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Challenge 3 General Suggestions and CommentsOne of the ways you can impress the judges is by giving Wodotha its mechanical heart, as suggested by MaRo. It will also address his concerns about your ability to do the same for your set. My advice, choose a 'death matters' theme.
Fair Warning: Ken didn't seem thrilled by the idea of the way requiem was going, but I disagree. Done correctly, it fits into two of the main mechanics the judges liked (assault and the Blight). The trick is going to be sacrificing things that don't matter as much (Tokens will help. Either make a cycle of token things or just mention it in your write up)
Cursory plan: Your Instant/sorcery cycle could be Requiem. These have to have some effect by themselves. I would take a look at worldwake's landfall spells. Lift one of them directly to appeal to KEN . A build around me enchantment cycle would be awesome for uncommon. Something that really rewards all the sacrificing you'll be doing. The mythic rare cycle can stay, but it needs to be hella flavorful. I like where your head is at right now, but I dont like the repeatable counters. Maybe just give it a sac ability.
Just cursory thoughts. Glad to see you rejoin the fray.
I mentioned this on Twitter, but your uncommon cycle is WAY too powerful. You think you're helping out with Blight, but really you're promoting shenanigans. (This is as of the current "Fighting Blight 1.0 enchantments) These cards all benefit from mass destruction, such as Day of Judgment.
While the White one (Sac: Return what you want from your hand) might be the most likely to stay, it's still really good.
The Blue one: (Sac: draw a card for each permanment that goes to the Graveyard) is really broken. "Oh, I play Day of Judgment with 10 tokens on the board? I kill your creatures AND I draw 10 cards. For an uncommon?
Black one: (Sac: for each permanent that hits your graveyard, target opponent sacrifices a permanent). Again, Day of Judgment with three creatures, suddenly they lose their lands too.
Green one: (Sac: Exile permanents that went to the graveyard, return them to play at EOT). Not only do I kill your creatures with Day of Judgment, I get mine back!
If you think I'm focusing too much on Day of Judgment, that's because that's the first thing I thought of when I saw those cards. It could be anything, Scapeshift with the Green enchantment with a Landfall creature, Kaervek's Spite with the Black one. IF I'm going this route, then I'm not even focusing on Blight, which is the real purpose of this cycle.
Take a look at Karmic Justice, and how that's rare, and still really good. These are way too powerful currently.
Ways to fix: You could instead of saying all, make them have a single target which would help keep them lowered down in power. OR, you could say for each permanent with a counter on it. That still fights Blight, but then keeps it open to other counters as well, but lessons the combo party that you opened up with the first one.
Scott: Your logline should not ask, it should tell! (those are MaRo's words on the last logline that ended with a ?)
If you are thinking about a logline that ends in a question mark, don't
MTGColorPie is right, enchants should probably only work on a single target (make blue draw 2)
otherwise they can result in silly things...
for example I could eat reassembling skeleton with bloodthrone vampire 2-3times on turn 4 forcing you to sac 2-3cards (probably all you have are lands) and hit you for 5 or 7... using garbage cards.
I definitely agree with MTGColorPie that your uncommon cycle is fantastically scary and don't look super fun.
I think there are two other problems with them:
a) Why are these enchantments with a sacrifice one-shot, and not just instants? I find that puzzling. At least if you have to use mana on them it's harder to also cast your Wrath and utterly ruin your opponent.
b) Why are you making a splashy cycle to fight your set's main theme, instead of supporting it? Scars has Smiths, it doesn't have a cycle of Oxidda Scrapmelters. Cycles have a big shot at getting remembered and being iconic, so they should push your set's mechanical theme instead of opposing it.
Also, you seem to be going the indestructible/return stuff afterwards thing to counter blight, but in its current form blight is mediated by counters. Why don't you just have things that remove counters, a-la heartmender? I could imagine a card Medicine Runner or Heartmender like effects, the same as with Persist.
My intent is to have one cycle (mythic) devoted to surviving beyond the blight, and one cycle (uncommon) devoted to avoiding the blight.
White Guy (Mythic)
Creature - legendary soldier
When CARDNAME enters the battlefield, put two 1/1 white soldier creature tokens into play.
Sacrifice a soldier: Exile target creature
Less than exciting, but it plays nicely with both assault and requiem. I think this kinda mechanical synergy has to be what MaRo is looking for. I would suggest requiem spells for your common to showcase how Wodotha is going to be a 'death matters' set.
Blightlost Vapors (Common)
Put the top three cards of target player's library into his or her graveyard.
Requiem - If a creature was put into a graveyard from play this turn, put the top six cards in their graveyard instead.
MaRo loves a good mill. Remember, all these death abilities need to make sense post combat, because most guys die in combat.