
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judas_bcn
Joined: 18 Sep 2005 Posts: 222
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Posted: Tue Jul 31, 2012 12:40 pm Post subject: |
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| i should have added "Creatures don't untap as normal during the untap phase." And maybe a cumulative upkeep. A pitty I tought it now. |
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