Blinding Snowstorm3RR
Enchantment (R)
Whenever a creature would deal combat damage to a creature or planeswalker, it deals that much damage to a creature or planeswalker chosen at random instead. What is known among the akki as the legendary war of ten armies is better known as the soratami record of the seven Jiki brothers in a snowstorm.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Death Storm3BB
Enchantment (R)
At the beginning of each player's end step, for each creature that player controls, sacrifice it unless that player pays X, where X is the toughness of that creature. For those who do not have a shelter when the winter is coming, they call it "Death Is Coming."
Winter Solstice 1B
Enchantment (Rare)
At the beginning of each player's upkeep, that player chooses main phase or combat phase. That player skips each instance of the chosen step or phase this turn. There just isn't enough time in the day.
Snow FlurryG
Snow Enchantment - Aura [Com]
Enchant Land
Enchanted Land is a Snow Land.
Search your library for a card named Snow Flurry and put it into your hand. "Storms like this only come through once in a green moon"-Meryl Highgarden, Elven Sage
Hypothermia3BB
Sorcery (R)
Nonsnow creatures gets -1/-1 until end of turn for each snow land your control. "When the shivering stops I know my work is done."
—Tasandor, the Eternal Winter
This round is closed. bravelion, going to have to call you up from reserve judging. VidarThor is disqualified for posting two entries. The top four from each bracket advance.
This round is closed. bravelion, going to have to call you up from reserve judging.
No problem, just know that because of real life things, my judgments very probably won't be done until the last moment on Wednesday night.
EDIT: And in fact here we are, on Wednesday night. Judgments are now complete, I'd say not final until deadline but the deadline is in a few hours and here in Italy it's midnight and I have to go to bed, so I guess these are as final as they can get...
Hard to imagine winter when its so sunny and warm here in South Africa
As a little aside, you don't know how much I'm envying you... If I could I would pass the summer here and our winter in the southern hemisphere. I have relatives in Australia, but unfortunately I can't afford to go back and forth every year...
Bitter ColdRR
Enchantment (U)
When Bitter Cold enters the battlefield, it deals 1 damage to each creature your opponents control.
Creatures your opponents control enter the battlefield tapped. The weather in northern Ivaas is an inconvenience even for its inhabitants.
Design (2/3) Appeal - Timmy likes how this can affect the board. Griefers (that are a subset of Timmy, as I often like to repeat as many don't think of them as such) especially like the static ability. I don't honestly see much for Johnny here. Spike likes this card to swipe away tokens and slow his opponent.
(3/3) Elegance - No problems here.
Development (1.5/3) Viability - I'm not that sure the last ability fits so well in red philosophically, even though there is precedent (see Uniqueness). I certainly see it much better in white. All the rest is in color. I also have doubts on the rarity, there is an uncommon that does this (again, see Uniqueness, I'm talking about Uphill Battle), but it's from a very long time ago (MMQ), back when Magic design and development wasn't as streamlined as it is today. I really feel like today this effect would be rare, especially in a color that normally doesn't even have it.
(2/3) Balance - Even if the mana cost is as low as it can reasonably be, I see this more of a sideboard card, and in that role it looks quite good. Bring it in against tokens for its first ability or against aggro for the second one. The ETBT ability looks worse against control because a control deck usually has fewer creatures and is less reliant on them than a aggro deck. From the point of view of an aggro player this can be a problem, preventing them from using haste creatures and eventually chump blocking with the creatures they played last turn. All this is true regardless of the format, both in limited and constructed. Some players, especially more casual ones, might find the ETBT effect a little unfun to play against.
Creativity (2.5/3) Uniqueness - Making opposing creatures enter tapped immediately reminded me of Urabrask the Hidden, but I checked Gatherer to make sure it was the only card ever that did that as I suspected, but instead I discovered one more: Uphill Battle. This is space that has been explored in red but very little, so it still feels relatively new. I still feel like this competes with Urabrask for the same spotlight though.
(3/3) Flavor - I see no problems here. Name and flavor text are both good. Making creatures enter tapped is also a good mechanical way to represent the flavor of cold.
Summon From Ice1BB
Sorcery (U)
As an additional cost to play Summon From Ice, sacrifice a snow permanent.
Create two 2/2 black Zombie snow creature tokens. The dead can be found under the ground or above the ground, breaking them out instead of raising them up is easier.
Design (2.5/3) Appeal - Timmy likes tokens but doesn't like sacrificing permanents. He'd rather pay more mana instead, at the contrary of Spike, who likes the relatively low mana cost. Johnny can use the tokens somehow, just like with most token producing cards.
(3/3) Elegance - No problems here.
Development (3/3) Viability - Everything is in color and rarity feels appropriate.
(3/3) Balance - If there are enough snow permanents in the environment, which should be the case of the hypothetical set this card is supposed to be from, this looks quite playable in limited. The "4 power over two bodies for three mana" ratio is also very tempting in constructed, where in some formats you can use snow-covered lands to sacrifice, which is not a given in limited (I'm not sure they would reprint those lands even in a snow block, a similar reasoning to original Mirrodin artifact lands not being reprinted in following artifact blocks might apply). This card looks pushed in its mana cost without being broken, and that's not a bad place to be. I see no problems in casual or multiplayer.
Creativity (2.5/3) Uniqueness - As strange as it may seem, in the only set with the snow supertype (Coldsnap) there are no snow tokens. I always say that Gatherer is an MCC judge's best friend and here we have one more demonstration of that: had I not checked Gatherer, I'd totally think snow tokens certainly exist while they don't yet. When I discovered that, I thought it was best to check the other things we have on this card, and again I'm glad I did. There is no sacrifice of specifically snow permanents nor any additional costs in Coldsnap. The latter is probably intentionally to not overlap with cumulative upkeep, which is also in the set. To summarize: here we have a lot of things that I assumed had already been done while in fact none of it had. That's good, even though they are no more than just twists on known things.
(2.5/3) Flavor - The name is good. The flavor text too, but it sounds more like a quote to me. I would have made it a quote by someone, and I think Liliana would have fit quite well in this particular case. This sounds to me like something she would say.
Polish (2/3) Quality - "As an additional cost to cast..." (functional mistake as this is not a land, so -1).
Blight of Frost1BB
Enchantment (R)
Whenever a player untaps a creature, that player sacrifices that creature unless he or she pays 1 life.
Design (2.5/3) Appeal - This is a purely Spike card, and that's not necessarily a bad thing. Not every card has to be for everyone. Spike is the one who likes forcing his opponents to sacrifice creatures or lose life, any outcome is good for him anyway. He doesn't mind too much that the card affects him too, at the contrary of Timmy, because Johnny will help Spike to find a way to break the symmetry of this. The Spike/Johnny hybrid is actually the one who likes this card the most probably.
(3/3) Elegance - No problems here.
Development (3/3) Viability - Inspired was in all color in Theros block, but blue and black were the primary colors, so this makes sense in one of those colors as a global inspired trigger. The effect is also clearly black. Rarity looks right to me.
(1/3) Balance - The effect is symmetrical and that allows the cost to be relatively low. In limited, where you almost always rely on your creatures to win, I'm not sure I'd play this. Yes, it does help you when you're behind, and that is one of the best things a Magic card can do, but if you're behind sacrificing your creatures is the last thing you want to do and paying life as long as you have it has to be the second-to-last. In constructed, if some Johnny finds a good way to break the symmetry, this will be playable, otherwise the same reasoning might apply. This card also doesn't look the best of fun in casual environments.
Creativity (1.5/3) Uniqueness - While this exact combination of trigger and effects has never been done before, it doesn't feel very original. As strange as it may seem, no "whenever a creature becomes untapped" triggers exist (as in any creature vs. this creature, I checked Gatherer), though Mesmeric Orb and most of all the whole inspired mechanic do. This means that at least it's still relatively new, even if it's kind of an easy place to go to after inspired. As for the effect, cards like Killing Wave already exist.
(1.5/3) Flavor - No problems with the name. No flavor text even though there's plenty of room for it, and I can't judge what's not there.
Polish (2.5/3) Quality - In Magic wording it's not the players who untap creatures, but creatures that "become untapped" (see inspired for example). So this should be "Whenever a creature becomes untapped, that creature's controller sacrifices it unless..." (-0.5).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 19/25
Despite all the little remarks I've made, which as usual are just my own thoughtful opinion and not absolute truth, seeing the scores just having a good flavor text could have been enough to advance. I hope to see you again next month.
Goblin Snowman ContestXRR
Sorcery (R)
Create a X/X red Elemental snow creature token. It has trample and "When this creature dies, create X 1/1 red Goblin creature tokens."
Flashback - R, Sacrifice X lands. Nothing made by goblins is safe.
Design (3/3) Appeal - Timmy likes making a token that when is removed creates even more tokens. Spike appreciates that too as a kind of insurance against removal. He also likes the flashback as a finisher. Johnny can use the tokens, both the Elemental and the Goblins, in a lot of different ways.
(2/3) Elegance - The wording of the rules text is even more intuitive in this way rather than the way it would need to be to actually work as intended (see Viability right away). Still, people would think that this works as is when it does not.
Development (1/3) Viability - Everything is in color and rarity feels appropriate. There is a rules problem though. While the value of X is defined by the mana cost or the flashback cost to determine the power and toughness of the Elemental token, that value of X does not get passed to the triggered ability of the Elemental token, so when it dies X will be 0 (because there's nothing to define it at that time) and you will create zero Goblins no matter the value of X you choose as you cast this card. I don't think that's what you meant this card to do. There is an easy solution, that is changing the trigger of the Elemental token to check its power instead: "When this creature dies, create a number of 1/1 red Goblin creature tokens equal to this creature's power." There is precedent for this wording in the form of Evangel of Heliod.
(3/3) Balance - I'll treat this as if the wording were functional in this area. With that premise, this looks very playable, in limited for sure, but maybe in constructed too. I don't see particular problems in casual or multiplayer.
Creativity (2/3) Uniqueness - As I've already mentioned, it feels strange but snow tokens are new, there are none in Coldsnap. The flashback "sacrifice X lands and get an X/X" immediately reminded me of Devastating Summons. It's not exactly the same thing (the Summons don't have flashback), but it still feels very similar in that regard. So overall in this area we have highs and lows even if nothing exceptional.
(1/3) Flavor - The name does not sound like something we could see on a black-bordered card. Honestly, this really feels like the name of an un-card. The flavor text is a bit generic but fine and it fits with how Goblins are portrayed in Magic.
Maybe making a card that doesn't actually work as is and with a name and flavor more fit to an un-card wasn't the best idea, even though I do like what this card is trying to do. I think this is a case where the idea is good but the execution should have been better. I'm sorry. I hope to see you again next month.
(Non latin unicode character are temporarily not allowed - can't add proper bullets, replaced with *)
Arcane Blizzard1R
Enchantment (R)
Whenever you cast an instant or sorcery spell, choose one —
* Destroy target artifact unless its controller pays 1.
* Tap target land an opponent controls. That land doesn't untap during its controller's next untap step. An obscure storm that froze battle armors and cracked the soil into stillness... yet could not pierce the warmth of a living soul.
Design (2.5/3) Appeal - I honestly don't see much for Timmy here. The trigger naturally appeals to Johnny, as it triggers on any instant or sorcery that he casts so it's very open ended, as is the fact that this is a modal ability, but I don't think the effects do much to help him express his creativity, which is his ultimate goal (and combos are just one way to reach it, not the only way). They are both more about disrupting the opponent's side rather than building up something on his own side. This is also why those effects are naturally more appealing to Spike instead, who will also use the trigger with no big problems, as there are a lot of good instants and sorceries to use in red.
(2.5/3) Elegance - The card is a bit wordy overall, but still very easy to understand and play.
Development (3/3) Viability - Everything is in color and rarity feels appropriate.
(1.5/3) Balance - I'm honestly not sure I'd play this in limited. Maybe if I had a lot of instants or sorceries in my deck I could freeze lands repeatedly, but I think I would rather use the mana I would have spent on this to cast more of those actual instants and sorceries. I'm essentially thinking in terms of opportunity cost: even in that case where I have a lot of instants and sorceries available, I would be playing this card to choose between two rather minor rewards instead of another card that could fit better into what my deck wants to do. The fact that the mana cost is just two mana forces you to include restrictions like "unless its controller pays 1", but I feel like those needed restrictions limit this card a bit too much. This essentially applies to constructed too. I'm not saying this is underpowered, it looks right for its mana cost, but maybe the mana cost could have been a bit higher to remove some of the restrictions and make this card a little more generically playable. At least, this is how I personally see it, I might just be wrong of course and this card might be just fine as is. In the "fun" department, I have to mention that the potential of repeatedly freezing multiple lands doesn't sound that fun from the other side of the table. It requires a lot of instants or sorceries to be done, but I think that it might happen, especially with the help of some recursion engine, and when it happens it doesn't look like the best of experiences. I still remember how much I hated Magnivore decks when I started playing twelve years ago by now (saying this makes me feel old...), even if that was real land destruction and not just "land destruction lite" as Maro calls it.
Creativity (2.5/3) Uniqueness - Man, how useful Gatherer is turning out to be in this round! I was convinced a modal ability that triggers on casting a spell had to exist, while instead it does not yet. The temporary land freezing is also a very recent addition to red's color pie and only a few cards have used it so far, so it still feels relatively new.
(3/3) Flavor - The name is fine. The flavor text is very good, easily one of the highest points of this card in my opinion.
Polish (3/3) Quality - It's the second time in just a few rounds that I see a long dash (rightfully) used by someone who says they are under the non-Latin characters (temporary? How long has it been in force by now?) restriction. I still wonder if the long dash qualifies as a Latin character, I would say no but evidently I'm wrong. Anyway, you say you have the restriction so I trust you and I won't deduct points for the missing bullet points. All the rest is good.
Winter is Coming 1B
Snow Sorcery [Rare]
Search your library for a snow card, reveal it, and put it into your hand. Then shuffle your library.
Design (2.5/3) Appeal - Tutors are inherently more appealing to Johnny and Spike: the former can find the missing piece of the puzzle, while the latter can use his (self-presumed) skill to find the right answer for any given situations. Timmy can also find big creatures or spells, but he likes more casting them rather than looking for them.
(3/3) Elegance - No problems here.
Development (3/3) Viability - Tutors are black, so no problems with the color pie. Rarity is right, and notice for once I'm saying "is" right and not "feels" or "looks" right. I am absolutely certain that this card would be printed at this rarity is it ever were to be printed for real. Tutors are never at common to avoid excessive repetition of play in limited, Diabolic Tutor is uncommon but has a mana cost that's the double of this card, and this is a utility card, which would honestly feel out of place at mythic. This has to be rare, and regular rare specifically, no doubt about this.
(2.5/3) Balance - Diabolic Tutor is a fine card at four mana, in fact it has just been reprinted in KLD, and can find you any card. Demonic Tutor is considered a broken card today at four mana, and can also find you any card. Is a Diabolic Tutor that can only find snow cards acceptable at Demonic Tutor's mana cost? Probably it is, at least I could see it, as there are not that many snow cards in existence on the total of all Magic cards ever printed. It's a similar line of thought as infect: you can win by dealing only 10 damage to your opponent instead of 20, but you have to do so using only a limited subset of cards. This is a must-play in dedicated snow decks, which are easier to build in constructed than limited, but in a set where snow is a big theme, possibly even bigger than Coldsnap, I could see this working in limited too. The only problem one could see in casual is the repetition of play issue, but to me that's not too big of a problem. In my opinion, R&D overvalues it, but of course, I'm just a high school teacher with the passion of Magic, while they are professional designers, so I guess they are right.
Creativity (1/3) Uniqueness - This is just a twist on the classic tutor effect. Indeed new, but doesn't feel that original.
(1/3) Flavor - The name sounds more like that of a holiday card to me rather than a card from a Standard-legal set. No flavor text even though there's plenty of room for it, and I can't judge what's not there.
Polish (2/3) Quality - The name should be bolded. This is both a very well known thing and one that's explicitly mentioned in my own quote that's been included in the MCC rounds OPs for many months by now (see the forum rules linked there), so -1.
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 19/25
The creativity section of the rubric is what costed you the round, nothing else. I think just the presence of some good flavor text might have been enough to advance. I hope to see you again next month.
At the end of each of your turns, put a -1/-1 counter on each creature with converted mana cost 5 or less.
Design (2/3) Appeal - I don't see much for Timmy here. Johnny can use this effect in a lot of different ways. Spike likes the pseudo-removal, even if it's slow for his taste, but he knows that for two mana he can't get a straight-up Wrath effect.
(3/3) Elegance - No problems here.
Development (3/3) Viability - Everything is in color and rarity feels appropriate.
(2.5/3) Balance - This is another symmetrical card, which allows the mana cost to be as low as possible together with the restriction "cmc 5 or less", which I actually think is not that restricting anyway. At the same time, it's interesting because it's kind of a self-balancing: that restriction pushes you towards playing fatties to break the symmetry and playing fatties requires time, which makes you more vulnerable than normal to aggro decks. I think this is playable in limited, especially if you have a lot of big creatures and right because in limited you're more likely to see creatures that cost a lot of mana. In constructed, the creatures that see play tend to cost the least mana possible, so the symmetry is more relevant there. Of course, this doesn't take into account potential synergies like proliferate or various other effects which you are likely to play if you're playing this. I don't see any particular problem in casual or multiplayer.
(1.5/3) Flavor - No problems with the name. No flavor text even though there's plenty of room for it, and I can't judge what's not there.
Polish (0.5/3) Quality - The name should be bolded. This is both a very well known thing and one that's explicitly mentioned in my own quote that's been included in the MCC rounds OPs for many months by now (see the forum rules linked there), so -1. There is also an extra line break between type line and rules text (-0.5). Finally, in post-M10 world this trigger should be worded as "At the beginning of your end step" (another very well known fact, so -1).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 18/25
The Quality mistakes and the lack of flavor text is what costed you the round. I know we all have real life problems, families, jobs, etc... and that comes first as I always say, but I'm convinced putting just a little more attention would have been enough. I hope to see you again next month.
Slip on Ice1R
Sorcery (U)
Target creature without flying can't block this turn.
Snowstorm (Copy this spell for each snow permanent you control).
Design (2/3) Appeal - Johnny likes more the mechanic snowstorm in itself rather than this particular card. Timmy and Spike like this specific card more: Timmy dreams of building up a large snowstorm count, target all of his opponent's creatures preventing them to block and then swing for a huge amount of damage. Spike likes more the "let my own creatures get through" aspect rather than the amount of damage in itself, he'll be happy with just the right amount to win.
(3/3) Elegance - No problems here.
Development (3/3) Viability - Everything is in color and rarity feels appropriate.
(2.5/3) Balance - Using Magmatic Chasm as comparison, this card only affects a single creature, is having snowstorm enough to make up for it? I think it might, as in a dedicated snow deck this is more like Panic Attack, which already costs three mana, or even better. In short, I think this is playable only if you have a way to use sandstorm, and this is true for both limited and constructed, even if I have to say I can't remember when was the last time I saw a card that only reads "some creatures can't block" in constructed. If you have a way to use sandstorm, this can be potentially game winning. I remember I lost quite some games to Magmatic Chasm in DTK limited... I see no problems in casual of multiplayer.
Creativity (3/3) Uniqueness - This is a card with something that feels truly new (snowstorm), even if it has a clear inspiration in storm and gravestorm. I don't know if snowstorm would have been there in a world where storm and gravestorm don't exist in real Magic. Still, it's the most original thing in my whole bracket.
(1.5/3) Flavor - No problems with the name. No flavor text even though there's plenty of room for it, and I can't judge what's not there.
Polish (2/3) Quality - In the reminder text, two things are missing: the trigger ("When you cast this spell,...") and the target changing ("You may choose new targets for the copies."). See the reminder text of gravestorm, which I really feel would be mirrored here if this card were to be printed for real. Two times -0.5 makes -1.
(2/2) Main Challenge - Good.
(1/2) Subchallenges - Not white or blue, but targets a creature.
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here) CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016 DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for: "Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index.Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Winter's Might3G
Legendary Enchantment (M)
Nonland, nonsnow permanents don't untap during their controller's untap step.
Tapped creatures you control may attack as though they were tapped and attacking. (You may trigger any combat abilities.) 1G: Put a +1/+1 counter on each tapped creature you control. Shuffle Winter's Might into your library. Winters on Freja can last a lifetime. Those who learn to adapt survive, those who do not succumb to the bitter cold.
Design - 4.5
(2.5/3) Appeal: It might be a bit to complicated for Timmy, but he does like the Idea of attacking with taped creatures. Johnny and Spike can get behind this.
(2/3) Elegance: Most makes sense 'cept the tapped creatures that can attack as though they were taped?
Development - 3
(1.5/3) Viability: It is pretty uncommon for green to keep things tapped. Being a legendary and Mythic is perfect. An issue here is "Tapped creatures you control may attack as though they were tapped and attacking" Looking at Masako from Kamigawa, the best fit would be "as though they were untapped".
(1.5/3) Balance: Just the fact that it keeps most creatures tapped without a disadvantage, instead it actually gives you an advantage is a bit to strong.
Creativity - 6
(3/3) Uniqueness: This is very intuitive, really lining it.
(3/3) Flavor: Flavor text is well thought and the idea of the card fits well.
Polish - 6.5
(2.5/3) Quality: Should be "controllers'".
(2/2) All good here.
(2/2) Subchallenges: Met and met.
Seasonal Affective Disorder
Snow Enchantment — Aura (U)
Enchant creature
Enchanted creature gets -1/-1 for each snow permanent you control. It's hard to have a bright outlook when you haven't seen the sun in two months.
Design - 4.5
(1.5/3) Appeal: It's to meh for Timmy and Skipe thinks it is to dependent on having snow permanents. Johnny can make this work.
(3/3) Elegance: Makes all sense here.
Development - 5
(2.5/3) Viability: This is definitely black and can pass as an uncommon, but probably common.
(2.5/3) Balance: This seems a bit to under powered for 2 black mana, given the clause to "activate" it.
Creativity - 3.5
(1.5/3) Uniqueness: This doesn't feel new to me, its basically Quag Sickness that will get triggered by your snow basic lands, but has the benefit to trigger from other permanents aswell.
(2/3) Flavor: The flav text is pretty decent, but the name doesn't really make sense for me.
Polish - 6
(3/3) Quality: No probs here.
(2/2) *Main Challenge: Something about the name, but already mentioned in flavor.
(1/2) Subchallenges: A creature is targeted.(-1)
Freezing Rain2GG
Sorcery (U)
Freezing Rain deals damage to each creature with flying equal to the number of snow lands you control. If Freezing Rain was kicked, creatures dealt damage this way don't untap during their controller's next untap step. "I'm not going to let a little rain ruin a nice flight." — Last words of Kiri, Prince of the Fae
Design - 2
(1/3) Appeal: Timmy finds it pretty meh, it's to under powered for spike and Johnny is very scepticle.
(1/3) Elegance: This makes no sense to me, it has a kicker effect without having kicker?
Development - 4.5
(2/3) Viability: Green is known for damaging flying creatures. It might pass as uncommon.
(2.5/3) Balance: It's not going to break any format.
Creativity - 3.5
(2/3) Uniqueness: Green dealing damage to flying is nothing new, but using your snow lands is nifty.
(1.5/3) Flavor: When green deals damage to flying it is more a wind thing. Let us assume the creatures will get taped by it in some way or another I can see the freezing part. Flavor Text is pretty decent.
Polish - 6.5
(2.5/3) Quality: Should be "controllers'".
(2/2) *Main Challenge: Fits the profile.
(2/2) Subchallenges: Met and Met.
Blinding SnowstormRR
Sorcery (C)
Nonsnow creatures cannot block this turn. Escaping a storm in Rimereach is a fools errand, better to simply wait out the blizzard.
Design - 5
(2/3) Appeal: Timmy likes, Johnny likes and Spike not so much.
(3/3) Elegance: Pretty straight forward here.
Development - 4.5
(2.5/3) Viability: Red is well suited, but I think it is border-lining on uncommon.
(2/3) Balance: Unless snow creatures become a thing in standard, it is essentially 2 red for creatures can't block this turn.
Creativity - 4
(1/3) Uniqueness: Most cards in this category has some type of creature can't block, be it nonartifact or monocolor.
(3/3) Flavor: Everything fits here for me.
Polish - 6.5
(2.5/3) Quality: Should be "can't"
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Met and Met.
Snowball FightRW
Snow Enchantment (R)
All creatures have "t, Tap an untapped snow permanent you control: This creature deals 1 damage to target creature or planeswalker." "I thought they came with empty hands."
—Jace Beleren
Design - 4.5
(1.5/3) Appeal: Timmy doesn't want his big guys to be taped and give his opponents an effect. Johnny will make this work, Spike is scepticle since it requires some setup and requirement.
(3/3) Elegance: Makes sense to me.
Development - 5
(2/3) Viability: I can see it as red and white. Might pass as an uncommon.
(2.5/3) Balance: I would say it needs to cost a little more.
Creativity - 4
(2/3) Uniqueness: In a sense it is allot like Ghirapur Æther Grid but also unique in its own way.
(2/3) Flavor: Besides the flavor text being vague, it is a good flavorful card.
Polish - 6
(3/3) Quality: All seems fine here.
(2/2) *Main Challenge: Good
(1/2) Subchallenges: It is white. The card it self does not actually target a creature so it should be fine.
Hibernation2G
Enchantment (U)
At the beginning of your upkeep, you may tap an untapped creature you control. If you do, you gain life equal to that creature's toughness. Those who sleep preserve their lives.
Design - 6
(3/3) Appeal: I think every one can get behind this.
(3/3) Elegance: Everything fits here.
Development - 3
(1.5/3) Viability: Green fits well here, but I think the rarity should be a bit higher,
(1.5/3) Balance: Looking at other cards with the same effect, they are allot more conservative when giving life.
Creativity - 5
(2/3) Uniqueness: Gaining life from a creatures toughness isn't a new thing, but the way it accomplishes this is interesting.
(3/3) Flavor: Perfect.
Polish - 7
(3/3) Quality: I see no errors here.
(2/2) *Main Challenge: All seems good.
(2/2) Subchallenges: met and met..
Death Storm3BB
Enchantment (R)
At the beginning of each player's end step, for each creature that player controls, sacrifice it unless that player pays X, where X is the toughness of that creature. For those who do not have a shelter when the winter is coming, they call it "Death Is Coming."
Design - 4.5
(2/3) Appeal: Spike will use this. Johnny might try something. Timmy doesn't see it's value.
(2.5/3) Elegance: It's understandable, but a mouth full.
Development - 3
(2/3) Viability: This fits black, but I think it is better as a mythic.
(1/3) Balance: This is way to powerful. Even at a cost of five it completely shuts down almost all creatures, for as long as it's in play. And on top of that it isn't legendary, so having two in play just makes it impossible for creatures to live.
Creativity - 4
(2/3) Uniqueness: Pretty neat idea. There are a few cards that follow this cards style.
(2/3) Flavor: It fits in a package, but the flavor text is bleh for me.
Polish - 6
(2/3) Quality: It should be "All creature have "At the beginning..."". See Magus of the Tabernacle
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Met and met.
Long Winter NightsB
Enchantment [R]
Each player may skip one phase during their turn. If they do not, they lose the game. Darkness quickly enveloped us
Design - 4
(3/3) Appeal: Timmy likes it cuz it's cool, Johnny and spike will abuse this.(This is given that it can find play altho it breaks allot of rules)
(1/3) Elegance: Your idea gets through to me, but it will confuse people easily.
Development - 0
(0/3) Viability: Yeah, all I can say here is that it can fit black. Unfortunately I don't think a card like this can ever be printed. It has a static effect, but no indication to when it wil activate and resolve. If you start your turn, the beginning phase, can you still skip that phase?
(0/3) Balance: Let's say this card is viable, then it is way to over power for 1 mana. It allows you to skip discarding cards. Effects will last permeability. Rule 514 can be ignored, combat damage won't be removed.
Creativity - 5
(3/3) Uniqueness: If it was viable it is indeed very unique.
(2/3) Flavor: Flavor text is a bit generic.
Polish - 5
(1/3) Quality: I have no idea how this should be templated, but it should at least indicate when it triggers. But you are missing a full stop at the end of the flavor text.
(2/2) *Main Challenge: It fits.
(2/2) Subchallenges: Met and Met.
Frost's Bite1BBB
Enchantment [R]
Whenever a nonsnow creature an opponent controls becomes tapped, put a -1/-1 counter on it. In order to become a warrior in the Un'Kla tribe, one must survive a full night alone in the Winter's Grasp. Many do not survive the attempt.
Design - 5
(2/3) Appeal: Spike can see it's power clearly. Johnny will try to be creative use "tap target" cards. Timmy won't appreciate it's power.
(3/3) Elegance: Fits like a glove.
Development - 4
(2/3) Viability: This fits black well, I would like it more as a mythic tho.
(2/3) Balance: It is good that it cost 3 black, but I think maybe being legendary would balance it more. Like Night of Souls' Betrayal
Creativity - 4
(2/3) Uniqueness: Black is well known for putting -1/-1 counters on cards, but it does feel uniquely implemented.
(2/3) Flavor: It is bursting with flavor, but the flavor text sounds like it should effect all non snow creatures.
Polish - 7
(3/3) Quality: All seems well here.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Met and met.
Design
(1.5/3) Appeal: Johnny wants to abuse this, and Spike might be interested in this if it's useful in the same way Doomsday is.
(0/3) Elegance: I don't think this is a good implementation of Legendary spells. Something like Relic of Progenitus or Scavenging Ooze very easily negates the drawback.
Also, the fact that this would lead to competitive players writing down every card that was in their graveyard in order to not forget is very inelegant. Lastly, the fact that shuffling your library makes this card useless gives it a very poor elegance design. Much better would have been "If you would draw a card, you may return a nonlegendary card from your graveyard to your hand chosen at random instead." Or "Exile your graveyard. You get an emblem with 'If you would draw a card, you may put a card exiled by The Unforgotten Winter chosen at random into your hand instead.'"
Development
(3/3) Viability: Green can do this sort of thing. Mythic is correct.
(1/3) Balance: I'm pretty sure your card is either completely unplayable for the reasons I mentioned in Elegance or completely broken, because it lets you "stack your deck" in a manner that presumably lets you win the game on the spot. There is little middle ground, as your card is prohibitive to cast and has little "fair" application.
Creativity
(3/3) Uniqueness:
(2.5/3) Flavor: Mechanically, the name makes very little sense with the card. This card does not evoke the idea of winter in the slightest.
Polish
(2/3) Quality: The wording for your card's abilities should be "Put each card in your graveyard on the bottom of your library in a random order." (Footbottom Feast), and "If you would draw a card, you may draw the bottom card of your library instead." (Archmage Ascension)
(4/4) Challenges:
Total: 17/25
Design
(2/3) Appeal: Johnny wants to abuse this with Turnabout effects. Spike likes killing things over and over with this.
(3/3) Elegance: The card doesn't feel elegant, but it's not difficult to understand nor is it particularly wordy.
Development
(2/3) Viability: Enchantments aren't supposed to tap.
(0/3) Balance: This card is completely unbeatable in limited. Compare to Koth of the Hammer's emblem. Koth's emblem lets you tap a mountain to deal 1 damage to a creature or player. While yours cannot damage the opponent, it instead lets you achieve the same effects, except it grants the ability to every permanent you control, including itself. After you play this card, nothing your opponent ever plays will live for a turn again.
Creativity
(1.5/3) Uniqueness: This is very similar to Flame Fusillade.
(1/3) Flavor: The name, flavor text, and mechanics all feel very strange and don't work together at all. How am I harnessing the ice if I'm stuck inside it?
Polish
(1.5/3) Quality: Replacement effects can't target. Also, the correct wording for your ability would be "If a permanent you control would become untapped, you may deal 1 damage to a creature of your choice instead."
(3/4) Challenges:
Total: 14/25
Design
(2/3) Appeal: Spike likes this kind of effect. Johnny might want to break the symmetry.
(2/3) Elegance: Having counters on lands en masse is very annoying to keep track of. Imagine this being in play when both players hvae 6+ lands. That's a large amount of dice.
Development
(1/3) Viability: Land hate of this type isn't acceptable by today's design philosophy. There's a reason Blood Moon hasn't been printed in over a decade.
(0/3) Balance: This is too powerful against control decks. In an aggro, deck, it's of little consequence to play this after you've deployed your threats, but it's devastating to only get to use a land for colored mana twice before it turns into a Wastes for a control player.
Creativity
(3/3) Uniqueness:
(2/3) Flavor: I'm not a fan of the flavor text. It could have described the effect of the card in a stronger and more professional way. The name is mediocre for similar reasons.
Polish
(3/3) Quality: In spite of the ability being quite tricky to word correctly, you did it perfectly. Well done!
(4/4) Challenges:
Total: 18/25
Design
(0/3) Appeal: A card like this doesn't really appeal to anyone.
(3/3) Elegance:
Development
(3/3) Viability: Sure, green and white can both get this kind of effect.
(0/3) Balance: This is much worse than Tower Defense unless you have a very large number of creatures. In fact, the power level of this card is so much lower that your card could be one mana and still be unplayable. This should be an instant, at the very least, and cost less mana as well.
Creativity
(2/3) Uniqueness: This kind of effect has been seen before in cards like Might of the Masses, but not in this form.
(3/3) Flavor: I gotta give it to you, this card's flavor is excellent. You're lacking flavor text, but the top-down design makes up for it.
Polish
(2.5/3) Quality: A better wording for your card is "Creatures you control get +0/+X until end of turn and you gain X life, where X is the number of creatures you control."
(4/4) Challenges:
Total: 17.5/25
Design
(2/3) Appeal: Johnny might want to pair this with Quicken to stop an opponent from using mana. Spike likes mana denial, as it's the best way to stop an opponent from doing anything.
(2.5/3) Elegance: It's not hard to get what the card does, but most players would be confused as to what the card's purpose is.
Development
(3/3) Viability: Red is a fine fit. Rare is a good place.
(1/3) Balance: Aside from stopping counterspells and other such instant-speed interaction, what does this card do? It isn't even foolproof for doing that, as a sharp opponent will know to leave nonbasic lands untapped on your turn if they suspect you're playing this card. I'm not sure what purpose this card serves.
Unfortunately, as your card already exists almost exactly the same (Battle Hymn), I'm afraid I have to disqualify you.
Design
(2/3) Appeal: Johnny might try to break the symmetry, but Spike is very interested in using this in a control deck that doesn't care about attacking.
(3/3) Elegance: It's not hard to understand.
Development
(2/3) Viability: It's a bit of a bend for black to get this effect. It's been seen in blue before (Fatespinner), and every other card that involves skipping phases is a white card that skips combat.
(1/3) Balance: This is a little too powerful in a control deck. Fatespinner was 1CC instead of 1C to cast, and was vulnerable to spot removal. Your card slots too easily into control; with this, your opponent is severely hindered in their devlopment early on if they want to attack you, and if they want to develop then they can't chip away at your life total. On top of all of these factors, your card is one-sided; even in a midrange or aggro deck, your card denies the opponent attack steps.
Creativity
(0/3) Uniqueness: The similarity to Fatespinner hurts you greatly here, as does the fact that your card plays out similarly to Angelic Arbiter.
(3/3) Flavor: I like the flavor quite a bit. It's a strong top-down design with good flavor text.
Polish
(3/3) Quality:
(4/4) Challenges:
Total: 18/25
Design
(2/3) Appeal: Spike likes a good sweeper, and Johnny loves a good payoff for a thematic deck.
(3/3) Elegance:
Development
(3/3) Viability: This fits.
(3/3) Balance: One more mana than Mutilate, but it doesn't force you to be monocolored and you can break the symmetry. Five mana is a very good call.
Creativity
(1/3) Uniqueness: The similarity to Mutilate hurts you greatly in this area.
(3/3) Flavor: The name, flavor text, and mechanics all work together excellently. Though single-word names are invaluable, your card puts it to use quite well.
Polish
(2.5/3) Quality: You missed a typo; "Nonsnow creatures get -1/-1..."
(4/4) Challenges:
My own judgments will come tomrrow morning EST, as I am ill and have been bed bound for a couple of days. Round 2 will follow shortly after so there should be no true delay in the contest.
Design -
(1.5/3) Appeal: Pure Timmy/Johnny - Spike thinks this is certainly no Aether Vial. Even Timmy doesn't want to be hamstrung by that drawback most of the time.
(1.5/3) Elegance: Four abilities for a card that essentially does one thing. I get that they're mostly all necessary, but damn.
Development -
(3/3) Viability: Yup, green. And rare is where this needs to be, I would hate to see it at mythic.
(2.5/3) Balance: For a combo card this is probably underpowered even in the combo, because you need to drop it AND get eight counters on it AND fill your hand with your best creatures all at once... It doesn't help that this is all but useless in Limited.
Creativity -
(3/3) Uniqueness: Seen this effect a lot in custom cards before, but in terms of real analogues I guess there's... Quest for Ula's Temple? Hibernation's End functions very differently despite the similar flavor.
(1.5/3) Flavor: The (generic) flavor text might not fit and, as noted, this kind of rips off Hibernation's End's flavor.
Polish -
(2/3) Quality: "You can't cast creature SPELLS." Cf. Steel Golem; you couldn't cast a Dryad Arbor anyway under normal circumstances.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Met.
Total: 19/25
Design -
(1/3) Appeal: Mostly Spike - does it really count as Johnny appeal if your combo is "have a lot of snow creatures"?
(3/3) Elegance: Easy to understand.
Development -
(3/3) Viability: Yup, has to be black and has to be rare.
(3/3) Balance: Potentially strong stuff, but it obviously all depends on the environment. In a vacuum it's great removal but is constricted by the cost.
Creativity -
(1.5/3) Uniqueness: Similar to a lot of stuff from the past - Braids, Cabal Minion is the template for a lot of cards.
(1/3) Flavor: Plenty of room for flavor text but there is none. And the name is a little... too on the nose.
Design -
(2/3) Appeal: Kind of shuts off a lot of what Johnny might want to do, but Timmy likes the "fight fair" aspect and Spike generally wants to cut off opponents' options.
(3/3) Elegance: Pretty elegant, I'd say.
Development -
(2/3) Viability: The whole "green shuts down activated abilities" thing is very old-school. Bind was a long time ago and this is a white effect almost all the time now. But somehow, it works if it's specifically denying everything but basics. Rare feels good.
(3/3) Balance: Not easy to evaluate - Linvala, Keeper of Silence is an amazingly strong card, and this is harder to remove and turbocharged - but also more expensive and symmetrical. I'm going to err on the side of saying this is strong, but not broken.
Creativity -
(2/3) Uniqueness: As noted, some precedent (Null Rod, Cursed Totem...) but nothing of this scale.
(3/3) Flavor: Suitably epic name and flavor text.
Design -
(2.5/3) Appeal: Timmy likes getting all that ramp, Johnny likes how much of an enabler/combo setup this can be, and Spike likes the amount of card advantage but wishes it could fetch more than one nonbasic.
(2/3) Elegance: Does one thing, but requires two readings to really get what you're supposed to be searching for and then what you're supposed to do with it.
Development -
(2.5/3) Viability: Green is right, but this really sits at the precipice of uncommon and rare effects.
(3/3) Balance: I mean, Scrying Sheets is a great card and all, and Dark Depths may be broken, but at the end of the day this is a five-mana tutor and isn't going to do anything amazing unless it leads directly into your combo.
Creativity -
(2/3) Uniqueness: It may be just a big Into the North, but it's certainly also a unique style of tutoring.
(3/3) Flavor: Good stuff. Would... Nissa really be that into snow, though? She's from a tropical part of Zendikar.
Polish -
(2/3) Quality: You search for land CARDS, not lands. That flavor text is missing a period.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Done.
Total: 21/25
Design -
(2/3) Appeal: Timmy and Spike are both sort of baffled; as a hoser this is about as narrow as they come, and Timmy just sees this as a do-nothing card unless he wants to give up his snow lands. Maybe Timmy likes the amount of accel this provides, and I guess Johnny could do something strange with Rimefeather Owl? That seems like a low-value proposition though.
(2/3) Elegance: Gets its point across, but slightly wordy for what it has to do.
Development -
(1/3) Viability: Certainly green, but much more likely to be rare than uncommon, and R&D learned from the original Ice Age block not to print massive hosers for a block mechanic, especially and specifically snow.
(3/3) Balance: This doesn't seem to do anything degenerate, but it obviously depends on the amount of snow in the meta.
Creativity -
(2/3) Uniqueness: Big precedent in the form of Melting, but otherwise largely unique.
(2/3) Flavor: No flavor text. The season counter is oddly nonspecific. If you want to say spring counter or thaw counter, say it.
Polish -
(1/3) Quality: The "on the battlefield" in the ETB ability is redundant. Add one mana of any color to your mana pool. Second clause is also misworded.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Done.
Total: 17/25
Design -
(2/3) Appeal: Timmy loves huge effects in general and there are a lot of potential interactions for Johnny, but Spike sees this as too expensive.
(2/3) Elegance: Wordy, yet gets its point across.
Development -
(3/3) Viability: Blue check, mythic check.
(2/3) Balance: Honestly, for that cost, this almost does too little - everything thaws out relatively quickly, as it were. I'd honestly have this freeze lands as well.
Creativity -
(2.5/3) Uniqueness: Big Winter Orb! There's other precedent but otherwise this is fairly unique.
(2.5/3) Flavor: No flavor text, which might have fit, but the name is very cool.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Met.
(1/2) Subchallenges: No creature targeting, but it's blue.
Total: 20/25
Design -
(2/3) Appeal: Timmy and Johnny both love the wackiness, but Spike does not like out-of-control effects like this.
(2.5/3) Elegance: The only knock against the elegance here is how hard it is to figure out where the damage goes. Speaking of which...
Development -
(3/3) Viability: Red check, rare check.
(2.5/3) Balance: This isn't so much a balance issue as it is a general development issue, but outside of an online environment this would make combat sort of hellish to figure out. Hey, Grip of Chaos got printed though.
Creativity -
(3/3) Uniqueness: Apart from the spiritual descent from the aforementioned Grip, this is extremely unique.
(3/3) Flavor: Love it. Great callback to the use of ice for red damage spells in Kamigawa.
Design -
(1/3) Appeal: It um. Increases Johnny's storm count/triggers constellation? I got almost nothin'. This card seems to be sort of useless in Limited AND Constructed...
(2/3) Elegance: Uh, when do you tutor? ETB? LTB? Beginning of your upkeep? "Super Ripple" implies that it's on cast, yet also implies that you get to cast the tutored copies for free, which just isn't true.
Development -
(3/3) Viability: I guess this is green, and you'd better hope it's common.
(1/3) Balance: Much like a real life snow flurry, this does next to nothing.
Creativity -
(2/3) Uniqueness: Technically unprecedented, but there are a lot of effects that change lands' mana output and Arcum's Weathervane did it first.
(3/3) Flavor: Flavor's fine.
Polish -
(0/3) Quality: "Enchant land" "Enchanted land is snow." "When Snow Flurry enters the battlefield (right??), search your library for a card named Snow Flurry, reveal it, and put it into your hand. Then shuffle your library." To top it all off, the flavor text is missing punctuation.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Met.
Son of rum puncher! The MCC is like my bane. For some reason I can design decent cards for most other contests but just farm it in this contest EVERY MONTH! No arguments, my card was super-flawed.
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Winter is Coming 1B
Snow Sorcery [Rare]
Search your library for a snow card, reveal it, and put it into your hand. Then shuffle your library.
Enchantment (R)
Whenever a creature would deal combat damage to a creature or planeswalker, it deals that much damage to a creature or planeswalker chosen at random instead.
What is known among the akki as the legendary war of ten armies is better known as the soratami record of the seven Jiki brothers in a snowstorm.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Enchantment (R)
At the beginning of each player's end step, for each creature that player controls, sacrifice it unless that player pays X, where X is the toughness of that creature.
For those who do not have a shelter when the winter is coming, they call it "Death Is Coming."
Enchantment (Rare)
At the beginning of each player's upkeep, that player chooses main phase or combat phase. That player skips each instance of the chosen step or phase this turn.
There just isn't enough time in the day.
Enchantment [R]
At the end of each of your turns, put a -1/-1 counter on each creature with converted mana cost 5 or less.
Snow Enchantment - Aura [Com]
Enchant Land
Enchanted Land is a Snow Land.
Search your library for a card named Snow Flurry and put it into your hand.
"Storms like this only come through once in a green moon"-Meryl Highgarden, Elven Sage
(Super Ripple)
Sorcery (R)
Nonsnow creatures gets -1/-1 until end of turn for each snow land your control.
"When the shivering stops I know my work is done."
—Tasandor, the Eternal Winter
Sorcery (U)
Target creature without flying can't block this turn.
Snowstorm (Copy this spell for each snow permanent you control).
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Extreme Evolution (R)
Enchantment
When a snow permanent comes ino play put a +1/+1 counter on target creature.
'Extinguising suns, permafrost and ice leaviatans everywhere. Nothing but death and apocalypse for my babies. Ha! We will se about that.'
- Bleda
Sun-Greet Ritual
Instant (U)
Cast Sun-Greet Ritual only during your upkeep.
Scry 3, draw a card.
Gain 3 life.
'It is good to see your friend, in these cold times.'
The judging assignments are as follows -
void_nothing:
StonerOfKruphix
Legend
glurman
Necarg
mirrodin71
RaikouRider
doomfish
TheRealStinkyJoeTerry
Freyleyes:
Folza
Flatline
Harbinger
Indighost
Raptorchan
Theelkspeaks
SnowBlack1021
Nozdormu13
admirableadmiral:
netn10
Jimmy Groove
GenevensiS
Ninja Caterpie
tgdgc
SelesnyaNewLife
ltank
IcariiFA
bravelion83:
Ink-Treader
PsyOp
sperlman
Sagharri
Tilwin
P E
Forestsguy
Koopa
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
No problem, just know that because of real life things, my judgments very probably won't be done until the last moment on Wednesday night.
EDIT: And in fact here we are, on Wednesday night. Judgments are now complete, I'd say not final until deadline but the deadline is in a few hours and here in Italy it's midnight and I have to go to bed, so I guess these are as final as they can get...
As a little aside, you don't know how much I'm envying you... If I could I would pass the summer here and our winter in the southern hemisphere. I have relatives in Australia, but unfortunately I can't afford to go back and forth every year...
Design
(2/3) Appeal - Timmy likes how this can affect the board. Griefers (that are a subset of Timmy, as I often like to repeat as many don't think of them as such) especially like the static ability. I don't honestly see much for Johnny here. Spike likes this card to swipe away tokens and slow his opponent.
(3/3) Elegance - No problems here.
Development
(1.5/3) Viability - I'm not that sure the last ability fits so well in red philosophically, even though there is precedent (see Uniqueness). I certainly see it much better in white. All the rest is in color. I also have doubts on the rarity, there is an uncommon that does this (again, see Uniqueness, I'm talking about Uphill Battle), but it's from a very long time ago (MMQ), back when Magic design and development wasn't as streamlined as it is today. I really feel like today this effect would be rare, especially in a color that normally doesn't even have it.
(2/3) Balance - Even if the mana cost is as low as it can reasonably be, I see this more of a sideboard card, and in that role it looks quite good. Bring it in against tokens for its first ability or against aggro for the second one. The ETBT ability looks worse against control because a control deck usually has fewer creatures and is less reliant on them than a aggro deck. From the point of view of an aggro player this can be a problem, preventing them from using haste creatures and eventually chump blocking with the creatures they played last turn. All this is true regardless of the format, both in limited and constructed. Some players, especially more casual ones, might find the ETBT effect a little unfun to play against.
Creativity
(2.5/3) Uniqueness - Making opposing creatures enter tapped immediately reminded me of Urabrask the Hidden, but I checked Gatherer to make sure it was the only card ever that did that as I suspected, but instead I discovered one more: Uphill Battle. This is space that has been explored in red but very little, so it still feels relatively new. I still feel like this competes with Urabrask for the same spotlight though.
(3/3) Flavor - I see no problems here. Name and flavor text are both good. Making creatures enter tapped is also a good mechanical way to represent the flavor of cold.
Polish
(3/3) Quality - All good.
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 21/25
Design
(2.5/3) Appeal - Timmy likes tokens but doesn't like sacrificing permanents. He'd rather pay more mana instead, at the contrary of Spike, who likes the relatively low mana cost. Johnny can use the tokens somehow, just like with most token producing cards.
(3/3) Elegance - No problems here.
Development
(3/3) Viability - Everything is in color and rarity feels appropriate.
(3/3) Balance - If there are enough snow permanents in the environment, which should be the case of the hypothetical set this card is supposed to be from, this looks quite playable in limited. The "4 power over two bodies for three mana" ratio is also very tempting in constructed, where in some formats you can use snow-covered lands to sacrifice, which is not a given in limited (I'm not sure they would reprint those lands even in a snow block, a similar reasoning to original Mirrodin artifact lands not being reprinted in following artifact blocks might apply). This card looks pushed in its mana cost without being broken, and that's not a bad place to be. I see no problems in casual or multiplayer.
Creativity
(2.5/3) Uniqueness - As strange as it may seem, in the only set with the snow supertype (Coldsnap) there are no snow tokens. I always say that Gatherer is an MCC judge's best friend and here we have one more demonstration of that: had I not checked Gatherer, I'd totally think snow tokens certainly exist while they don't yet. When I discovered that, I thought it was best to check the other things we have on this card, and again I'm glad I did. There is no sacrifice of specifically snow permanents nor any additional costs in Coldsnap. The latter is probably intentionally to not overlap with cumulative upkeep, which is also in the set. To summarize: here we have a lot of things that I assumed had already been done while in fact none of it had. That's good, even though they are no more than just twists on known things.
(2.5/3) Flavor - The name is good. The flavor text too, but it sounds more like a quote to me. I would have made it a quote by someone, and I think Liliana would have fit quite well in this particular case. This sounds to me like something she would say.
Polish
(2/3) Quality - "As an additional cost to cast..." (functional mistake as this is not a land, so -1).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 22.5/25
Design
(2.5/3) Appeal - This is a purely Spike card, and that's not necessarily a bad thing. Not every card has to be for everyone. Spike is the one who likes forcing his opponents to sacrifice creatures or lose life, any outcome is good for him anyway. He doesn't mind too much that the card affects him too, at the contrary of Timmy, because Johnny will help Spike to find a way to break the symmetry of this. The Spike/Johnny hybrid is actually the one who likes this card the most probably.
(3/3) Elegance - No problems here.
Development
(3/3) Viability - Inspired was in all color in Theros block, but blue and black were the primary colors, so this makes sense in one of those colors as a global inspired trigger. The effect is also clearly black. Rarity looks right to me.
(1/3) Balance - The effect is symmetrical and that allows the cost to be relatively low. In limited, where you almost always rely on your creatures to win, I'm not sure I'd play this. Yes, it does help you when you're behind, and that is one of the best things a Magic card can do, but if you're behind sacrificing your creatures is the last thing you want to do and paying life as long as you have it has to be the second-to-last. In constructed, if some Johnny finds a good way to break the symmetry, this will be playable, otherwise the same reasoning might apply. This card also doesn't look the best of fun in casual environments.
Creativity
(1.5/3) Uniqueness - While this exact combination of trigger and effects has never been done before, it doesn't feel very original. As strange as it may seem, no "whenever a creature becomes untapped" triggers exist (as in any creature vs. this creature, I checked Gatherer), though Mesmeric Orb and most of all the whole inspired mechanic do. This means that at least it's still relatively new, even if it's kind of an easy place to go to after inspired. As for the effect, cards like Killing Wave already exist.
(1.5/3) Flavor - No problems with the name. No flavor text even though there's plenty of room for it, and I can't judge what's not there.
Polish
(2.5/3) Quality - In Magic wording it's not the players who untap creatures, but creatures that "become untapped" (see inspired for example). So this should be "Whenever a creature becomes untapped, that creature's controller sacrifices it unless..." (-0.5).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 19/25
Despite all the little remarks I've made, which as usual are just my own thoughtful opinion and not absolute truth, seeing the scores just having a good flavor text could have been enough to advance. I hope to see you again next month.
Design
(3/3) Appeal - Timmy likes making a token that when is removed creates even more tokens. Spike appreciates that too as a kind of insurance against removal. He also likes the flashback as a finisher. Johnny can use the tokens, both the Elemental and the Goblins, in a lot of different ways.
(2/3) Elegance - The wording of the rules text is even more intuitive in this way rather than the way it would need to be to actually work as intended (see Viability right away). Still, people would think that this works as is when it does not.
Development
(1/3) Viability - Everything is in color and rarity feels appropriate. There is a rules problem though. While the value of X is defined by the mana cost or the flashback cost to determine the power and toughness of the Elemental token, that value of X does not get passed to the triggered ability of the Elemental token, so when it dies X will be 0 (because there's nothing to define it at that time) and you will create zero Goblins no matter the value of X you choose as you cast this card. I don't think that's what you meant this card to do. There is an easy solution, that is changing the trigger of the Elemental token to check its power instead: "When this creature dies, create a number of 1/1 red Goblin creature tokens equal to this creature's power." There is precedent for this wording in the form of Evangel of Heliod.
(3/3) Balance - I'll treat this as if the wording were functional in this area. With that premise, this looks very playable, in limited for sure, but maybe in constructed too. I don't see particular problems in casual or multiplayer.
Creativity
(2/3) Uniqueness - As I've already mentioned, it feels strange but snow tokens are new, there are none in Coldsnap. The flashback "sacrifice X lands and get an X/X" immediately reminded me of Devastating Summons. It's not exactly the same thing (the Summons don't have flashback), but it still feels very similar in that regard. So overall in this area we have highs and lows even if nothing exceptional.
(1/3) Flavor - The name does not sound like something we could see on a black-bordered card. Honestly, this really feels like the name of an un-card. The flavor text is a bit generic but fine and it fits with how Goblins are portrayed in Magic.
Polish
(2/3) Quality - "Create an X/X..." (latest examples from KLD: Metallurgic Summonings and Oviya Pashiri, Sage Lifecrafter, -0.5). The dash after flashback should be long and without spaces (see Conflagrate for example, -0.5).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 18/25
Maybe making a card that doesn't actually work as is and with a name and flavor more fit to an un-card wasn't the best idea, even though I do like what this card is trying to do. I think this is a case where the idea is good but the execution should have been better. I'm sorry. I hope to see you again next month.
Design
(2.5/3) Appeal - I honestly don't see much for Timmy here. The trigger naturally appeals to Johnny, as it triggers on any instant or sorcery that he casts so it's very open ended, as is the fact that this is a modal ability, but I don't think the effects do much to help him express his creativity, which is his ultimate goal (and combos are just one way to reach it, not the only way). They are both more about disrupting the opponent's side rather than building up something on his own side. This is also why those effects are naturally more appealing to Spike instead, who will also use the trigger with no big problems, as there are a lot of good instants and sorceries to use in red.
(2.5/3) Elegance - The card is a bit wordy overall, but still very easy to understand and play.
Development
(3/3) Viability - Everything is in color and rarity feels appropriate.
(1.5/3) Balance - I'm honestly not sure I'd play this in limited. Maybe if I had a lot of instants or sorceries in my deck I could freeze lands repeatedly, but I think I would rather use the mana I would have spent on this to cast more of those actual instants and sorceries. I'm essentially thinking in terms of opportunity cost: even in that case where I have a lot of instants and sorceries available, I would be playing this card to choose between two rather minor rewards instead of another card that could fit better into what my deck wants to do. The fact that the mana cost is just two mana forces you to include restrictions like "unless its controller pays 1", but I feel like those needed restrictions limit this card a bit too much. This essentially applies to constructed too. I'm not saying this is underpowered, it looks right for its mana cost, but maybe the mana cost could have been a bit higher to remove some of the restrictions and make this card a little more generically playable. At least, this is how I personally see it, I might just be wrong of course and this card might be just fine as is. In the "fun" department, I have to mention that the potential of repeatedly freezing multiple lands doesn't sound that fun from the other side of the table. It requires a lot of instants or sorceries to be done, but I think that it might happen, especially with the help of some recursion engine, and when it happens it doesn't look like the best of experiences. I still remember how much I hated Magnivore decks when I started playing twelve years ago by now (saying this makes me feel old...), even if that was real land destruction and not just "land destruction lite" as Maro calls it.
Creativity
(2.5/3) Uniqueness - Man, how useful Gatherer is turning out to be in this round! I was convinced a modal ability that triggers on casting a spell had to exist, while instead it does not yet. The temporary land freezing is also a very recent addition to red's color pie and only a few cards have used it so far, so it still feels relatively new.
(3/3) Flavor - The name is fine. The flavor text is very good, easily one of the highest points of this card in my opinion.
Polish
(3/3) Quality - It's the second time in just a few rounds that I see a long dash (rightfully) used by someone who says they are under the non-Latin characters (temporary? How long has it been in force by now?) restriction. I still wonder if the long dash qualifies as a Latin character, I would say no but evidently I'm wrong. Anyway, you say you have the restriction so I trust you and I won't deduct points for the missing bullet points. All the rest is good.
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 22/25
Design
(2.5/3) Appeal - Tutors are inherently more appealing to Johnny and Spike: the former can find the missing piece of the puzzle, while the latter can use his (self-presumed) skill to find the right answer for any given situations. Timmy can also find big creatures or spells, but he likes more casting them rather than looking for them.
(3/3) Elegance - No problems here.
Development
(3/3) Viability - Tutors are black, so no problems with the color pie. Rarity is right, and notice for once I'm saying "is" right and not "feels" or "looks" right. I am absolutely certain that this card would be printed at this rarity is it ever were to be printed for real. Tutors are never at common to avoid excessive repetition of play in limited, Diabolic Tutor is uncommon but has a mana cost that's the double of this card, and this is a utility card, which would honestly feel out of place at mythic. This has to be rare, and regular rare specifically, no doubt about this.
(2.5/3) Balance - Diabolic Tutor is a fine card at four mana, in fact it has just been reprinted in KLD, and can find you any card. Demonic Tutor is considered a broken card today at four mana, and can also find you any card. Is a Diabolic Tutor that can only find snow cards acceptable at Demonic Tutor's mana cost? Probably it is, at least I could see it, as there are not that many snow cards in existence on the total of all Magic cards ever printed. It's a similar line of thought as infect: you can win by dealing only 10 damage to your opponent instead of 20, but you have to do so using only a limited subset of cards. This is a must-play in dedicated snow decks, which are easier to build in constructed than limited, but in a set where snow is a big theme, possibly even bigger than Coldsnap, I could see this working in limited too. The only problem one could see in casual is the repetition of play issue, but to me that's not too big of a problem. In my opinion, R&D overvalues it, but of course, I'm just a high school teacher with the passion of Magic, while they are professional designers, so I guess they are right.
Creativity
(1/3) Uniqueness - This is just a twist on the classic tutor effect. Indeed new, but doesn't feel that original.
(1/3) Flavor - The name sounds more like that of a holiday card to me rather than a card from a Standard-legal set. No flavor text even though there's plenty of room for it, and I can't judge what's not there.
Polish
(2/3) Quality - The name should be bolded. This is both a very well known thing and one that's explicitly mentioned in my own quote that's been included in the MCC rounds OPs for many months by now (see the forum rules linked there), so -1.
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 19/25
The creativity section of the rubric is what costed you the round, nothing else. I think just the presence of some good flavor text might have been enough to advance. I hope to see you again next month.
Design
(2/3) Appeal - I don't see much for Timmy here. Johnny can use this effect in a lot of different ways. Spike likes the pseudo-removal, even if it's slow for his taste, but he knows that for two mana he can't get a straight-up Wrath effect.
(3/3) Elegance - No problems here.
Development
(3/3) Viability - Everything is in color and rarity feels appropriate.
(2.5/3) Balance - This is another symmetrical card, which allows the mana cost to be as low as possible together with the restriction "cmc 5 or less", which I actually think is not that restricting anyway. At the same time, it's interesting because it's kind of a self-balancing: that restriction pushes you towards playing fatties to break the symmetry and playing fatties requires time, which makes you more vulnerable than normal to aggro decks. I think this is playable in limited, especially if you have a lot of big creatures and right because in limited you're more likely to see creatures that cost a lot of mana. In constructed, the creatures that see play tend to cost the least mana possible, so the symmetry is more relevant there. Of course, this doesn't take into account potential synergies like proliferate or various other effects which you are likely to play if you're playing this. I don't see any particular problem in casual or multiplayer.
Creativity
(1.5/3) Uniqueness - The conditionality on the converted mana cost is just a little new twist on a well known ability: Carnifex Demon, Contagion Engine, Harbinger of Night (very old but still exists), Midnight Banshee, Soul Snuffers.
(1.5/3) Flavor - No problems with the name. No flavor text even though there's plenty of room for it, and I can't judge what's not there.
Polish
(0.5/3) Quality - The name should be bolded. This is both a very well known thing and one that's explicitly mentioned in my own quote that's been included in the MCC rounds OPs for many months by now (see the forum rules linked there), so -1. There is also an extra line break between type line and rules text (-0.5). Finally, in post-M10 world this trigger should be worded as "At the beginning of your end step" (another very well known fact, so -1).
(2/2) Main Challenge - Good.
(2/2) Subchallenges - Both met.
Total: 18/25
The Quality mistakes and the lack of flavor text is what costed you the round. I know we all have real life problems, families, jobs, etc... and that comes first as I always say, but I'm convinced putting just a little more attention would have been enough. I hope to see you again next month.
Design
(2/3) Appeal - Johnny likes more the mechanic snowstorm in itself rather than this particular card. Timmy and Spike like this specific card more: Timmy dreams of building up a large snowstorm count, target all of his opponent's creatures preventing them to block and then swing for a huge amount of damage. Spike likes more the "let my own creatures get through" aspect rather than the amount of damage in itself, he'll be happy with just the right amount to win.
(3/3) Elegance - No problems here.
Development
(3/3) Viability - Everything is in color and rarity feels appropriate.
(2.5/3) Balance - Using Magmatic Chasm as comparison, this card only affects a single creature, is having snowstorm enough to make up for it? I think it might, as in a dedicated snow deck this is more like Panic Attack, which already costs three mana, or even better. In short, I think this is playable only if you have a way to use sandstorm, and this is true for both limited and constructed, even if I have to say I can't remember when was the last time I saw a card that only reads "some creatures can't block" in constructed. If you have a way to use sandstorm, this can be potentially game winning. I remember I lost quite some games to Magmatic Chasm in DTK limited... I see no problems in casual of multiplayer.
Creativity
(3/3) Uniqueness - This is a card with something that feels truly new (snowstorm), even if it has a clear inspiration in storm and gravestorm. I don't know if snowstorm would have been there in a world where storm and gravestorm don't exist in real Magic. Still, it's the most original thing in my whole bracket.
(1.5/3) Flavor - No problems with the name. No flavor text even though there's plenty of room for it, and I can't judge what's not there.
Polish
(2/3) Quality - In the reminder text, two things are missing: the trigger ("When you cast this spell,...") and the target changing ("You may choose new targets for the copies."). See the reminder text of gravestorm, which I really feel would be mirrored here if this card were to be printed for real. Two times -0.5 makes -1.
(2/2) Main Challenge - Good.
(1/2) Subchallenges - Not white or blue, but targets a creature.
Total: 20/25
PsyOp: 22.5
Tilwin: 22
Ink-Treader: 21
Koopa: 20
P E: 19
sperlman: 19
Forestsguy: 18
Sagharri: 18
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here)
CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016
DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for:
"Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index. Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Judging:
Design - 4.5
(2.5/3) Appeal: It might be a bit to complicated for Timmy, but he does like the Idea of attacking with taped creatures. Johnny and Spike can get behind this.
(2/3) Elegance: Most makes sense 'cept the tapped creatures that can attack as though they were taped?
Development - 3
(1.5/3) Viability: It is pretty uncommon for green to keep things tapped. Being a legendary and Mythic is perfect. An issue here is "Tapped creatures you control may attack as though they were tapped and attacking" Looking at Masako from Kamigawa, the best fit would be "as though they were untapped".
(1.5/3) Balance: Just the fact that it keeps most creatures tapped without a disadvantage, instead it actually gives you an advantage is a bit to strong.
Creativity - 6
(3/3) Uniqueness: This is very intuitive, really lining it.
(3/3) Flavor: Flavor text is well thought and the idea of the card fits well.
Polish - 6.5
(2.5/3) Quality: Should be "controllers'".
(2/2) All good here.
(2/2) Subchallenges: Met and met.
Total: 20/25
Design - 4.5
(1.5/3) Appeal: It's to meh for Timmy and Skipe thinks it is to dependent on having snow permanents. Johnny can make this work.
(3/3) Elegance: Makes all sense here.
Development - 5
(2.5/3) Viability: This is definitely black and can pass as an uncommon, but probably common.
(2.5/3) Balance: This seems a bit to under powered for 2 black mana, given the clause to "activate" it.
Creativity - 3.5
(1.5/3) Uniqueness: This doesn't feel new to me, its basically Quag Sickness that will get triggered by your snow basic lands, but has the benefit to trigger from other permanents aswell.
(2/3) Flavor: The flav text is pretty decent, but the name doesn't really make sense for me.
Polish - 6
(3/3) Quality: No probs here.
(2/2) *Main Challenge: Something about the name, but already mentioned in flavor.
(1/2) Subchallenges: A creature is targeted.(-1)
Total: 19/25
Design - 2
(1/3) Appeal: Timmy finds it pretty meh, it's to under powered for spike and Johnny is very scepticle.
(1/3) Elegance: This makes no sense to me, it has a kicker effect without having kicker?
Development - 4.5
(2/3) Viability: Green is known for damaging flying creatures. It might pass as uncommon.
(2.5/3) Balance: It's not going to break any format.
Creativity - 3.5
(2/3) Uniqueness: Green dealing damage to flying is nothing new, but using your snow lands is nifty.
(1.5/3) Flavor: When green deals damage to flying it is more a wind thing. Let us assume the creatures will get taped by it in some way or another I can see the freezing part. Flavor Text is pretty decent.
Polish - 6.5
(2.5/3) Quality: Should be "controllers'".
(2/2) *Main Challenge: Fits the profile.
(2/2) Subchallenges: Met and Met.
Total: 16.5/25
Design - 5
(2/3) Appeal: Timmy likes, Johnny likes and Spike not so much.
(3/3) Elegance: Pretty straight forward here.
Development - 4.5
(2.5/3) Viability: Red is well suited, but I think it is border-lining on uncommon.
(2/3) Balance: Unless snow creatures become a thing in standard, it is essentially 2 red for creatures can't block this turn.
Creativity - 4
(1/3) Uniqueness: Most cards in this category has some type of creature can't block, be it nonartifact or monocolor.
(3/3) Flavor: Everything fits here for me.
Polish - 6.5
(2.5/3) Quality: Should be "can't"
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Met and Met.
Total: 20/25
Design - 4.5
(1.5/3) Appeal: Timmy doesn't want his big guys to be taped and give his opponents an effect. Johnny will make this work, Spike is scepticle since it requires some setup and requirement.
(3/3) Elegance: Makes sense to me.
Development - 5
(2/3) Viability: I can see it as red and white. Might pass as an uncommon.
(2.5/3) Balance: I would say it needs to cost a little more.
Creativity - 4
(2/3) Uniqueness: In a sense it is allot like Ghirapur Æther Grid but also unique in its own way.
(2/3) Flavor: Besides the flavor text being vague, it is a good flavorful card.
Polish - 6
(3/3) Quality: All seems fine here.
(2/2) *Main Challenge: Good
(1/2) Subchallenges: It is white. The card it self does not actually target a creature so it should be fine.
Total: 19/25
Design - 6
(3/3) Appeal: I think every one can get behind this.
(3/3) Elegance: Everything fits here.
Development - 3
(1.5/3) Viability: Green fits well here, but I think the rarity should be a bit higher,
(1.5/3) Balance: Looking at other cards with the same effect, they are allot more conservative when giving life.
Creativity - 5
(2/3) Uniqueness: Gaining life from a creatures toughness isn't a new thing, but the way it accomplishes this is interesting.
(3/3) Flavor: Perfect.
Polish - 7
(3/3) Quality: I see no errors here.
(2/2) *Main Challenge: All seems good.
(2/2) Subchallenges: met and met..
Total: 21/25
Design - 4.5
(2/3) Appeal: Spike will use this. Johnny might try something. Timmy doesn't see it's value.
(2.5/3) Elegance: It's understandable, but a mouth full.
Development - 3
(2/3) Viability: This fits black, but I think it is better as a mythic.
(1/3) Balance: This is way to powerful. Even at a cost of five it completely shuts down almost all creatures, for as long as it's in play. And on top of that it isn't legendary, so having two in play just makes it impossible for creatures to live.
Creativity - 4
(2/3) Uniqueness: Pretty neat idea. There are a few cards that follow this cards style.
(2/3) Flavor: It fits in a package, but the flavor text is bleh for me.
Polish - 6
(2/3) Quality: It should be "All creature have "At the beginning..."". See Magus of the Tabernacle
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Met and met.
Total: 17.5/25
Design - 4
(3/3) Appeal: Timmy likes it cuz it's cool, Johnny and spike will abuse this.(This is given that it can find play altho it breaks allot of rules)
(1/3) Elegance: Your idea gets through to me, but it will confuse people easily.
Development - 0
(0/3) Viability: Yeah, all I can say here is that it can fit black. Unfortunately I don't think a card like this can ever be printed. It has a static effect, but no indication to when it wil activate and resolve. If you start your turn, the beginning phase, can you still skip that phase?
(0/3) Balance: Let's say this card is viable, then it is way to over power for 1 mana. It allows you to skip discarding cards. Effects will last permeability. Rule 514 can be ignored, combat damage won't be removed.
Creativity - 5
(3/3) Uniqueness: If it was viable it is indeed very unique.
(2/3) Flavor: Flavor text is a bit generic.
Polish - 5
(1/3) Quality: I have no idea how this should be templated, but it should at least indicate when it triggers. But you are missing a full stop at the end of the flavor text.
(2/2) *Main Challenge: It fits.
(2/2) Subchallenges: Met and Met.
Total: 14/25
Folza - 20
Flatline - 19
Harbinger - 16.5
Indighost - 20
Raptorchan - 19
Theelkspeaks - 21
SnowBlack1021 - 17.5
Nozdormu13 - 14
Design - 5
(2/3) Appeal: Spike can see it's power clearly. Johnny will try to be creative use "tap target" cards. Timmy won't appreciate it's power.
(3/3) Elegance: Fits like a glove.
Development - 4
(2/3) Viability: This fits black well, I would like it more as a mythic tho.
(2/3) Balance: It is good that it cost 3 black, but I think maybe being legendary would balance it more. Like Night of Souls' Betrayal
Creativity - 4
(2/3) Uniqueness: Black is well known for putting -1/-1 counters on cards, but it does feel uniquely implemented.
(2/3) Flavor: It is bursting with flavor, but the flavor text sounds like it should effect all non snow creatures.
Polish - 7
(3/3) Quality: All seems well here.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Met and met.
Total: 20/25
(1.5/3) Appeal: Johnny wants to abuse this, and Spike might be interested in this if it's useful in the same way Doomsday is.
(0/3) Elegance: I don't think this is a good implementation of Legendary spells. Something like Relic of Progenitus or Scavenging Ooze very easily negates the drawback.
Also, the fact that this would lead to competitive players writing down every card that was in their graveyard in order to not forget is very inelegant. Lastly, the fact that shuffling your library makes this card useless gives it a very poor elegance design. Much better would have been "If you would draw a card, you may return a nonlegendary card from your graveyard to your hand chosen at random instead." Or "Exile your graveyard. You get an emblem with 'If you would draw a card, you may put a card exiled by The Unforgotten Winter chosen at random into your hand instead.'"
Development
(3/3) Viability: Green can do this sort of thing. Mythic is correct.
(1/3) Balance: I'm pretty sure your card is either completely unplayable for the reasons I mentioned in Elegance or completely broken, because it lets you "stack your deck" in a manner that presumably lets you win the game on the spot. There is little middle ground, as your card is prohibitive to cast and has little "fair" application.
Creativity
(3/3) Uniqueness:
(2.5/3) Flavor: Mechanically, the name makes very little sense with the card. This card does not evoke the idea of winter in the slightest.
Polish
(2/3) Quality: The wording for your card's abilities should be "Put each card in your graveyard on the bottom of your library in a random order." (Footbottom Feast), and "If you would draw a card, you may draw the bottom card of your library instead." (Archmage Ascension)
(4/4) Challenges:
Total: 17/25
(2/3) Appeal: Johnny wants to abuse this with Turnabout effects. Spike likes killing things over and over with this.
(3/3) Elegance: The card doesn't feel elegant, but it's not difficult to understand nor is it particularly wordy.
Development
(2/3) Viability: Enchantments aren't supposed to tap.
(0/3) Balance: This card is completely unbeatable in limited. Compare to Koth of the Hammer's emblem. Koth's emblem lets you tap a mountain to deal 1 damage to a creature or player. While yours cannot damage the opponent, it instead lets you achieve the same effects, except it grants the ability to every permanent you control, including itself. After you play this card, nothing your opponent ever plays will live for a turn again.
Creativity
(1.5/3) Uniqueness: This is very similar to Flame Fusillade.
(1/3) Flavor: The name, flavor text, and mechanics all feel very strange and don't work together at all. How am I harnessing the ice if I'm stuck inside it?
Polish
(1.5/3) Quality: Replacement effects can't target. Also, the correct wording for your ability would be "If a permanent you control would become untapped, you may deal 1 damage to a creature of your choice instead."
(3/4) Challenges:
Total: 14/25
(2/3) Appeal: Spike likes this kind of effect. Johnny might want to break the symmetry.
(2/3) Elegance: Having counters on lands en masse is very annoying to keep track of. Imagine this being in play when both players hvae 6+ lands. That's a large amount of dice.
Development
(1/3) Viability: Land hate of this type isn't acceptable by today's design philosophy. There's a reason Blood Moon hasn't been printed in over a decade.
(0/3) Balance: This is too powerful against control decks. In an aggro, deck, it's of little consequence to play this after you've deployed your threats, but it's devastating to only get to use a land for colored mana twice before it turns into a Wastes for a control player.
Creativity
(3/3) Uniqueness:
(2/3) Flavor: I'm not a fan of the flavor text. It could have described the effect of the card in a stronger and more professional way. The name is mediocre for similar reasons.
Polish
(3/3) Quality: In spite of the ability being quite tricky to word correctly, you did it perfectly. Well done!
(4/4) Challenges:
Total: 18/25
(0/3) Appeal: A card like this doesn't really appeal to anyone.
(3/3) Elegance:
Development
(3/3) Viability: Sure, green and white can both get this kind of effect.
(0/3) Balance: This is much worse than Tower Defense unless you have a very large number of creatures. In fact, the power level of this card is so much lower that your card could be one mana and still be unplayable. This should be an instant, at the very least, and cost less mana as well.
Creativity
(2/3) Uniqueness: This kind of effect has been seen before in cards like Might of the Masses, but not in this form.
(3/3) Flavor: I gotta give it to you, this card's flavor is excellent. You're lacking flavor text, but the top-down design makes up for it.
Polish
(2.5/3) Quality: A better wording for your card is "Creatures you control get +0/+X until end of turn and you gain X life, where X is the number of creatures you control."
(4/4) Challenges:
Total: 17.5/25
(2/3) Appeal: Johnny might want to pair this with Quicken to stop an opponent from using mana. Spike likes mana denial, as it's the best way to stop an opponent from doing anything.
(2.5/3) Elegance: It's not hard to get what the card does, but most players would be confused as to what the card's purpose is.
Development
(3/3) Viability: Red is a fine fit. Rare is a good place.
(1/3) Balance: Aside from stopping counterspells and other such instant-speed interaction, what does this card do? It isn't even foolproof for doing that, as a sharp opponent will know to leave nonbasic lands untapped on your turn if they suspect you're playing this card. I'm not sure what purpose this card serves.
Creativity
(2/3) Uniqueness: Blood Moon for a turn.
(3/3) Flavor: "Warmless" isn't a word. Here are some better words you could have used instead of 'warmless'.
Polish
(3/3) Quality:
(4/4) Challenges:
Total: 20/25
(2/3) Appeal: Johnny might try to break the symmetry, but Spike is very interested in using this in a control deck that doesn't care about attacking.
(3/3) Elegance: It's not hard to understand.
Development
(2/3) Viability: It's a bit of a bend for black to get this effect. It's been seen in blue before (Fatespinner), and every other card that involves skipping phases is a white card that skips combat.
(1/3) Balance: This is a little too powerful in a control deck. Fatespinner was 1CC instead of 1C to cast, and was vulnerable to spot removal. Your card slots too easily into control; with this, your opponent is severely hindered in their devlopment early on if they want to attack you, and if they want to develop then they can't chip away at your life total. On top of all of these factors, your card is one-sided; even in a midrange or aggro deck, your card denies the opponent attack steps.
Creativity
(0/3) Uniqueness: The similarity to Fatespinner hurts you greatly here, as does the fact that your card plays out similarly to Angelic Arbiter.
(3/3) Flavor: I like the flavor quite a bit. It's a strong top-down design with good flavor text.
Polish
(3/3) Quality:
(4/4) Challenges:
Total: 18/25
(2/3) Appeal: Spike likes a good sweeper, and Johnny loves a good payoff for a thematic deck.
(3/3) Elegance:
Development
(3/3) Viability: This fits.
(3/3) Balance: One more mana than Mutilate, but it doesn't force you to be monocolored and you can break the symmetry. Five mana is a very good call.
Creativity
(1/3) Uniqueness: The similarity to Mutilate hurts you greatly in this area.
(3/3) Flavor: The name, flavor text, and mechanics all work together excellently. Though single-word names are invaluable, your card puts it to use quite well.
Polish
(2.5/3) Quality: You missed a typo; "Nonsnow creatures get -1/-1..."
(4/4) Challenges:
Total: 21.5/25
tgdgc: 20/25
GeneveniS: 18/25
Itank: 18/25
Ninja Caterpie: 17.5/25
netn10: 17/25
Jimmy Groove: 14/25
SelesnyaNewLife: Disqualified
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Design -
(1.5/3) Appeal: Pure Timmy/Johnny - Spike thinks this is certainly no Aether Vial. Even Timmy doesn't want to be hamstrung by that drawback most of the time.
(1.5/3) Elegance: Four abilities for a card that essentially does one thing. I get that they're mostly all necessary, but damn.
Development -
(3/3) Viability: Yup, green. And rare is where this needs to be, I would hate to see it at mythic.
(2.5/3) Balance: For a combo card this is probably underpowered even in the combo, because you need to drop it AND get eight counters on it AND fill your hand with your best creatures all at once... It doesn't help that this is all but useless in Limited.
Creativity -
(3/3) Uniqueness: Seen this effect a lot in custom cards before, but in terms of real analogues I guess there's... Quest for Ula's Temple? Hibernation's End functions very differently despite the similar flavor.
(1.5/3) Flavor: The (generic) flavor text might not fit and, as noted, this kind of rips off Hibernation's End's flavor.
Polish -
(2/3) Quality: "You can't cast creature SPELLS." Cf. Steel Golem; you couldn't cast a Dryad Arbor anyway under normal circumstances.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Met.
Total: 19/25
Design -
(1/3) Appeal: Mostly Spike - does it really count as Johnny appeal if your combo is "have a lot of snow creatures"?
(3/3) Elegance: Easy to understand.
Development -
(3/3) Viability: Yup, has to be black and has to be rare.
(3/3) Balance: Potentially strong stuff, but it obviously all depends on the environment. In a vacuum it's great removal but is constricted by the cost.
Creativity -
(1.5/3) Uniqueness: Similar to a lot of stuff from the past - Braids, Cabal Minion is the template for a lot of cards.
(1/3) Flavor: Plenty of room for flavor text but there is none. And the name is a little... too on the nose.
Polish -
(3/3) Quality: Fine.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Both done.
Total: 19.5/25
Design -
(2/3) Appeal: Kind of shuts off a lot of what Johnny might want to do, but Timmy likes the "fight fair" aspect and Spike generally wants to cut off opponents' options.
(3/3) Elegance: Pretty elegant, I'd say.
Development -
(2/3) Viability: The whole "green shuts down activated abilities" thing is very old-school. Bind was a long time ago and this is a white effect almost all the time now. But somehow, it works if it's specifically denying everything but basics. Rare feels good.
(3/3) Balance: Not easy to evaluate - Linvala, Keeper of Silence is an amazingly strong card, and this is harder to remove and turbocharged - but also more expensive and symmetrical. I'm going to err on the side of saying this is strong, but not broken.
Creativity -
(2/3) Uniqueness: As noted, some precedent (Null Rod, Cursed Totem...) but nothing of this scale.
(3/3) Flavor: Suitably epic name and flavor text.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: And met.
Total: 22/25
Design -
(2.5/3) Appeal: Timmy likes getting all that ramp, Johnny likes how much of an enabler/combo setup this can be, and Spike likes the amount of card advantage but wishes it could fetch more than one nonbasic.
(2/3) Elegance: Does one thing, but requires two readings to really get what you're supposed to be searching for and then what you're supposed to do with it.
Development -
(2.5/3) Viability: Green is right, but this really sits at the precipice of uncommon and rare effects.
(3/3) Balance: I mean, Scrying Sheets is a great card and all, and Dark Depths may be broken, but at the end of the day this is a five-mana tutor and isn't going to do anything amazing unless it leads directly into your combo.
Creativity -
(2/3) Uniqueness: It may be just a big Into the North, but it's certainly also a unique style of tutoring.
(3/3) Flavor: Good stuff. Would... Nissa really be that into snow, though? She's from a tropical part of Zendikar.
Polish -
(2/3) Quality: You search for land CARDS, not lands. That flavor text is missing a period.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Done.
Total: 21/25
Design -
(2/3) Appeal: Timmy and Spike are both sort of baffled; as a hoser this is about as narrow as they come, and Timmy just sees this as a do-nothing card unless he wants to give up his snow lands. Maybe Timmy likes the amount of accel this provides, and I guess Johnny could do something strange with Rimefeather Owl? That seems like a low-value proposition though.
(2/3) Elegance: Gets its point across, but slightly wordy for what it has to do.
Development -
(1/3) Viability: Certainly green, but much more likely to be rare than uncommon, and R&D learned from the original Ice Age block not to print massive hosers for a block mechanic, especially and specifically snow.
(3/3) Balance: This doesn't seem to do anything degenerate, but it obviously depends on the amount of snow in the meta.
Creativity -
(2/3) Uniqueness: Big precedent in the form of Melting, but otherwise largely unique.
(2/3) Flavor: No flavor text. The season counter is oddly nonspecific. If you want to say spring counter or thaw counter, say it.
Polish -
(1/3) Quality: The "on the battlefield" in the ETB ability is redundant. Add one mana of any color to your mana pool. Second clause is also misworded.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Done.
Total: 17/25
Design -
(2/3) Appeal: Timmy loves huge effects in general and there are a lot of potential interactions for Johnny, but Spike sees this as too expensive.
(2/3) Elegance: Wordy, yet gets its point across.
Development -
(3/3) Viability: Blue check, mythic check.
(2/3) Balance: Honestly, for that cost, this almost does too little - everything thaws out relatively quickly, as it were. I'd honestly have this freeze lands as well.
Creativity -
(2.5/3) Uniqueness: Big Winter Orb! There's other precedent but otherwise this is fairly unique.
(2.5/3) Flavor: No flavor text, which might have fit, but the name is very cool.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Met.
(1/2) Subchallenges: No creature targeting, but it's blue.
Total: 20/25
Design -
(2/3) Appeal: Timmy and Johnny both love the wackiness, but Spike does not like out-of-control effects like this.
(2.5/3) Elegance: The only knock against the elegance here is how hard it is to figure out where the damage goes. Speaking of which...
Development -
(3/3) Viability: Red check, rare check.
(2.5/3) Balance: This isn't so much a balance issue as it is a general development issue, but outside of an online environment this would make combat sort of hellish to figure out. Hey, Grip of Chaos got printed though.
Creativity -
(3/3) Uniqueness: Apart from the spiritual descent from the aforementioned Grip, this is extremely unique.
(3/3) Flavor: Love it. Great callback to the use of ice for red damage spells in Kamigawa.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: And met.
Total: 23/25
Design -
(1/3) Appeal: It um. Increases Johnny's storm count/triggers constellation? I got almost nothin'. This card seems to be sort of useless in Limited AND Constructed...
(2/3) Elegance: Uh, when do you tutor? ETB? LTB? Beginning of your upkeep? "Super Ripple" implies that it's on cast, yet also implies that you get to cast the tutored copies for free, which just isn't true.
Development -
(3/3) Viability: I guess this is green, and you'd better hope it's common.
(1/3) Balance: Much like a real life snow flurry, this does next to nothing.
Creativity -
(2/3) Uniqueness: Technically unprecedented, but there are a lot of effects that change lands' mana output and Arcum's Weathervane did it first.
(3/3) Flavor: Flavor's fine.
Polish -
(0/3) Quality: "Enchant land" "Enchanted land is snow." "When Snow Flurry enters the battlefield (right??), search your library for a card named Snow Flurry, reveal it, and put it into your hand. Then shuffle your library." To top it all off, the flavor text is missing punctuation.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: Met.
Total: 16/25
doomfish 23
glurman 22
Necarg 21
RaikouRider 20
Legend 19.5
StonerOfKruphix 19
mirrodin71 17
TheRealStinkyJoeTerry 16
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝