Now you have an access to two colors of mana and can do some serious business as you planned from the very beginning. Sadly, you are not allowed to make anything strictly multicolored yet, but very close to it - keep in mind, two colors are better than one!
Main Challenge: Design a monocolored card that works better in multicolored environment.
Subchallenge 1: Your card has no more than one colored mana symbol in rules text. Subchallenge 2: Your card is rare.
Main Challenge: This is the most creative-free challenge this month. Your card (associated with your guild, of course) can have abilities that cost you mana or another color (Frilled Oculus), or be comething that works better with another color of mana (Boros Fury-Shield) or any multicolored spells (Lobber Crew), or have restrictions to make another color of mana more welcome (Crypt Champion). Your card, however, is monocolored, not multicolored (not hybrid colored) but multiple color identity (with another colors of mana ptinted in the textbox) is acceptable.
Subchallenge 1: Your can has no colored mana symbols printed in rules text or has only one of them. For example, when G or 2G is acceptable, GG or G repeated more than once is not. Hybrid mana symbols like (G/W) are not acceptable too. Subchallenge 2: Your card is not common, uncommon or mythic.
Please feel free to ask additional questions if you have any in the MCC Discussion thread.
Design Deadline: All submissions are to be final and submitted by September 25th 11:59 PM EST
Judging Deadline: All judgements are to be final and completed by September 29th 11:59 PM EST
Design - (X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? (X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development - (X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity? (X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity - (X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”? (X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish - (X/3) Quality: Points deducted for incorrect spelling, grammar, and templating. (X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge? (X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
Judges:
Raptorchan
void_nothing
Antiantiserum
Contestants:
bravelion83
Gerrard's Mom
The_Hittite
Jimmy Groove
Marco
netn10
Bracket A
Gerrard's Mom vs Jimmy Groove
Bracket B
The_Hittite vs Marco
Bracket C
bravelion83 vs netn10
Raptorchan - A, B
void_nothing - B, C
Antiantiserum - A, C
A reminder to everyone: In the MCC, putting rarity on cards is mandatory! If you don't put a rarity on your card, expect huge deductions in both Viability AND Quality.
Also, you should format your text cards accordingly to the forum rules (see the "this formatting looks best" spoiler in the linked OP). Again, expect deductions in Quality otherwise.
Jealous OutcastB
Creature - Vampire Rogue (R)
Whenever you cast a multicolored spell, you may pay B. If you do, return Jealous Outcast from your graveyard to the battlefield with a +1/+1 counter on it for each of that spell's colors. 1, Remove a counter from Jealous Outcast: Remove a counter from target permanent.
1/1
At street level on a Ravnican cobblestone street, the focus is on a large storm drain or barred basement window. Through the bars we see a pale vampire's face and hands, looking out at the street with a pained or spiteful expression. The feet of a few recognizably guild-related figures are passing by - perhaps a finely robed Orzhov cleric, trail carried by a thrull servant, or the shining boots of a Boros patrol, or more exotic shapes like loxodon feet, viashino claws or kraul legs.
Sunhome Drill Sergeant2WW
Creature - Human Soldier [R]
First strike, vigilance
Other white creatures you control get +1/+0 and have first strike.
Red creatures you control get +0/+1 and have vigilance. The legacy begun by Lieutenant Kos lives on in the Legion’s training.
3/3
Civic Shepherd4W
Creature - Angel [R]
Flying
Whenever you cast a nonwhite spell, another target creature you control gains indestructible until end of turn. All residents of the Tenth District are her flock. Any who wish to harm them must go through her.
4/4
Warmind Warrior2R
Creature — Elemental Warrior (R)
Haste 2R, T: Choose target white or blue creature you control. Warmind Warrior and that creature each gets +2/+0 and gains trample until end of turn. Activate this ability only during your turn. Despite being formally enemies, the Boros and the Izzet did collaborate on various projects since the magical Guildpact was broken. The Warmind Initiative was just the most prominent among them.
2/3
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.)
Whisper Stone3
Artifact (R)
When Whisper Stone enters the battlefield, put the two two cards of your library into your graveyard, then plot 2. (Exile the top two cards of your library face down. You may look at them at any time.)
Reveal a plotted card, 1, t: Add UB. If the revealed card shares a name with an creature or instant card in your graveyard, you may cast the revealed card this turn.
Demand Departure1U
Instant (U)
Plot 3, then reveal a plotted card. Return target non-land permanent to it's owner's hand if it's converted mana cost is less than or equal to the revealed card. (To plot 3, exile the top three cards of your library face down. You may look at them at any time.)
Dimir, Plot
Methodical InfiltrationUUU
Enchantment (R)
When Methodical Infiltration enters the battlefield, plot 5. (Exile the top five cards of your library face down. You may look at them at any time.)
At the beginning of your upkeep, target opponent puts the top three cards of their library into their graveyard. 2U, Reveal a plotted card : Target opponent puts the top X cards of their library into their graveyard, where X is the number of colors of the plotted card plus one. Slow but steady.
Teacher of Savages3UU
Creature - Human Wizard (Mythic)
Blue creatures you control have "T: Draw a card".
Red and green creatures you control gets +1/+1 for each card in your hand. "The more I teach the savages of this island, the more I want to be part of them, for their ability to use our knowledge is far better than us."
3/3
Arbiter of Justice4RR
Creature - Human Soldier (Rare)
Double strike W: Until end of turn, your opponents can't cast spells or activate abilities that aren't mana abilities. Activate this ability only at the beginning of combat on your turn.
3/3
Jealous OutcastB
Creature - Vampire Rogue (R)
Whenever you cast a multicolored spell, you may pay B. If you do, return Jealous Outcast from your graveyard to the battlefield with a +1/+1 counter on it for each of that spell's colors. 1, Remove a counter from Jealous Outcast: Remove a counter from target permanent.
1/1
Design .:. (2/3) Appeal: Jxnny and Spike would both be all over this card. (3/3) Elegance: The card is easy to understand and makes sense.
Development .:. (3/3) Viability: Self reanimating creatures and counter removal have appeared in black. Rare is fine. (2/3) Balance: The Outcast is on the very powerful side of the spectrum. Just imagine this on turn one in the yard, casting something like a Deathrite Shaman on turn two, paying an extra B. That's a nice 3/3 you've got there. This can be a hyper aggressive creature for two color decks and has a lot of relevance even in three or more color decks in the late game. Maybe this slots into Hollow One decks, making those more explosive, or just spawns its very own archetype. As said, very powerful and maybe reason enough to put some good graveyard hosing in the same standard environment. The added counter removal ability can work against opposing counter synergies or with your own ones, like cumulative upekeep or sagas, which makes this a nice addition tool in addition to Hex Parasite.
Creativity .:. (2/3) Uniqueness: A weird fresh mix of Bloodghast and Hex Parasite. (3/3) Flavor: Reading the art description I have to agree that that's probably a good way of depicting a jealous vampire, although I find the flavor a little weird.
Polish .:. (3/3) Quality: No flaws detected! (2/2) Main Challenge: Main challenge satisfied! (2/2) Subchallenges: Subchallenges satisfied!
Total: 22/25
Methodical InfiltrationUUU
Enchantment (R)
When Methodical Infiltration enters the battlefield, plot 5. (Exile the top five cards of your library face down. You may look at them at any time.)
At the beginning of your upkeep, target opponent puts the top three cards of their library into their graveyard. 2U, Reveal a plotted card : Target opponent puts the top X cards of their library into their graveyard, where X is the number of colors of the plotted card plus one. Slow but steady.
Design .:. (1/3) Appeal: This feels like a Jxnny card. (3/3) Elegance: The card is easy to understand and makes sense.
Development .:. (3/3) Viability: Milling is blue and rare seems fine. (3/3) Balance: The card is true to its flavor text. It delivers slow but steady milling. More interesting is probably the plot 5. Having 5 different cards to plot with at once seems powerful. One card that delivers fuel for anything else you might have going. And potentially suicidal in limited. My thoughts are by energy and surveil here. Each card that uses energy also created some of it. In addition there where cards that created it without using it. Surveil on the other hand has a few cards that benefit from surveil without having the ability themselves. The firmer prove to be a broken mechanic. For the latter we don't just know yet but it feels saver to split generating and benefitting cards. At least a little. Of course my argument falls apart when you note that the most important energy card that got banned was a land tutor that did not use the energy itself. What has energy to do with plot? Well, in a way both effects generate a resource the opponent can't interact with easily. Still I think this version of plot feels fine. Just some additional thought.
Creativity .:. (2/3) Uniqueness: We get a new weird mill enchantment from time to time. (3/3) Flavor: I'm always torn on flavor text that describes the effect of the card more than it adds to the flavor. Some work and others feel like they want to be too clever. Here this fine line was not crossed, the flavor text fits both.
Polish .:. (2,5/3) Quality: It's "where X is one plus . . .", e.g. Magus of the Mind. (1,5/2) Main Challenge: Main challenge technically satisfied. I want to add though that this card by its mana cost works best in a mono blue deck. UUU is a serious cost and, outside of modern and other more open formats, difficult to accomplish for a multicolored deck. Scaling the last ability up is acutally more difficult than just playing the card in a mono colored deck. (2/2) Subchallenges: Subchallenges satisfied!
Total: 21/25
Warmind Warrior2R
Creature — Elemental Warrior (R)
Haste 2R, T: Choose target white or blue creature you control. Warmind Warrior and that creature each gets +2/+0 and gains trample until end of turn. Activate this ability only during your turn. Despite being formally enemies, the Boros and the Izzet did collaborate on various projects since the magical Guildpact was broken. The Warmind Initiative was just the most prominent among them.
2/3
Design .:. (1/3) Appeal: Combat manipulation on a stick, very nice for limited Spike. (2/3) Elegance: The card is easy to understand but lacks some sense. The warrior gives itself power and trample but also taps while doing so. First I thought, well, blocking with bigger power at least makes some sense. But being only able to activate this during your turn . . . well, give it vigilance then?
Development .:. (3/3) Viability: Targeted pumping on a stick has appeared on all colors over the years. Rare is okey. (3/3) Balance: Because this is a very strong limited card, making blocking for your opponent a desperate scenario. Costing 3 + 3 dampens the impact a bit. Seems fine overall.
Creativity .:. (1/3) Uniqueness: We have seen a number of creatures that pump other creatures. In a lot of different variations. (3/3) Flavor: The flavor is awesome. I hope for something like this in the third set of the new Ravnica block. Yes, I say it's a block.
Polish .:. (2,5/3) Quality: Not 100 % sure but I think it should be "Warrior Guy and that creature each get . . ." without the s, e.g. Eidolon of Countless Battles. The only card with the words "each gets" in that order is Scourge of Geier Reach, lol. (2/2) Main Challenge: Main challenge satisfied! (2/2) Subchallenges: Subchallenges satisfied!
Total: 19,5/25
Teacher of Savages3UU
Creature - Human Wizard (Mythic)
Blue creatures you control have "T: Draw a card".
Red and green creatures you control gets +1/+1 for each card in your hand. "The more I teach the savages of this island, the more I want to be part of them, for their ability to use our knowledge is far better than us."
3/3
Design .:. (3/3) Appeal: Makes some your creature potentially very big, turns some other creatures into draw engines? Txmmy and Jxnny are both very excited. I also see potential for standard Spike. (3/3) Elegance: The card is easy to understand and makes sense.
Development .:. (3/3) Viability: Drawing cards on blue. Yes, I think that's a thing. Pum dependant on cards in hand has appeared in all colors but mostly blue and green. Granting it to only a subset of colors seems okey. Mythic, oh yes. (3/3) Balance: Because even in a mono blue deck this card is absurdly good. The other ability is of course also very strong, but the first one already sells the card. Being a relatively vulnerable creature and having a relatively high cost makes this okey I think.
Creativity .:. (3/3) Uniqueness: Being rewarded for drawing cards, which in itself is already rewarding, in exciting new clothes. (3/3) Flavor: The name I find good, the flavor text somewhat weird, but overall good.
Polish .:. (2,5/3) Quality: We have an excessive s again, it should be "Red and green creatures you control get . . ." (2/2) Main Challenge: Main challenge satisfied! (1/2) Subchallenges: Subchallenge 1 satisfied!
Jealous OutcastB
Creature - Vampire Rogue (R)
Whenever you cast a multicolored spell, you may pay B. If you do, return Jealous Outcast from your graveyard to the battlefield with a +1/+1 counter on it for each of that spell's colors. 1, Remove a counter from Jealous Outcast: Remove a counter from target permanent.
1/1
At street level on a Ravnican cobblestone street, the focus is on a large storm drain or barred basement window. Through the bars we see a pale vampire's face and hands, looking out at the street with a pained or spiteful expression. The feet of a few recognizably guild-related figures are passing by - perhaps a finely robed Orzhov cleric, trail carried by a thrull servant, or the shining boots of a Boros patrol, or more exotic shapes like loxodon feet, viashino claws or kraul legs.
Design - (2/3) Appeal: Timmy doesn't care much, but Spike and Johnny can find a sweet place for this in their plans. (2/3) Elegance: Wordy and the type of counter isn't specified which adds an additional level of complexity.
Development - (2,5/3) Viability: This card is black but feels like borderline mythic rare. (2/3) Balance: A bit too effective in milticolored environments since it can return from the graveyard repeatedly and be at least 3/3 any time for a nice cost of 1 black mana. And additional repeatable ability feels like an icing on the cake
Creativity - (2,5/3) Uniqueness: Overall, kinda fresh mix of Ramos, Gravecrawler and Vampire Hexmage. (2/3) Flavor: The flavor of this card feels more Gateless than Dimir.
(3/3) Quality: Surprisingly well judging on Ramos rules text. (2/2) *Main Challenge: This is a monocolored card that works better in multicolored environment. (2/2) Subchallenges: Rare card with only one colored mana symbol in rules text.
Total: 20/25
Methodical InfiltrationUUU
Enchantment (R)
When Methodical Infiltration enters the battlefield, plot 5. (Exile the top five cards of your library face down. You may look at them at any time.)
At the beginning of your upkeep, target opponent puts the top three cards of their library into their graveyard. 2U, Reveal a plotted card : Target opponent puts the top X cards of their library into their graveyard, where X is the number of colors of the plotted card plus one. Slow but steady.
Design - (2/3) Appeal: Timmy doesn't care. Spike and Johnny definetely do. (2/3) Elegance: Wordy, and even the easiest calculating actions like "certain number plus one" aren't good for simplicity.
Development - (2,5/3) Viability: This is a blue rare just like many other brutal milling blue rares. But definetely too blue for Dimir card. (3/3) Balance: A Limited bomb if I ever seen any. The restrictive mana cost makes it more fair.
(2,5/3) Creativity - Repeatable milling is a well known thing, other than that, pretty unique. (3/3) Flavor: Very Dimir. Can't say more.
Polish - (2,5/3) Quality: An unnecessary spaces between "down." and "You" and between "plotted card" and ":". Please be more careful. (2/2) *Main Challenge: This is a monocolored card that works better in multicolored environment. (2/2) Subchallenges: Rare card with only one colored mana symbol in rules text.
Total: 21,5/25
Sunhome Drill Sergeant2WW
Creature - Human Soldier [R]
First strike, vigilance
Other white creatures you control get +1/+0 and have first strike.
Red creatures you control get +0/+1 and have vigilance. The legacy begun by Lieutenant Kos lives on in the Legion’s training.
3/3
Design - (3/3) Appeal: All three types of players will be glad to play it. (2,5/3) Elegance: Just a bit asymmetrical, other than that, pretty clear.
Development - (3/3) Viability: This is a white rare that grants white abilities to red and white creatures. (2,5/3) Balance: Limited bomb by its own, more pushed in a right deck.
(2/3) Creativity - Nice lord creature overall but not very special. (3/3) Flavor: Very Boros, nice homage to Agrus Kos for sure.
Polish - (3/3) Quality: All clear. (2/2) *Main Challenge: This is a monocolored card that works better in multicolored environment. (2/2) Subchallenges: Rare card with no colored mana symbols in rules text.
Total: 23/25
Arbiter of Justice4RR
Creature - Human Soldier (Rare)
Double strike W: Until end of turn, your opponents can't cast spells or activate abilities that aren't mana abilities. Activate this ability only at the beginning of combat on your turn.
3/3
Design - (2/3) Appeal: Just a bit too expensive for Timmy and a bit too straightforward for combo lover Johnny. (2/3) Elegance: Silence was never an easy card to understand thanks to an opportunity to cast spells in response. Nether does this card.
Development - (3/3) Viability: A red rare with white ability. Can't go wrong here. (2/3) Balance: It prevents your opponents from using combat tricks and activating tricky abilitirs, other than that, very mild card.
(2/3) Creativity - Something something Silence and something something Dromoka dragons. (2/3) Flavor: 'Arbiter' feels like something more Azorius rather than Boros. The lack of a flavor text feels like a missed opportunity.
Polish - (3/3) Quality: All clear. (2/2) *Main Challenge: Definetely more useful in multicolored environment. (2/2) Subchallenges: Rare card with only one mana symbol in rules text.
Design - (2/3) Appeal: Timmy likes lords, especially ones that can grant two keywords. Johnny doesn't care all that much about a linear, straight-up beatdown card. Spike loves this particularly in Limited. (2.5/3) Elegance: A bit wordy, but a pretty elegant set of effects that nevertheless heavily affect combat math.
Development - (3/3) Viability: White can grant all of those bonuses although +1/+0 and first strike does feel red, so good job there. Rare is a no-brainer. (3/3) Balance: Strong stuff but not OP by any means.
Creativity - (1/3) Uniqueness: Obviously part of a long heritage including both Agrus Kos, Wojek Veteran and the likes of Aven Brigadier, but the old "double lord" chestnut has never quite been done with these parameters. (3/3) Flavor: Love it, both the callbacks and the creative writing aspects.
Polish - (3/3) Quality: Looks good. (2/2) *Main Challenge: Done. (2/2) Subchallenges: Zero certainly is no more than one; done.
Total: 21.5/25
Design - (1.5/3) Appeal: Timmy likes double strikers and being able to do combat tricks while his opponents can't. Johnny doesn't care all that much. Spike doesn't see the Constructed appeal but would like it in Limited. (2.5/3) Elegance: A mouthful of an activated ability but everybody would get this one.
Development - (2.5/3) Viability: This works fine as a red card with a white activated ability, but nothing about this card needs to be red; it'd be probably even more at home as a white creature and the color seems to have been tacked on to fit the challenge rather than the challenge causing you to make an interesting mix of colors. (3/3) Balance: Obviously a bomb, but it's a six-mana creature with three toughness and you need to keep paying mana into it to keep the marquee ability working, so hey.
Creativity - (0.5/3) Uniqueness: Really just sort of like Basandra, Battle Seraph plus Grand Abolisher, isn't it? (0.5/3) Flavor: Incredibly generic name that doesn't feel red at all. Why a Soldier and not a Knight, with the double strike and rules-making ability? No flavor text.
Design - (2/3) Appeal: Timmy likes haste and pump. The ability appears to pose a Johnny puzzle with that tap symbol. Spike finds it too inefficient. (2/3) Elegance: Including the T, again, raises more questions than it answers. Did you switch between multiple versions of this entry and have a proofreading problem? Because with the "only on your turn" clause, the +2/+0 isn't even going to benefit this creature if you tap it while it's blocking.
Development - (2/3) Viability: This feels way more like an uncommon than a rare since the net effect is usually going to be "2R, T: Target white or blue creature you control gets +2/+0 and gains trample until end of turn." Color's right though? (3/3) Balance: Nothing problematic here and in fact the card is underpowered if anything.
Creativity - (1/3) Uniqueness: Basically a Might Weaver variant, right? The self-pump seems new and I wish it were executed better. (3/3) Flavor: Nice callback to an interesting piece of Ravnican lore.
Design - (3/3) Appeal: Timmy loves this for obvious reasons. Johnny loves this for obvious reasons. Spike loves this for obvious reasons. (2.5/3) Elegance: A lot of math and board state complexity inherent here, but hey, it's a mythic and should quickly end games with those abilities.
Development - (2.5/3) Viability: Color seems alright, although the inclusion of red creatures in the pump ability seems mechanically odd, since the only Maro-esque effect red has gotten is Adamaro, First to Desire. Mythic is ABSOLUTELY NECESSARY for an ability of this scale. (1.5/3) Balance: Hoo boy. A more-flexible (and fatter) Azami, Lady of Scrolls stapled to one of the scariest anthem effects I've ever seen should probably have a CMC of at least 7. At least it's all pretty conditional and could be hard to set up?
Creativity - (2.5/3) Uniqueness: Built out of some familiar parts but this feels big and unique. (2.5/3) Flavor: Solid concept and flavor text, but I wish the whole thing felt a bit more grandiose.
Polish - (2.5/3) Quality: "...creatures you control GET +1/+1..." (2/2) *Main Challenge: Done. (2/2) Subchallenges: Done.
September MCC 2018 Round 3 - True Colors
Now you have an access to two colors of mana and can do some serious business as you planned from the very beginning. Sadly, you are not allowed to make anything strictly multicolored yet, but very close to it - keep in mind, two colors are better than one!
Main Challenge: Design a monocolored card that works better in multicolored environment.
Subchallenge 1: Your card has no more than one colored mana symbol in rules text.
Subchallenge 2: Your card is rare.
Subchallenge 1: Your can has no colored mana symbols printed in rules text or has only one of them. For example, when G or 2G is acceptable, GG or G repeated more than once is not. Hybrid mana symbols like (G/W) are not acceptable too.
Subchallenge 2: Your card is not common, uncommon or mythic.
Please feel free to ask additional questions if you have any in the MCC Discussion thread.
Design Deadline: All submissions are to be final and submitted by September 25th 11:59 PM EST
Judging Deadline: All judgements are to be final and completed by September 29th 11:59 PM EST
(X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card?
(X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development -
(X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
(X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity -
(X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”?
(X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish -
(X/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
(X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
(X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
Judges:
Raptorchan
void_nothing
Antiantiserum
Contestants:
bravelion83
Gerrard's Mom
The_Hittite
Jimmy Groove
Marco
netn10
Bracket A
Gerrard's Mom vs Jimmy Groove
Bracket B
The_Hittite vs Marco
Bracket C
bravelion83 vs netn10
Raptorchan - A, B
void_nothing - B, C
Antiantiserum - A, C
A helpful tip for those formatting their cards:
Creature - Vampire Rogue (R)
Whenever you cast a multicolored spell, you may pay B. If you do, return Jealous Outcast from your graveyard to the battlefield with a +1/+1 counter on it for each of that spell's colors.
1, Remove a counter from Jealous Outcast: Remove a counter from target permanent.
1/1
Creature - Human Soldier [R]
First strike, vigilance
Other white creatures you control get +1/+0 and have first strike.
Red creatures you control get +0/+1 and have vigilance.
The legacy begun by Lieutenant Kos lives on in the Legion’s training.
3/3
Creature - Angel [R]
Flying
Whenever you cast a nonwhite spell, another target creature you control gains indestructible until end of turn.
All residents of the Tenth District are her flock. Any who wish to harm them must go through her.
4/4
Creature — Elemental Warrior (R)
Haste
2R, T: Choose target white or blue creature you control. Warmind Warrior and that creature each gets +2/+0 and gains trample until end of turn. Activate this ability only during your turn.
Despite being formally enemies, the Boros and the Izzet did collaborate on various projects since the magical Guildpact was broken. The Warmind Initiative was just the most prominent among them.
2/3
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.)
Artifact (R)
When Whisper Stone enters the battlefield, put the two two cards of your library into your graveyard, then plot 2. (Exile the top two cards of your library face down. You may look at them at any time.)
Reveal a plotted card, 1, t: Add UB. If the revealed card shares a name with an creature or instant card in your graveyard, you may cast the revealed card this turn.
Demand Departure 1U
Instant (U)
Plot 3, then reveal a plotted card. Return target non-land permanent to it's owner's hand if it's converted mana cost is less than or equal to the revealed card. (To plot 3, exile the top three cards of your library face down. You may look at them at any time.)
Methodical Infiltration UUU
Enchantment (R)
When Methodical Infiltration enters the battlefield, plot 5. (Exile the top five cards of your library face down. You may look at them at any time.)
At the beginning of your upkeep, target opponent puts the top three cards of their library into their graveyard.
2U, Reveal a plotted card : Target opponent puts the top X cards of their library into their graveyard, where X is the number of colors of the plotted card plus one.
Slow but steady.
Creature - Human Wizard (Mythic)
Blue creatures you control have "T: Draw a card".
Red and green creatures you control gets +1/+1 for each card in your hand.
"The more I teach the savages of this island, the more I want to be part of them, for their ability to use our knowledge is far better than us."
3/3
Creature - Human Soldier (Rare)
Double strike
W: Until end of turn, your opponents can't cast spells or activate abilities that aren't mana abilities. Activate this ability only at the beginning of combat on your turn.
3/3
Gerrard's Mom vs Jimmy Groove
Bracket B
The_Hittite vs Marco
Bracket C
bravelion83 vs netn10
Raptorchan - A, B
void_nothing - B, C
Antiantiserum - A, C
Creature - Vampire Rogue (R)
Whenever you cast a multicolored spell, you may pay B. If you do, return Jealous Outcast from your graveyard to the battlefield with a +1/+1 counter on it for each of that spell's colors.
1, Remove a counter from Jealous Outcast: Remove a counter from target permanent.
1/1
Design .:.
(2/3) Appeal: Jxnny and Spike would both be all over this card.
(3/3) Elegance: The card is easy to understand and makes sense.
Development .:.
(3/3) Viability: Self reanimating creatures and counter removal have appeared in black. Rare is fine.
(2/3) Balance: The Outcast is on the very powerful side of the spectrum. Just imagine this on turn one in the yard, casting something like a Deathrite Shaman on turn two, paying an extra B. That's a nice 3/3 you've got there. This can be a hyper aggressive creature for two color decks and has a lot of relevance even in three or more color decks in the late game. Maybe this slots into Hollow One decks, making those more explosive, or just spawns its very own archetype. As said, very powerful and maybe reason enough to put some good graveyard hosing in the same standard environment. The added counter removal ability can work against opposing counter synergies or with your own ones, like cumulative upekeep or sagas, which makes this a nice addition tool in addition to Hex Parasite.
Creativity .:.
(2/3) Uniqueness: A weird fresh mix of Bloodghast and Hex Parasite.
(3/3) Flavor: Reading the art description I have to agree that that's probably a good way of depicting a jealous vampire, although I find the flavor a little weird.
Polish .:.
(3/3) Quality: No flaws detected!
(2/2) Main Challenge: Main challenge satisfied!
(2/2) Subchallenges: Subchallenges satisfied!
Total: 22/25
Enchantment (R)
When Methodical Infiltration enters the battlefield, plot 5. (Exile the top five cards of your library face down. You may look at them at any time.)
At the beginning of your upkeep, target opponent puts the top three cards of their library into their graveyard.
2U, Reveal a plotted card : Target opponent puts the top X cards of their library into their graveyard, where X is the number of colors of the plotted card plus one.
Slow but steady.
Design .:.
(1/3) Appeal: This feels like a Jxnny card.
(3/3) Elegance: The card is easy to understand and makes sense.
Development .:.
(3/3) Viability: Milling is blue and rare seems fine.
(3/3) Balance: The card is true to its flavor text. It delivers slow but steady milling. More interesting is probably the plot 5. Having 5 different cards to plot with at once seems powerful. One card that delivers fuel for anything else you might have going. And potentially suicidal in limited. My thoughts are by energy and surveil here. Each card that uses energy also created some of it. In addition there where cards that created it without using it. Surveil on the other hand has a few cards that benefit from surveil without having the ability themselves. The firmer prove to be a broken mechanic. For the latter we don't just know yet but it feels saver to split generating and benefitting cards. At least a little. Of course my argument falls apart when you note that the most important energy card that got banned was a land tutor that did not use the energy itself. What has energy to do with plot? Well, in a way both effects generate a resource the opponent can't interact with easily. Still I think this version of plot feels fine. Just some additional thought.
Creativity .:.
(2/3) Uniqueness: We get a new weird mill enchantment from time to time.
(3/3) Flavor: I'm always torn on flavor text that describes the effect of the card more than it adds to the flavor. Some work and others feel like they want to be too clever. Here this fine line was not crossed, the flavor text fits both.
Polish .:.
(2,5/3) Quality: It's "where X is one plus . . .", e.g. Magus of the Mind.
(1,5/2) Main Challenge: Main challenge technically satisfied. I want to add though that this card by its mana cost works best in a mono blue deck. UUU is a serious cost and, outside of modern and other more open formats, difficult to accomplish for a multicolored deck. Scaling the last ability up is acutally more difficult than just playing the card in a mono colored deck.
(2/2) Subchallenges: Subchallenges satisfied!
Total: 21/25
Creature — Elemental Warrior (R)
Haste
2R, T: Choose target white or blue creature you control. Warmind Warrior and that creature each gets +2/+0 and gains trample until end of turn. Activate this ability only during your turn.
Despite being formally enemies, the Boros and the Izzet did collaborate on various projects since the magical Guildpact was broken. The Warmind Initiative was just the most prominent among them.
2/3
Design .:.
(1/3) Appeal: Combat manipulation on a stick, very nice for limited Spike.
(2/3) Elegance: The card is easy to understand but lacks some sense. The warrior gives itself power and trample but also taps while doing so. First I thought, well, blocking with bigger power at least makes some sense. But being only able to activate this during your turn . . . well, give it vigilance then?
Development .:.
(3/3) Viability: Targeted pumping on a stick has appeared on all colors over the years. Rare is okey.
(3/3) Balance: Because this is a very strong limited card, making blocking for your opponent a desperate scenario. Costing 3 + 3 dampens the impact a bit. Seems fine overall.
Creativity .:.
(1/3) Uniqueness: We have seen a number of creatures that pump other creatures. In a lot of different variations.
(3/3) Flavor: The flavor is awesome. I hope for something like this in the third set of the new Ravnica block. Yes, I say it's a block.
Polish .:.
(2,5/3) Quality: Not 100 % sure but I think it should be "Warrior Guy and that creature each get . . ." without the s, e.g. Eidolon of Countless Battles. The only card with the words "each gets" in that order is Scourge of Geier Reach, lol.
(2/2) Main Challenge: Main challenge satisfied!
(2/2) Subchallenges: Subchallenges satisfied!
Total: 19,5/25
Creature - Human Wizard (Mythic)
Blue creatures you control have "T: Draw a card".
Red and green creatures you control gets +1/+1 for each card in your hand.
"The more I teach the savages of this island, the more I want to be part of them, for their ability to use our knowledge is far better than us."
3/3
Design .:.
(3/3) Appeal: Makes some your creature potentially very big, turns some other creatures into draw engines? Txmmy and Jxnny are both very excited. I also see potential for standard Spike.
(3/3) Elegance: The card is easy to understand and makes sense.
Development .:.
(3/3) Viability: Drawing cards on blue. Yes, I think that's a thing. Pum dependant on cards in hand has appeared in all colors but mostly blue and green. Granting it to only a subset of colors seems okey. Mythic, oh yes.
(3/3) Balance: Because even in a mono blue deck this card is absurdly good. The other ability is of course also very strong, but the first one already sells the card. Being a relatively vulnerable creature and having a relatively high cost makes this okey I think.
Creativity .:.
(3/3) Uniqueness: Being rewarded for drawing cards, which in itself is already rewarding, in exciting new clothes.
(3/3) Flavor: The name I find good, the flavor text somewhat weird, but overall good.
Polish .:.
(2,5/3) Quality: We have an excessive s again, it should be "Red and green creatures you control get . . ."
(2/2) Main Challenge: Main challenge satisfied!
(1/2) Subchallenges: Subchallenge 1 satisfied!
Total: 23,5/25
Gerrard's Mom 22,0
Jimmy Groove 21,0
Bracket C
bravelion83 19,5
netn10 23,5
Creature - Vampire Rogue (R)
Whenever you cast a multicolored spell, you may pay B. If you do, return Jealous Outcast from your graveyard to the battlefield with a +1/+1 counter on it for each of that spell's colors.
1, Remove a counter from Jealous Outcast: Remove a counter from target permanent.
1/1
Design -
(2/3) Appeal: Timmy doesn't care much, but Spike and Johnny can find a sweet place for this in their plans.
(2/3) Elegance: Wordy and the type of counter isn't specified which adds an additional level of complexity.
Development -
(2,5/3) Viability: This card is black but feels like borderline mythic rare.
(2/3) Balance: A bit too effective in milticolored environments since it can return from the graveyard repeatedly and be at least 3/3 any time for a nice cost of 1 black mana. And additional repeatable ability feels like an icing on the cake
Creativity -
(2,5/3) Uniqueness: Overall, kinda fresh mix of Ramos, Gravecrawler and Vampire Hexmage.
(2/3) Flavor: The flavor of this card feels more Gateless than Dimir.
(3/3) Quality: Surprisingly well judging on Ramos rules text.
(2/2) *Main Challenge: This is a monocolored card that works better in multicolored environment.
(2/2) Subchallenges: Rare card with only one colored mana symbol in rules text.
Total: 20/25
Methodical Infiltration UUU
Enchantment (R)
When Methodical Infiltration enters the battlefield, plot 5. (Exile the top five cards of your library face down. You may look at them at any time.)
At the beginning of your upkeep, target opponent puts the top three cards of their library into their graveyard.
2U, Reveal a plotted card : Target opponent puts the top X cards of their library into their graveyard, where X is the number of colors of the plotted card plus one.
Slow but steady.
Design -
(2/3) Appeal: Timmy doesn't care. Spike and Johnny definetely do.
(2/3) Elegance: Wordy, and even the easiest calculating actions like "certain number plus one" aren't good for simplicity.
Development -
(2,5/3) Viability: This is a blue rare just like many other brutal milling blue rares. But definetely too blue for Dimir card.
(3/3) Balance: A Limited bomb if I ever seen any. The restrictive mana cost makes it more fair.
(2,5/3) Creativity - Repeatable milling is a well known thing, other than that, pretty unique.
(3/3) Flavor: Very Dimir. Can't say more.
Polish -
(2,5/3) Quality: An unnecessary spaces between "down." and "You" and between "plotted card" and ":". Please be more careful.
(2/2) *Main Challenge: This is a monocolored card that works better in multicolored environment.
(2/2) Subchallenges: Rare card with only one colored mana symbol in rules text.
Total: 21,5/25
Sunhome Drill Sergeant 2WW
Creature - Human Soldier [R]
First strike, vigilance
Other white creatures you control get +1/+0 and have first strike.
Red creatures you control get +0/+1 and have vigilance.
The legacy begun by Lieutenant Kos lives on in the Legion’s training.
3/3
Design -
(3/3) Appeal: All three types of players will be glad to play it.
(2,5/3) Elegance: Just a bit asymmetrical, other than that, pretty clear.
Development -
(3/3) Viability: This is a white rare that grants white abilities to red and white creatures.
(2,5/3) Balance: Limited bomb by its own, more pushed in a right deck.
(2/3) Creativity - Nice lord creature overall but not very special.
(3/3) Flavor: Very Boros, nice homage to Agrus Kos for sure.
Polish -
(3/3) Quality: All clear.
(2/2) *Main Challenge: This is a monocolored card that works better in multicolored environment.
(2/2) Subchallenges: Rare card with no colored mana symbols in rules text.
Total: 23/25
Creature - Human Soldier (Rare)
Double strike
W: Until end of turn, your opponents can't cast spells or activate abilities that aren't mana abilities. Activate this ability only at the beginning of combat on your turn.
3/3
Design -
(2/3) Appeal: Just a bit too expensive for Timmy and a bit too straightforward for combo lover Johnny.
(2/3) Elegance: Silence was never an easy card to understand thanks to an opportunity to cast spells in response. Nether does this card.
Development -
(3/3) Viability: A red rare with white ability. Can't go wrong here.
(2/3) Balance: It prevents your opponents from using combat tricks and activating tricky abilitirs, other than that, very mild card.
(2/3) Creativity - Something something Silence and something something Dromoka dragons.
(2/3) Flavor: 'Arbiter' feels like something more Azorius rather than Boros. The lack of a flavor text feels like a missed opportunity.
Polish -
(3/3) Quality: All clear.
(2/2) *Main Challenge: Definetely more useful in multicolored environment.
(2/2) Subchallenges: Rare card with only one mana symbol in rules text.
Total: 20/25
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Thanks! I think your current total for Jimmy is short a point (should be 21?) which flips who advances.
(2/3) Appeal: Timmy likes lords, especially ones that can grant two keywords. Johnny doesn't care all that much about a linear, straight-up beatdown card. Spike loves this particularly in Limited.
(2.5/3) Elegance: A bit wordy, but a pretty elegant set of effects that nevertheless heavily affect combat math.
Development -
(3/3) Viability: White can grant all of those bonuses although +1/+0 and first strike does feel red, so good job there. Rare is a no-brainer.
(3/3) Balance: Strong stuff but not OP by any means.
Creativity -
(1/3) Uniqueness: Obviously part of a long heritage including both Agrus Kos, Wojek Veteran and the likes of Aven Brigadier, but the old "double lord" chestnut has never quite been done with these parameters.
(3/3) Flavor: Love it, both the callbacks and the creative writing aspects.
Polish -
(3/3) Quality: Looks good.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: Zero certainly is no more than one; done.
Total: 21.5/25
(1.5/3) Appeal: Timmy likes double strikers and being able to do combat tricks while his opponents can't. Johnny doesn't care all that much. Spike doesn't see the Constructed appeal but would like it in Limited.
(2.5/3) Elegance: A mouthful of an activated ability but everybody would get this one.
Development -
(2.5/3) Viability: This works fine as a red card with a white activated ability, but nothing about this card needs to be red; it'd be probably even more at home as a white creature and the color seems to have been tacked on to fit the challenge rather than the challenge causing you to make an interesting mix of colors.
(3/3) Balance: Obviously a bomb, but it's a six-mana creature with three toughness and you need to keep paying mana into it to keep the marquee ability working, so hey.
Creativity -
(0.5/3) Uniqueness: Really just sort of like Basandra, Battle Seraph plus Grand Abolisher, isn't it?
(0.5/3) Flavor: Incredibly generic name that doesn't feel red at all. Why a Soldier and not a Knight, with the double strike and rules-making ability? No flavor text.
Polish -
(3/3) Quality: Good.
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: Done.
Total: 17.5/25
(2/3) Appeal: Timmy likes haste and pump. The ability appears to pose a Johnny puzzle with that tap symbol. Spike finds it too inefficient.
(2/3) Elegance: Including the T, again, raises more questions than it answers. Did you switch between multiple versions of this entry and have a proofreading problem? Because with the "only on your turn" clause, the +2/+0 isn't even going to benefit this creature if you tap it while it's blocking.
Development -
(2/3) Viability: This feels way more like an uncommon than a rare since the net effect is usually going to be "2R, T: Target white or blue creature you control gets +2/+0 and gains trample until end of turn." Color's right though?
(3/3) Balance: Nothing problematic here and in fact the card is underpowered if anything.
Creativity -
(1/3) Uniqueness: Basically a Might Weaver variant, right? The self-pump seems new and I wish it were executed better.
(3/3) Flavor: Nice callback to an interesting piece of Ravnican lore.
Polish -
(3/3) Quality: No problems (technically speaking).
(2/2) *Main Challenge: Fine.
(2/2) Subchallenges: Done.
Total: 20/25
(3/3) Appeal: Timmy loves this for obvious reasons. Johnny loves this for obvious reasons. Spike loves this for obvious reasons.
(2.5/3) Elegance: A lot of math and board state complexity inherent here, but hey, it's a mythic and should quickly end games with those abilities.
Development -
(2.5/3) Viability: Color seems alright, although the inclusion of red creatures in the pump ability seems mechanically odd, since the only Maro-esque effect red has gotten is Adamaro, First to Desire. Mythic is ABSOLUTELY NECESSARY for an ability of this scale.
(1.5/3) Balance: Hoo boy. A more-flexible (and fatter) Azami, Lady of Scrolls stapled to one of the scariest anthem effects I've ever seen should probably have a CMC of at least 7. At least it's all pretty conditional and could be hard to set up?
Creativity -
(2.5/3) Uniqueness: Built out of some familiar parts but this feels big and unique.
(2.5/3) Flavor: Solid concept and flavor text, but I wish the whole thing felt a bit more grandiose.
Polish -
(2.5/3) Quality: "...creatures you control GET +1/+1..."
(2/2) *Main Challenge: Done.
(2/2) Subchallenges: Done.
Total: 21/25
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
netn10
The_Hittite
Jimmy Groove
Plase re-check scores if you want to argue with these results.