Design
(2/3) Appeal –Spike likes this for limited, with some cool applications. Tapping an opponents boardstate seems useful both on offense or on defense, and this could lead to blowouts big enough to get Txmmy interested. Jxnny doesn't see much in this though.
(1/3) Elegance – While the intended idea of this card is clean, the reality of the quality issues make it confusing to understand and causes one to do a double, or even a triple take.
Development
(3/3) Viability – Rarity is pretty good, colors are perfect. Bend or break the rules of the game? Not at all.
(2/3) Balance – As previously stated, good in limited. Probably wouldn't see any constructed play, but that's all right. Of course, I'm not sure whether this card exiles or destroys the creature, but four mana single target removal spells don't seem to be strong enough for standard anymore by and large.
Creativity
(2/3) Uniqueness – A kill spell with gravy is not the most original thing in the world, but this combination is new to me.
(3/3) Flavor – Bang on.
Polish
(0/3) Quality – Less than or equal to. Most crucially, you began the card stating, "Destroy target creature", then later referenced "the exiled creature". As it stands, the card contradicts itself and doesn't work within the rules.
(2/2) Main Challenge (*) – The harder they fall. Good.
(2/2) Subchallenges – Not a creature.
Total: 17/25
Design
(1.5/3) Appeal – Txmmy doesn't see a lot to be excited about this card, Jxnny sees some potential for shenanigans, but not as many as they would like, and Spike is underwhelmed.
(1/3) Elegance – I will continue to beat the dead horse of animate dead, and point out that this card appears to have around nine lines of text. Quite a lot to take in and not particularly clean to read.
Development
(3/3) Viability – Rarity is fine, every effect of this is in the right colors, no problems here. We've seen clue creatures before, so no breaking the rules of the game.
(1.5/3) Balance – This is difficult to say, but playing this on turn one is just about impossible practically, and playing this on turn two is also problematic. While generating clues is nice, having to feed your landbase a creature every upkeep strikes me as more downside than upside. Perhaps as a late game way to convert weaker creatures into cards, but I have a difficult time seeing this as an early play or a powerful land. Getting a big team and a big double striker is cute, but I suspect the game might have already drawn to a close before that becomes too relevant, at least outside of limited.
Creativity
(3/3) Uniqueness – Parcel Myr exists, but the combination of effects on this card is certainly novel.
(3/3) Flavor – I buy it. The tales of creatures are recorded in a temple then later restored to their original form by its caretaker. Nice. You didn't have room for flavor text but the name and effect are enough to convey the meaning.
Polish
(3/3) Quality – All fine.
(2/2) Main Challenge (*) – Sanctum of the Memory Priest. Good.
(2/2) Subchallenges – Creature on the backside, but it starts as a land so technically not a creature. I'll give the points.
Total: 20/25
Design
(2/3) Appeal – Txmmy quite appreciates a flavorful and epic way to snag an extra turn but might not like the idea of having to get beat up to do it. Jxnny loves this. Spike has little use for this.
(3/3) Elegance – Clean and simple, it works well as a package.
Development
(0/3) Viability – Let's see. White has no extra turn spells, or permanents that can produce such an effect. The only color that doesn't have one in fact. Now, I could just say, color pie break, the end. However, recently a Blogatog poster asked about white not having extra turn spells. Maro's answer was not a straight never ever, but rather, doubtful but maybe. That gives this card an iota of a chance that it could exist and not be just a mistake from the color pie standpoint. However, despite this, I cannot in good conscience say this isn't a break in the color pie when there is no precedence to go off of, or even any strong indication for a shift in the pie. As far as the rules of the game are concerned, nothing is really being broken outside the color pie. I do believe this should be mythic however, perhaps with a power level increase. The only color that doesn't already have it getting one of the most powerful and splashy effects in the game on a legendary artifact? Feels mythic to me.
(1.5/3) Balance – You can't even get the extra turn without the use of lifegain in most formats. Even if you do have a consistent way of making this work in a lifegain shell, the payoff doesn't seem quite worth the effort most of the time. I do appreciate that this card is a roundabout way of mono white gaining life to get an extra turn, which is supremely fitting from both a gameplay and flavor perspective. This doesn't appear to be a particularly strong or overpowered card, and it may even be a weak card. It's good to be cautious with extra turns in design, but this seems a little too underpowered for me personally.
Creativity
(3/3) Uniqueness - Yeah, the only one of its kind. This is unique.
(3/3) Flavor – Delectable.
Polish
(3/3) Quality – Looks good.
(2/2) Main Challenge (*) – The Sands of Time. Good.
(2/2) Subchallenges – Is legendary. Not a creature. Good.
Total: 19.5/25
kwanyeegor-ii: 20
Freyleyes: 19.5
Henlock: 17