Hey thanks for the contest! "Fifty shades of Vampires" isn't a bad way to describe my card lol.disclaimer: I'm the mean judge on the talent show you're watching, don't take it too personally if my comments lean negative, not only are sagas hard to design well, I also just generally don't have it in me to dig up something nice to say unless I am genuinely impressed
feel free to challenge any misgivings you have about my remarks
STORY: The concept I get reading this is Musashi is a samurai, kills someone, and then either goes insane or otherwise experiences regret. I don't know how accurate that is because I don't care for real people, but it seems to roughly align with your stated goal.
MECHANICS: The +1/+1 counter feels a bit tacked on for the prompt and the mechanics it uses are kind of basic so it doesn't really get my gears turning, but basic doesn't have to be bad.
FINAL VERDICT: 3dpd but otherwise soundSTORY: A bit too mundane to receive the esteemed title of Saga, but on the whole I guess it makes sense. Feels a bit weird that the search effort is the most valuable part of the card, and not the apprehension. It does communicate the story very effectively though.
MECHANICS: As a gatekeeper of white card draw I don't like the weird white divination of the second step. It's kind of nice that detaining buys you time to use your clues.
FINAL VERDICT: Needs a bit more grandeurSTORY: It works, although it kind of feels like you gave it four chapters just because of the art, the two futures don't really resonate all that well as just having a clean three overall.
MECHANICS: I don't really like how this plays compared to how much more sense the card would make inverted, although thematically it makes more sense to go from the past to the future. I kind of wish the mechanics had more interplay though so that they would establish some form of continuity.
FINAL VERDICT: Solid concept, feel like the execution needs a little polishSTORY: I appreciate using an actual event in Magic's history, but the card does seem rather disconnected thematically. On the whole I don't feel like this card tells a cohesive story, and using blood in the first place is a bit weird to me considering the distinguishing trait of dimir vampires.
MECHANICS: A lot of the power budget is located into it being a (delayed) 2 mana reanimation spell that sets itself up for success, so I'm not entirely sure how effectively it really functions as a glue card, but I could imagine cubes with less powerful reanimation targets where it's not unreasonable at doing so.
FINAL VERDICT: Doesn't resonate with me strongly enoughSTORY: The second and third line of text evokes some pretty strong imagery through their extreme effects, which I appreciate, even if said imagery takes place in Scotland.
MECHANICS: I doubt this card leads to very enjoyable gameplay, which is perhaps fitting for the card's theme. It's also not entirely intuitive that you can't remove the lore counter unless you have a target to destroy, which isn't entirely intuitive. It also warps the game around it to an extent that I don't really know if it meets the criteria.
FINAL VERDICT: Very cool card, but ultimately a bit too muchFLAVOR: The mechanics are a bit "fifty shades of vampires", but it's functional, I think it does a solid job of portraying the innistrad vampire origin story.
MECHANICS: It's a bit disappointing that so much of the cross-pollution in this card comes inherently from the blood tokens instead of the different chapters, although I guess there's an argument to be made about lifegain.
FINAL VERDICT: Functional, very printable
I'll be honest and say I wanted to give it to humpty dumpy because I love the mechanical storytelling, but being realistic with myself, I'm going to give it to Trainmaster for having a solidly well-rounded submission, even if it lacks that little extra I'm looking for in a truly Excellent Design™.
I believe I will be taking a custom title and be "burdened with the obligation to host a new contest."Congrats Train! Which reward will you choose!?