Planeshaper
Power Level 5/5: This is solid. ":b:: Target creature can't block this turn, activate only as a sorcery" is a pretty nice use of mana.
Flavor 5/5: Spot on and perfect, it communicates the little bit of halloween lore it has perfectly through its mechanics.
Technical 5/5: No Errors
Wow 3/5: This is a little card. It's not unexciting, but I feel like this is one of those things I would always forget exists. It doesn't really thrill me with possibilities, but you know, it's fine as it is. Average grade.
Total 18/20
Yarium
Power Level 3/5: Under, decidedly. It's a 3-toughness defender for 3 which already hurts, it's vulnerable to extra forms of removal, and it has one word that just kills it: Other. It can't really function on its own, which is painful for a card that might otherwise be a good stabilizer.
Flavor 3/5: You convey what you're trying to convey pretty well, but I'm left with some questions. The biggest of which is... why is this an enchantment? Seriously, Creature - Plant and the enchantment focused ability would seem to convey the "Black magic animates them" flavor you want to convey. Is it a concession to mechanics so they can at least count other patches? I guess that works, but if you're going to do something weird and special, do something weird and special. I suppose it's one big gripe, and if I gave half points you'd have a 3.5 here, but as it is I've got to go with 3.
Technical 5/5: No errors
Wow 4/5: This is starting to really interest me. I start scheming... black with a dash of Bestow? dip into multiple colors for Sterling Grove and the like? I want to build with this.
Total 15/20
Dudibus
Power Level 5/5: You hit the butter zone here. At first I thought it was way too strong, since it can almost certainly go monstrous before attacking, but then... it comes out as a 1/1 for two, and its intimidate is less useful on a two-color creature. Investing another
to make it go to a 3/3 has it at a good return on investment, but not game-breakingly good. Good job
Flavor 3/5: This one really, really suffers for its lack of art (unavoidable) and lack of a creature type. Is it motile and just lying in wait? If not, why doesn't it have defender. Is it an evil spirit, an animate plant, a scarecrow? There are more questions than answers in this card.
Technical 4/5: Has no creature type. If this was intentional, I apologize, but I really think it's an error.
Wow 3/5: I can't say a lot for this... it's a decently efficient beater and it does at least use counters which I can play with, but at the same time there are a lot of other cards that fill similar to identical roles.
Total 15/20
Phoenix Toph
Power Level 4/5: It's not hard to off your own creature... but then it's not hard to off its transformed state.
Flavor 4/5: I like it... smash the pumpkin and you deal with the nasty spirit attendant to it. That's a kind of cool take, really. My only issue with it is that I feel like the smiling gourd should be black to hint at what's underneath -- at least hybrid with black.
Technical 3/5: Should be "Return it to the battlefield Transformed" (see
Loyal Cathar), and the ability on the transformed version should have a clear trigger. I'm not docking you for using fear instead of intimidate, though I warn you that some judges will, particularly on a creature that is mono-black (and thus for which fear and intimidate mean the same thing in normal circumstances)
Wow 5/5: It may ultimately be too fragile to do anything with, but at the same time, it makes me want to. There are so many ways to off your own creatures, even for profit, and the thought of getting an evasive 4/1 for 2 is really quite delightful! Wowed me while still being slightly below curve. That deserves some respect.
Total 16/20
AzureShade
Power Level 5/5: It's in the butter zone. Its playability would entirely depend on the format around it: whether you have the ramp to get to its monstrosity and whether its "
Hurricane for 6" is going to be a game-changer in a reliable fashion.
Flavor 4/5: So, why does it horribly burn all flying creatures to death? The effect that its monstrosity has (Damage to flyers/players) is usually depicted as heavy winds. I'd like it better if it were "Each other creature"
Technical 5/5: No errors
Wow 4/5: It's good, no doubt. Its massive air-burst is interesting.
Total 18/20
LilyStorm
Power Level 5/5: Impressive, but not overwhelming. 2/2s for
are nothing new, but this one does manage to stand out with a good contribution to magic
Flavor 2/5: What in the world is going on here? Why do we have a nonartifact, white legendary scarecrow? Why does he give people pro-black and vigilance? Is it from lighting their way? BADLY needed flavor text.
Technical 5/5: No errors
Wow 4/5: Another card I'd want to play with -- team vigilance can't be denied as useful and team pro-black is possibly even more useful, though some of that is hurt because he does not himself have protection, reducing the number of available shenanigans.
Total 16/20
Confused
Power Level 5/5: I love this card. It's powerful enough to be relevant, but the mana investment holds it back from being broken. In some ways, I'd rather have
Golgari Germination, but the potential to really power through damage is tempting.
Flavor 5/5: Excellently executed. I know what's going on, the mechanics represent it well, and the line used to tie it together really does help.
Technical 5/5: No errors
Wow 5/5: This is the heart of a deck. Potentially, it's the heart of many decks ranging from aggressive to solidly controlling because it can trigger off both enemy creatures and your own. Just wish sacrificing a scarecrow did something other than accelerating your win-con by one turn. Not enough to lose it a point though
Total 20/20
Cato
Power Level 5/5: This is fine. It's not really on either edge, it's just fine.
Flavor 5/5: Well communicated and I appreciate the rhyme
Technical 5/5: No errors
Wow 2/5: This card is... it's dull. I mean, really dull. It does what it does well, but it doesn't inspire or, in fact, 'wow' in any way.
Total 17/20
YingLung
Power Level 5/5: Saved only by its low cost, this can blow out weenie decks rather well, which is positive.
Flavor 4/5: I mostly get it, but the flavor text actually loses me. It would have been better without it, which serves to ambiguate a previously fairly unambiguous card. Okay, maybe it wouldn't have been better without flavor text, but a different flavor text would have served it well.
Technical 5/5: No errors
Wow 3/5: It's a solid utility piece, but nothing more.
Total 17/20
DS
Power Level 3/5: It's rather weak. It can get a big effect, I guess, but the investment to do so is huge and varied: you need green to cast it, red to pump it, and white to activate its Ghostly Prison effect. Maybe in EDH... oh, right, it has one toughness and no removal resistance to speak of.
Flavor 4/5: The name's a bit dull and it could use flavortext, but I get what you're trying to get across and the mechanics work towards that end.
Technical 4/5: Compare your wording to
Sphere of Safety.
Wow: 3/5: This should have been a four, but it was held back by its power level a little too much. I keep thinking about how this would fit in defendabarbs/tamobarbs, but the answer is it doesn't contribute enough.
Total 14/20
PeregrineV
Power Level 4/5: Compare
Barbed field, which is already not a good card. This is cheaper, but it basically can't hit players. Some of the differences between -1/-1 and 1 damage are cute, which is why this isn't lower, but at the same time it needed a little oomph. Maybe a cantrip?
Flavor 4/5: Creepy and solid, but at the same time it's not incredibly resonant: the name and flavor text are at odds for the origin of your creepy enchant land.
Technical 5/5: No errors
Wow 4/5: I have a soft spot for "enchant land". That alone makes this memorable and interesting.
Total 17/20
Moonbeam
Power Level 3/5: Compare this to its similar cards --
Gift of Immortality,
Deathrender or
Oathkeeper, Takeno's Daisho. They're fairly modest cards, mostly, and this is weaker than all of them. I guess if spirit tribal is a big thing it could work, but even then, Oathkeeper seems to suggest you could set the bar higher.
Flavor 5/5: I love it. A great callback to the origin of the Jack o' Lantern, though I doubt many people will actually know the story.
Technical 5/5: No Errors
Wow 3/5: At first, this seemed great, but then I noticed how little it actually did. +1/+1 and hexproof is a modest boost, and returning the creature to your hand weakens it a lot compared to returning to the battlefield (again, I'm having to compare it to Oathkeeper). For 5 mana, I'm left wondering why I didn't just play a Leonin Scimitar.
Total 16/20
Morgothra
Power Level 4/5: I... I'm honestly at a loss. I'm giving this a 4/5 because I'm not sure where to play it. It seems like you could set up an insane blowout, but at the same time the symmetry of the effect might be too difficult to break without some sort of counter manipulation.
Flavor: 5/5: The flavor text really makes it, really. But with the flavor text, this tells a very solid story, which is good always and especially important on a transform card that has progress over time
Technical 5/5: No Errors
Wow 5/5: This is... fascinating. It's really, really interesting and I love that it doesn't specify combat damage, so you can keep the enchantment from transforming with a
Prodigal Pyromancer.
Total 19/20
SCORES AFTER ROUND 1:
1) Confused (20)
2) Morgothra (19)
3) Planeshaper (18)
3) Azureshade (18)
5) Cato (17)
5) YingLung (17)
5) PeregrineV (17)
8) PhoenixToph (16)
8) LillyStorm (16)
8) Moonbeam (16)
11) Yarium (15)
11) Dudibus (15)
13) [null]
ROUND 2
Back in Innistrad, there was some talk about "Halloween Horror" and how it might overlap with the gothic, but did not entirely. One of the topics brought up was Witches, and how the typical Halloween Witch didn't fit. So this is my challenge to you: Make a Halloween Witch. More specifically, you need to do one of the following three things -- Make a pretty witch (Don't see those outside of Halloween much), a Flying Witch (as on a broomstick), or make a flying broomstick.