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#genuinely tho angels design was the biggest surprise to me
p2ii · 3 months
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real talk tho why was angel barefoot while performing in a "dark seedy bar"
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GIRL THERE ARE EMPTY BOTTLES BEHIND YOU. YOU ARE GOING TO CATCH SOMETHING
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inventors-fair · 4 years
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Lyrical Poets
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There was a pretty diverse set of musical interests represented in this competition - a wide variety of artists and genres, which definitely kept things from getting dull on my end. Without further ado, let’s jump on in!
@antmations​ - Erissa, Bog Witch
Flavour: Spooky big bog witch makes everybody feel like dying. I'm not sure it communicates why I'm better off that way, but I'm sure she knows what she's talking about. Mechanics: A deathtouch creature is already a pretty significant deterrant to attacking, so adding extra downsides makes it especially unattractive. Be careful with effects like this because they often put the opponent in a position where they feel they can't progress the game without dying, which just makes the gameplay grind to a halt. Templating/Nitpicks: Nope, nothin'. Overall: Bog Big witch energy.
Charmera - Bad Moon Risen
Flavour: I respect how literally you played into this, especially the references to old card names. Kudos. Mechanics: Obviously with taking things as literally as you did, the design kinda has to wind up all over the place. My biggest takeaway from this one is that it feels like it should be a Saga that just ticks up through the lines you're referencing. Templating/Nitpicks: On MTG.design, you can use asterisks (*) to drop bullet points into your modal effects. It's super convenient. Overall: The chorus of this song is commonly misheard as "There's a bathroom on the right." That would probably be harder to design. 
@corporalotherbear​ - Tranquility, the Trickster
Flavour: You chose a very simple effect which gave lots of room for flavour text. Just with the lines included I still don't totally understand the why, but it definitely conveys what's going on. Mechanics: This is repeatable removal, and pretty strong removal at that. Red is supposed to be weak against creatures with high toughness, but besides actual-factual walls this will generally circumvent that. Templating/Nitpicks: While a creature technically can fight itself, if you asked players what that means probably 9 out of 10 would get it wrong. The correct way to template this would probably be to just write out, "deals damage to itself equal to twice its power." Overall: It is a heck of a trick, tho.
@dabudder​ - Unbounded Truth
Flavour: The lyric you chose is really wholesome and pleasant. Revealing cards feels like "saying what we mean", though it fights the theme a bit that only our opponents get in on that action. Mechanics: Peek with some incidental lifegain tacked on sounds reasonable, I suppose. Control decks probably wouldn't mind knowing what answers they need to dig for while giving themselves more time to do so. Templating/Nitpicks: You're looking for "card", not "spell", and converted mana costs are "high" rather than "great". It probably comes out, "You gain life equal to the highest converted mana cost among cards revealed this way." Overall: Thanks for going to the trouble of submitting it until it went through. I expect next week to go a little smoother for you. 
@dim3trodon​ - Paladin of Silence
Flavour: The lyrics are pretty evocative, and I can imagine a paladin saying (or explicitly not saying?) exactly that line. Good choice to lean on the spell Silence to define what exactly that means. Mechanics: I'm not sure what's Blue about this one. Perhaps it was for the Flash, but it's worth noting that every color has access to Flash for effects that genuinely require it to work - this would be one of those. Templating/Nitpicks: Kudos on being careful around flicker effects, though also be wary when you have to do that. It can be a sign that the core effect isn't very fun. Overall: 
@dimestoretajic​ - Kawejitch, the Unrestrained
Flavour: Thanks for putting a face to the lyric that's been stuck in my head since my childhood. Only a little surprised that face has a trunk. Mechanics: This is functionally unblockable, but Mardu probably adds up to that. The rate could probably use some attention, as an 8/5 unblockable for six is better than anything that's been printed. Putting combat keywords on a creature that's nearly impossible to block feels like a miss; I think it's to really stick the "couldn't hold me back" thing, but I feel like super-menace delivered on that well enough. Templating/Nitpicks: I hope I'm not the only that gets unreasonably happy reading lines of text like this. Overall: I've been talking to myself out loud the whole time I've been typing this. 
@emmypupcake - Burden of Despair
Flavour: Between the art and the flavour text, I can certainly feel the despondency of the situation. Mood. Mechanics: This is reasonably flexible removal, getting rid of little dorks entirely and mosty disabling bigger ones. The power drop feels pretty irrelevant since the creature can't attack or block anymore, but I suspect it's just there for symmetry. Templating/Nitpicks: Yours is one of only a couple submissions that correctly represented both title and artist in the flavour text. I'll be clearer about it in the future, but gold star for you in the meantime. Overall: Bog Big mood.
@fractured-infinity​ - Erase From Time
Flavour: I'm not sure what the art is showing me, but the flavour text does more than enough to set the tone. Gone for good. Mechanics: This is quite the clever little innovation, a variation on White's more permanent exile removal that is relevant in multiplayer. I'm a little curious why it phases instead of exiling, since the nonlegendary clause means it wouldn't hit Commanders either way, and the two are equivalent in most other cases. Templating/Nitpicks: No need for hyphens in "nonland" and "nonlegendary". Overall: This is one of those moments where you come up with a cool concept, you develop an awesome design around it...and somehow that design just no longer fits that concept. The biggest thing keeping you out of the winner's circle this week was that your innovation played in the opposite direction of your theme by making the removal less permanent. Solid design work, though.
@gollumni​ - Guildless Anarchist
Flavour: I assume the flavour text is mostly connecting with the first ability. Some designs just need the added context of a set or cycle to really make sense, and that's okay. Mechanics: Part of me suspects the first ability is a little overcosted, because it doesn't actually net you a card - see Haunted Crossroads for reference. That said, the repeatable removal and/or Lava Axe of the third ability seems pretty strong to make up for it. Templating/Nitpicks: Magic is picky, so you only "return" cards to the battlefield or your hand; you'll just "put" this one where it goes. Also, you'll want to include "untapped" in the cost of the third ability; the rules don't strictly require it, but templating praxis does. Overall: "Slaughtermatic" is my new word of the day.
@hypexion​ - Ravenous Extraction
Flavour: I've never heard it, but even just reading it that flavour text seems catchy. It has a clear message, and the Treasure tokens have added meaning thanks to the "inheritance" line. Mechanics: This hearkens back to Squandered Resources, both mechanically and thematically. Moving it to Red is probably correct in the modern color pie, though admittedly I'm not sure at what rate either of these effects would be fair. Nyxbloom Ancient triples your mana more permanently for seven, so...maybe five is fine? Templating/Nitpicks: For poetry, line breaks are as much a part of the writing as the words. If it's not possible to fit with line breaks intact, you'll want to include slashes to indicate where they should be. Geist of the Moors is an example of what that looks like. Overall: I'm going to have to look up this song to see how close it sounds to how I'm reading it.
@ignorantturtlegaming​ - Angel's Song
Flavour: An angel's song is definitely magic-appropriate flavour, and has a lot of room for interpretation. "Eternal life" as doubling your life total makes sense, though the burn part feels more like punishing the gathering than calling it. Mechanics: Moving Sphinx's Revelation to sorcery speed does hurt its power level, though I'm not sure it does it enough to compensate for all the upsides this has. Having the option of using it as a sweeper is huge, and the life doubling on top of the first mode seems like it gets out of hand quickly. Templating/Nitpicks: Modal spells only really have their modes. If you want the conditional part to occur regardless of which mode you pick, the correct way to do that is to include it in both modes. I agree this feels weird. Overall: A song called The Gathering was such an apt choice, kudos.
@illharg-the-rave-boar​ - The Key and the Gate
Flavour: I'm definitely picking up the "thrall to Yog-Sothoth" feel. And the card is powerful enough that it communicates a sense of powerlessness against cosmic forces. Mechanics: This card is quite the beating, but I suppose three-color, seven-mana spells generally should be. This is a pretty clear 'game over' in most cases - unless your opponents have another source of cards, the fact you're stealing one each turn and doming them for 7 every time they whiff should end the game pretty quickly. Templating/Nitpicks: There are enough details of the lyrics that lend themselves to Magic vocabulary (rainbow, cascade, even walls) that I wish the design were a little more explicit, but I understand there's only so much room. Overall: Songs these days really have nothing on great old ones.
@khyrberos​ - Neutral Physician 
Flavour: Few things make me happier than "deniability" on a card that  literally denies an ability. This has a few different things going on, but they're all pulled reasonably well from the text you're referencing. Mechanics: All the different pieces of this card kinda drag it in different directions. While they're clearly pulled from the lyrics, they don't really create a unified mechanical identity, which makes it hard to imagine how a card like this should be used. Templating/Nitpicks: If you want it to counter death triggers, you can actually just do that. "Counter target triggered ability if a creature dying caused it to trigger" does what you want without the weird timing restriction. Overall: I think there's actually something here, it just needs a little polish.
@macaroni-and-squeez​ - Rising Form-Claimer
Flavour: Using the untap trigger to show the creature "woke up" that way is really clever. Mechanics: The delayed trigger feels a little hard to track, and I can't help but think there must be a simpler way to achieve a similar feel. I do like the fact that the tap in the cost of the ability sets up the untap trigger, which makes the design feel internally consistent. Templating/Nitpicks: There's a comma missing between your costs, and you probably mean to say "When CARDNAME becomes untapped during your next untap step," otherwise the trigger hangs around indefinitely and goes off every time it untaps. Overall: Is this thing skinless until you activate the ability? Oh no.
@machine-elf-paladin​ - Goblin Firework Festival
Flavour: This line feels so much like a goblin rhyme, I'm really pleased that you felt that in it too. The unpredictability of the end result, and flavour of blowing up your friends and fireworks feels very resonant. Mechanics: This is a finisher, with a pretty clear multiplayer leaning. I think in practice this would generally kill whichever player is at the lowest life total, encouraging them to sacrifice everything they have, in turn possibly killing another player and encouraging them to do likewise. While the effect feels fun to read, I'm not convined the actual gameplay would feel interesting most of the time. Templating/Nitpicks: Gold star for the use of slashes to indicate line breaks in your flavour text. Overall: I hope this song is as fun as this design implies it is.
@martian-june - Blood Pact
Flavour: Combining a group hug effect with a group slug effect to convey "friends who bleed" is pretty clever. Mechanics: This is an interesting combination of 'White' and Black effects. The card draw is something that Black can do at this rate, and the opponents drawing cards probably covers any cost of the life loss. I'm not sure precisely what deck is looking for the combination of these effects, but it's neat to see them done together. Templating/Nitpicks: I don't think there's any strong reason for the "if" clause, there are very few effects that would prevent that from happening anyway. Overall: I like centered cards too.
@milkandraspberry​ - Taunting Slander
Flavour: I can see how "stupid butt" might get one's hackles up. Them's fightin' words. Mechanics: A fight effect with a little extra reach seems sensible enough. You'll often lose your creature along with theirs, so it's a little bit like a Heartfire. Templating/Nitpicks: "...each get +1/-1..." is the template you're looking for. Apart from that, I'd just like to see the flavour and reminder text italicised - it subtly communicates that I should be reading it differently, which is surprisingly helpful. Overall: Not too strong, not too bad.
@misswamyn​ - Bardic Inspiration 
Flavour: I can definitely imagine how a great song could get your troops a-movin'. I do wish there was a little more to make me feel why this song has this effect, but the overall effect definitely makes sense. Mechanics: The biggest miss is that there's nothing particularly White about it. Otherwise, perfectly solid. Templating/Nitpicks: This is a really simple line of text that has apparently never appeared on a Magic card before. Those are always a treat. Overall: Makes me wonder what the actual greatest song ever would do.
@mistershinyobject​ - Ghastly Grasp
Flavour: Drain is definitely a classically Black way to illustrate the concept of touch. The impression I get is that the creature is the one overwhelmed by your touch, though I'm not sure I immediately connect with the "almost convinced me I'm real" line. That part seems especially poignant, so I'd love to see it show through in the mechanics. Mechanics: You expressed some concern over whether this was allowed in Black - personally, I don't think it's even a bend. Because Black can get full drain at roughly this rate, it certainly wouldn't be a break for it to get only half of that. Dealing damage without any lifegain would have to be a bend then, but this sets itself up to gain life almost every time it's used. I think you're fine. Templating/Nitpicks: Power seems like an odd choice over toughness, just because it feels like it's operating on an entirely different axis. Overall: Killing a Rampaging Ferocidon with this would be so satisfying.
@misterstingyjack​ - Keeper of the Fourth Mystery 
Flavour: I wouldn't have picked up on what this card's flavour text was saying without your explanation, though with the explanation I can pretty clearly see what motivated your decisions. Mechanics: Expanding your tutor effects is an interesting space to play in, I wonder if there's a good way to make it work. Templating/Nitpicks: Unfortunately, this template probably doesn't do it. I don't believe an effect can really look forward to see where the searched card is going to be put, and I'm not sure the search replacement would work as intended anyway. This is a tough templating challenge though, so I think this was a valiant effort. Overall: A honestly hope to see a more polished version of this in the future.
@morbidlyqueerious​ - Lethal Prominence 
Flavour: It works a little hard to convey its theme, but I think it gets there. Mechanics: You're right that it came out a little wordy, and I suspect there's probably a more elegant way to deliver on the notes this is trying to hit. I think it gets dragged in too many directions trying to incentivise everyone (the counters, the Gold, the attack requirement). That said, I do like where it's aiming. Templating/Nitpicks: Nothing stands out, which is good. Overall: This is exactly the kind of lyric I had in mind when I created this challenge.
@nine-effing-hells​ - The First Home of Crafters 
Flavour: It does do the work of tying Dwarves, Artifacts, and Artificers together thematically. Mechanics: Lands that tap for multiple mana are often a problem, and there are enough cheap artifacts that I would expect the other two types to be largey irrelevant. That deckbuilding restriction is a limitation, but history has shown that cheap artifacts tend to be good together without a lot of extra help. Templating/Nitpicks: You noted that the wording on the trigger is hard to follow, and I have to agree. I think it does function correctly though, so points for that. Overall: It's definitely a song.
@quillpaw​ - Mercury in Retrograde 
Flavour: It's hard for me to connect what the flavour text is telling me to the resulting effect, which is unfortunate because each of them seems cool on its own. Mechanics: This is definitely a variant of Kruphix that feels Red. I think it feels a bit bad that it costs so much, because by the time you can start holding onto your mana it's going to kill you pretty quickly trying to do so. I think the downside feels appropriate though. Templating/Nitpicks: Those are two different abilities, so they should be spaced a little differently. And generally you'll want quoted flavour text inside quotations marks. Overall: I still can't figure out if it's a friend or not.
@real-aspen-hours​ - South Wind 
Flavour: Cute to evoke the spell Hurricane for a song of the same name. The second half is...Shatterstorm, which I suppose is on the storm theme? Mechanics: Suspend is something we probably won't see much of soon, and this isn't the kind of effect that plays especially nicely with that mechanic. When your opponent knows a sweeper is coming, they just know not to play into it. Templating/Nitpicks: I put the card image together for you. I think I do good work. Overall: You've got at least three more winds to design now.
@reaperfromtheabyss​ - Question to the World 
Flavour: The design itself asks questions without answering them, which is kind of an interesting place for this to be. Mechanics: The coolest part of this design is that it asks your opponent whether they want to bother dealing with it (and giving you cards) or just letting it live as a minor inconvenience. This came close to winning, and my only problem with this design is that the combination of evasion and hexproof takes most of your opponent's ability to interact with it away, leaving that one interesting question pretty moot. Templating/Nitpicks: Cards would be exiled "with" it, not "by" it. Overall: Did they ever get an answer?
@scavenger98​ - Horizon's Turn 
Flavour: I definitely get the sensation of leaving the surface world behind and taking to the skies, which is a neat story. Mechanics: This a tough one. It's a six-mana (twelve, if you count the skipped untap) sorcery that can often do actual nothing depending on your opponent's deck. The frustrating part is that there's no real way to build around it, because it relies entirely on your opponent's things. Also, skipping untap steps is just rough. Templating/Nitpicks: Nope, nothing in particular. Overall: I feel like there's more story to this than I'm picking up on, and it genuinely makes me want to know more.
@shakeszx - Leave Breathless 
Flavour: The "doesn't untap" clause is normally used for ice effects, but I can see it being used for breathlessness. Adding the activated ability bit certainly sells it as something different. Mechanics: Split second isn't a favourite of mine, but I suppose it's there to make sure the activated ability line gets to do its thing. This is only moderately better than normal freeze effects, so I'm not sure the color-intensive cost is really necessary. Templating/Nitpicks: It's a little weird that the effects last for different periods. I'd probably just attach the activated ability limitation to "until it becomes untapped", as many activated abilities won't be usable until then anyway. Overall: That line is a pretty good choice, I gotta say.
@snugz​ - Caught in the Act 
Flavour: A song as well-known as this one is a bold choice because it comes with so many preconceptions. I'm not sure I'm picking up where all the different parts are fitting together thematically, and that could be part of it. Mechanics: This is some nifty little soft removal. It feels a bit like a Blue Stab Wound - most often, this will be used to immediately kill small opposing creatures (by leaving up a blocker big enough to eat it in combat), but occasionally it’ll be stuck on something harmless to achieve the recurring effect. In most cases, mill two each turn is not going to be too scary (and is even an upside at times), but in a mill deck every recurring source of mill is key. Templating/Nitpicks: Reimagining the artist of the song as a character was an interesting little addition. Overall: I would not be at all surprised to see something like this printed in an upcoming set.
@sorustyitshines - Fire-Forged Bond 
Flavour: This definitely conveys the theme of two creatures fighting and enduring hardships together. I feel like you have the space to do a little more to really sell the theme, but it's certainly clear from what you've got. Mechanics: This is an effect that doesn't exist yet, which means it's got that much going for it. I think the theme gives you space for a little more innovation than what you took advantage of; something like "those creatures gain indestructible for as long as you control both of them" is a slightly more unique space that leans a little harder into the story you're trying to tell. Templating/Nitpicks: The effect wants "each of two target creatures", otherwise it sounds like you're splitting the one counter between them. Overall: It probably doesn't need to be rare, but otherwise this is a very printable card.
@teaxch​ - Sink and Drown and Die 
Flavour: I had to actually listen to the song to piece together what was going on, as the flavour text only went so far. That said, aligning the three effects with the three verbs was really cleverly done. Mechanics: My only real qualm here is that your opponent makes all the decisions. This would probably be in the winners’ circle if you picked the three permanents and they picked what to do with them (a kind of Kiss, Marry, Kill effect). Templating/Nitpicks: The existing templating looks perfect, so instead let's imagine the Kiss, Marry, Kill version: "Choose three nonland permanents controlled by the same player. That player returns one of them to its owners hand, puts another on top of its owner library, and sacrifices the rest." Overall: Just hoping the flavour text wasn't aimed at me.
@tmstage​ - The Lone Digger Club
Flavour: You were correct in assuming I'd seen the video, so I did have a sense of what was going on here. That said, I warned that the card was the context I was most interested in, and it doesn't serve to communicate all of that itself. Mechanics: This is a really cute way to evoke the effect you were going for. Forced blocks (and attacks, for that matter) can be done within Blue, and the aggressive feeling definitely justifies the Red inclusion. Templating/Nitpicks: Nowadays attack restrictions refer to "combat" rather than "turn", so that it's clear how they interact with multiple combat phases. Overall: The purple art on a Blue-Red card is so satisfying.
@whuh-oh​ - The Demon Within 
Flavour: I can see how each of part of the lyric is supposed to correspond to one of the activated abilities, though it's not immediately obvious which effect is which line. Mechanics: Free mana is often very strong, and being able to turn 2 life into three mana each turn feels strong - I suppose it's only a turn sooner than Gilded Lotus with a higher color requirement, but it's also a lot more flexible than that. The fact that the third ability doesn't seem to interact with the other two makes it feel a little out-of-place, especially since three abilities and the activation restriction means you could pretty easily have them work cyclically (i.e., have the last ability read "BBB: You gain 2 life."). Templating/Nitpicks: You'll want it to read "only once each turn", because templates. Overall: Form of the Demon is a pretty neat idea.
@wolkemesser​ - Memnarch's Manic Plan 
Flavour: The strongest flavour points for this card go to the fact that it makes you think like the character; you immediately start to imagine the payoffs for doing the thing, and the costs just become an afterthought. I think that was really cleverly done. Mechanics: The biggest obstacle is that this is a bit of a one-card combo. As long as your deck has any game-winning combo somewhere in it, you just build up a lot of permanents and play this, hoping to draw into your combo and immediately have the mana to play it out. Either you succeed and win on the spot, or you don't and your opponent picks you apart while you try to piece things back together. It's possible this gives you enough resources when it works not to immediately fold to pressure, but if that's the case there's just not much risk to playing it after all. Templating/Nitpicks: Looks like you missed the word "cards" after "draw X", otherwise you're golden. Overall: I was really pleased to see Memnarch show up on this, thanks for that.
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That’s our feedback this week - I wanted to get it out of the way so that you all could focus on @teaxch​‘s challenge starting today. Thank you all again for letting me share one of my favourite design exercises with you, and I hope that some of you will keep it in mind the next time you’re struggling to nail an idea down.
Until next time,
~Mod [ @3smuth​ ]
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