Aether Blowback1R
Instant (U)
Remove all energy counters from each player. Aether Blowback deals damage to each player equal to the total amount of energy counters removed this way. It was only once the Skyship’s engine exploded that passengers realized the inventor’s screams about a gremlin were more than just pre-flight jitters.
Judgements not finalized until the deadline, I reserve the right to waiver! (Though your cards are now locked in, no post-judgement changes)
Sea Gate Portalmaster1WU
Creature - Merfolk Wizard (R)
The first creature spell you cast each turn can be cast as though it had flash. Rally — Whenever Sea Gate Portalmaster or another Ally enters the battlefield under your control, the next creature card you cast this turn can be cast as though it had flash. “Everyone, get in there and fight!”
2/3
Design - (2/3) Appeal: Timmies have always appreciated cool Ally effects, and judging by the number of Leyline of Anticipation's at my EDH tables I think the Johnnies appreciate mass flash effects. Spikes don't really care too much about allies (we prefer Silvers for our Tier 3 tribal decks, thank you very much) (1/3) Elegance: The Rally ability is a lot of text, but I don't think it's pulling its weight. From my experience on Spirits (a small CMC tribe with flash effects), you're not usually flashing out two or more creatures on a turn. So the difference between "First creature gets flash" and "Each creature gets flash" is somewhat small, which makes the Rally payoff unexciting and wordy.
Development - (3/3) Viability: Well within color pie. (3/3) Balance: Seems like a good rare Ally payoff, Flash is a fun ability for a tribe with Rally and a bunch of EtB effects.
Creativity - (2.5/3) Uniqueness: Flash for a tribe has been done a few times, but again it's a lot more on point in Allies. (2.5/3) Flavor: Card name and effect match up well. The flavor text is kind of generic and could easily be on most Ally cards, not just this specific portal mage.
Polish - (3/3) Quality: All good, nice job working off the Savage Summoning template. (2/2) *Main Challenge: Yep (1.5/2) Subchallenges: The keyword ability is there in letter, but less so in spirit.
My main gripe is with the minimum Rally payoff, but everything else was pretty good. Total: 20.5/25
Vodalian SentinelUU
Creature - Merfolk Wizard (R)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) U, Remove a time counter from Vodalian Sentinel: Return target creature to its owner's hand.
2/2
Design - (2/3) Appeal: Spike loves these type of effects, and Johnny can amuse himself with flicker shenanigans. Timmy doesn't care in the slightest. (3/3) Elegance: The effects themselves are straightforward enough. (what you do with them is... less so)
Development - (3/3) Viability: Well within color pie. (3/3) Balance: Hoo boy, tough one. My current impression is this is fine, but I'm gonna consult with a Merfolk player and see what he thinks.
E: Right so we talked over the cases and felt the only really scary cases involved vial, which is hilariously broken with that deck anyway so that doesn't say much. He would hypothetically try 1-2 in the 75 somewhere, which is astoundingly on-target for constructed playability. So yeah I think this is fine. UUUUU for three bounces spread over two turns is probably the strongest thing you can do sans Vial/flicker help, which is acceptable for a rare. The loop (bounce something, bounce itself, repeat) is UUUU for one bounce a turn, which could potentially be annoying but is interruptible and takes a ton of blue mana a turn.
Creativity - (2.5/3) Uniqueness:Nemesis played around in this space a bit, but it's an open space that Vanishing can play with. (1.5/3) Flavor: Name is decent, the callback is on point for Time Spiral block (did you look at all the pre-2000 Merfolk and pick the first tribe name you saw?). That said, the name isn't evocative, it could be the name of basically any non-Legendary Merfolk.
Polish - (2.9/3) Quality: Reminder text should be "This creature...". (2/2) *Main Challenge: It's a Time Spiral block card alright. (2/2) Subchallenges: Yep.
I brought in an expert to help gauge how strong this was, and that appeals to Spikey ol' me. Total: 21.9/25
*An entry with 0 points here is subject to disqualification.
Zero Boundary1GW
Sorcery (R) Replicate— Tap a untapped nontoken creature you control. (When you cast this spell, copy it for each time you paid its replicate cost.)
Create a 2/2 white Knight creature token with vigilance.
Design - (2/3) Appeal: Timmy loves doubling of any sort, and I'm kind of interested as a Spike. I don't think Johnny has too much use for this though. (2.5/3) Elegance: Replicate is always a bit wonky, especially with weird costs.
Development - (3/3) Viability: All good, green/white can in fact have spells self-copy as appropriate (see: storm). (2.5/3) Balance: My main concern with this is in Limited as an utter bomb. This is good at literally any number of tapped creatures, and pretty absurd with 3+ creatures. It's still within acceptable "bomb" range, and the double color cost helps.
I think this is actually pretty fair in constructed; the GW aggro decks can make a lot early but have to tap down for a turn, and the requirement for nontokens works against token strategies. This would be fine in a format with a few low-ish sweepers.
Creativity - (3/3) Uniqueness: I applaud the cross-guild theme, Wizards hasn't really done too much of that. (.5/3) Flavor: The name confuses me, is it going for "no boundaries between guilds"? If so, that was not obvious on my first/second passthrough and really could have used flavor text fleshing that out ("Even the two opposite color guilds can work together ooooo what friendship and stuff!")
Polish - (2/3) Quality: "Tap an untapped creature...", need a space between the en-dash and Replicate, flavor text needs to be italicized (gotta be careful copying from MSE!), drop the period before the reminder text. (.5/2) *Main Challenge: Two problems here. The first Ravnica block was the introduction to the guilds and kept their cross interaction (mechanically) on the down-low to emphasize their division. This would have made sense in a Dragon Maze-esque mix set, but there wasn't one in the first block. Second, the challenge was a set, not a block. And Selysena and Izzet were in separate sets the first time around. (2/2) Subchallenges: Good.
Total: 18/25
The effect itself is pretty neat, but the flavoring was not fleshed out and inappropriate for the chosen set.
Manifest DestinyXXGW
Enchantment (R)
When you cast Manifest Destiny, manifest the top X cards of your library. (Put them onto the battlefield face down as 2/2 creatures. Turn it face up any time for its mana cost if it's a creature card.) 3: You may turn target face down creature you control face up. Then, if it isn't a land, exile it. "There are always new lands to explore, new homes to found."
Design - (1/3) Appeal: Johnny appreciates morph as long as flicker effects exist (you haven't lived until you've Astral Slide'd an Exalted Angel). This isn't impactful enough for an awesome Timmy moment ("I spent 10 mana and got... 4 2/2s yay?") or Spike interested. (1.5/3) Elegance: Cast triggers are always a bit wonky, and the second ability is hard to parse on a first glance.
Development - (3/3) Viability: All good. (0/3) Balance: So this is just unacceptably weak for a modern rare. Note that wizards was pricing manifest basically as if they were 2/2s;Etheral Ambush was a common that gave two manfiest creatures at instant speed for 5 mana. This rare doesn't exceed that until eight mana at sorcery speed! Flipping lands isn't a bad bonus in theory, but if you're generating your manifests through this card you're already pretty ramped, and even if you have like 2-3 manifests through other sources you're still only flipping one or two lands at most. For three mana a pop no less! Even in casual EDH, I'm looking to spend 6-10 mana/ramp more productively than that.
Creativity - (3/3) Uniqueness: This is trying something new! (1.5/3) Flavor: Tarkir's established flavor clashes with this. Abzan were the exact opposite of explorers, they were conservative obstinate folk that worshipped (fixed) ancestral sites and stayed in fortresses all day. I think a mono-green card with a Temur flavoring would have served you better. That being said, you get a full point for the excellent name!
Polish - (1.5/3) Quality: Second ability is kind of problematic and should just be "You may turn target face-down creature face up if it's a land card". Second segment of the flavor text should be "new homes to find". (2/2) *Main Challenge: Yep. (2/2) Subchallenges: Yep. Total: 14.5/25
"Manifest Destiny as a top-down" was a sweet idea, but the execution fell flat.
Konda’s SeieibushiWW
Creature - Human Samurai {R}
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)
Whenever a legendary samurai creature you control dies, sacrifice Konda’s Seieibushi and return that creature to the battlefield under its owners control. "There is no greater honor then dying for you my lord."
2/2
Design - (1.5/3) Appeal: Timmy enjoys a potentially big resurrection. Spike might try it in the right environment, but they're not too excited. Johnny doesn't care. (3/3) Elegance: Yeah it's pretty clear what's going on.
Development - (3/3) Viability: All good. (2.5/3) Balance:Saffi Eriksdotter was very good (had a good standard deck based around it), but this forces the sacrifice and only hits Legendary Samurai. It's still playable, but it feels a tad unrewarding for the double white commitment and how specific the resurrection clause is.
Creativity - (1.5/3) Uniqueness:Saffi Eriksdotter beat you to it mechanically, and Loyal Retainers beat you to it flavorwise. (3/3) Flavor: Great top-down. The name is incomprehensible to anyone not familiar with Japanese history and folk lore, so you're definitely nailing the Kamigawa block flavor (and the rest of the card is flavorful enough where that's not a huge problem).
Polish - (2/3) Quality: Samurai needs to be capitalized, "owners" needs an apostrophe, there should probably be a comma in the flavor text separating "my lord" from the rest of the sentence, the reminder text should be "this creature attacks or blocks". (2/2) *Main Challenge: Yep. (2/2) Subchallenges: Yep.
Total: 20.5/25
You really nailed the Champions of Kamigawa spirit, for better and worse!
Complete. Subject to change before tonight's deadline.
Amonkhet. No Exert payoff? Come on.
Martial Training1RGW
Enchantment (R)
Creatures you control have: "T: Exert this creature." (An exerted creature won't untap during your next untap step.)
Whenever you exert a creature, you may draw a card.
Whenever a creature you control becomes untapped, it gets +1/+1 until end of turn. Stop. Strategize. Strike.
Design - (2/3) Appeal:A little slow and complicated for Timmy, but he’s at least interested. Johnny’s jaw is on the floor. Spike sees sooo much value in this, but isn’t crazy about committing three colors to the cause. (2/3) Elegance: I wish it didn’t require three separate rules to get this effect. They’re all so intimately related that it comes off as wordy. The third ability affects all tapped creatures, not just the ones that were previously exerted. It definitely would not be worth specifying that, but the result is an effect that feels a tad disjointed from the rest of the card. Development - (3/3) Viability: Correct rarity, for sure. Each ability sort of lines up with one of the two-color combos in its mana cost. That’s neat. (2.5/3) Balance: My gut tells me this is powerful but fair if played as-intended, but possible to exploit and break wide open. Nothing jumps out at me, besides Twiddle shenanigans, but it still appears very precarious. Limited and constructed players of all stripes will have ample uses for this.
Creativity - (3/3) Uniqueness: A reusable payoff for “exerting” your own creatures feels pretty novel. The third ability is a team-wide Inspired without the name, which, again… novel. (2/3) Flavor: The name and flavor text do their job, but not much else. (Do I detect a Vanilla Ice reference?) Your mechanical flavor is much better. You give all your creatures an option of spending extra energy for an additional benefit — basically increasing their skill cap in combat.
Polish - (3/3) Quality: Looks good to me. (2//2) *Main Challenge: I can definitely see this in Amonkhet. Maybe moreso in HOU, but not a reason not to award full points here. (2/2) Subchallenges: Yep and yep.
Total: 21.5/25
*An entry with 0 points here is subject to disqualification.
Great-Oak Guardian2GG
Creature - Treefolk Warrior (R)
Trample
Champion a Treefolk (When this enters the battlefield, sacrifice it unless you exile another Treefolk you control. When this leaves the battlefield, that card returns to the battlefield.)
Great-Oak Guardian gets +X/+X, where X is the converted mana cost of the card it championed.
3/3
Design - (1/3) Appeal: Timmy is willing to play your little game in order to get a hulking trampler. Far too straightforward a payoff for Johnny. Spike doesn’t like investing in big tramplers unless they’re undercosted and/or difficult to remove. (2.5/3) Elegance: Very elegant. It only suffers from Champion’s inherently confusing rules text.
Development - (1.5/3) Viability: So green. I could see this at uncommon, though rare is OK, too. It just feels a bit less powerful than other rare dudes with Champion. No other creature with champion references the creature that gets championed, which would be fine for the set after that ability was introduced, but not for the first set it was printed in. We can’t know which set was intended, so -1. (3/3) Balance: I see no issues in power level for limited or constructed. It would be playable, but not broken, in any format it was designed for. Treefolk tribal EDH decks would probably like this thing, too.
Creativity - (1.5/3) Uniqueness: Vanilla Champion creatures exist, and this is one static ability away from being French vanilla. Doing a bad thing to one of your creatures, then gaining a benefit based on one of its attributes is old hat, but no other Champion cards have done it in this way. (3/3) Flavor: Flavor text wouldn’t have reasonably fit, so you were forced to rely on an evocative name and good interplay between it and the mechanical flavor of the card. Nailed it.
Polish - (1.5/3) Quality: OK, so no other Champion cards reference the exiled card, so it’s impossible to know what the correct wording would be for this. I personally think it should be “...where X is the converted mana cost of the creature it’s championing,” making the act of championing ongoing instead of a one-time thing. This is supported by the fact that the championed creature will eventually return.(-0.5) Also, this doesn’t champion a “card”. It champions a creature. Worded like this, the 3rd ability would have no effect. (-1) (1/2) *Main Challenge: It’s fairly obvious what set you intended to design for here, but you neglected to state which. It’s impossible to know for sure which one you picked, but I don’t think that warrants disqualification. (1/2) Subchallenges: Nonlegendary (+1), but it’s impossible to know what set you were designing for in order to match it with the abilities you chose.
Total: 15.5/25
*An entry with 0 points here is subject to disqualification.
Fate Reforged.
Ugin's DesireB
Sorcery (Rare)
Target player reveals his or her hand. You choose a nonland card from it. That player manifest it. In the presence of Ugin, simple thoughts that doesn't matter to the grand scheme of the multiverse will simply drift away.
Design - (1/3) Appeal: Timmy doesn’t care much about targeted hand disruption, and especially dislikes giving opponents creatures. Johnny could use this as a way to protect a combo in Standard or a really janky way to sneak a creature into play, but there are better options in other formats. Spike sees this as just a much worse Thoughtseize. He likes the effect, though, and will play it in standard at least. (2.5) Elegance: Quite elegant, though manifest comes with its own complications.
Development - (0/3) Viability: In FRF, only top cards of libraries can become manifested, except for a single mythic rare. Manifesting cards in other zones is within the rules, but doing it with a non-mythic would have to wait till the set after the one manifest was first introduced. Despise had just been reprinted in KTK, and I think it unlikely Wizards would print two CMC1 targeted hand disruption spells in the same block. The first half of the effect is obviously black, but no other black cards can manifest things without a creature dying first (or they manifest cards from a graveyard). Despise and Duress (and many others like them) are uncommon and common. This card has a steep drawback instead of a limitation, but I think uncommon would still have been a better rarity. (1.5/3) Balance:Thoughtseize probably won’t see printing in a Standard set again, so a worse one is probably fine. Giving opponents creatures in limited is much worse than targeted hand disruption is good. It’ll suck in limited as often as it’ll be worth playing. Only formats where other better spells like it aren’t legal will it see any constructed play.
Creativity - (3/3) Uniqueness: Cool new use of manifest. Fresh take on an old standard. (0.5/3) Flavor: What is Ugin’s desire, though? I don’t understand the name of the card. Ugin is a colorless planeswalker. Another card bearing his name actively rewards you for NOT playing colored things. This card didn’t need to name-drop Ugin at all, I don’t think. It actually detracts from the overall flavor. The flavor text reads like a middle-schooler’s headcannon, in that it doesn’t seem fit Ugin’s character or abilities in the actual lore. Thoughts “drifting away” is also decidedly un-black. The flavor text does at least get across the mechanical flavor of ideas floating away (into other zones, har har ).
Polish - (0/3) Quality: Needs an S after “manifest” (-0.5 for simple typo). Should read “That player manifests that card, otherwise a valid interpretation would be manifesting the player’s entire hand! (-1) "Doesn't matter" should be "don't matter" for singular/plural agreement. (-0.5) Manifest needs reminder text. This is the first set it appeared in, and no other manifest cards from FRF left it out (not even mythics) (-1) (2/2) *Main Challenge: Consider two half-point deduction from Viability and Flavor to be deductions from this section. (Manifest being used unconventionally and Ugin’s character being misinterpreted) (2/2) Subchallenges: Yup and yup.
Total: 12.5/25
*An entry with 0 points here is subject to disqualification.
Mirrodin
Memnarch's Defeat4U
Sorcery (R)
Choose one —
• Return all nonland permanents to their owners' hands.
• Each player discards his or her hand, then draws cards equal to the greatest number of cards a player discarded this way.
Entwine 2R(Choose both if you pay the entwine cost.)
Design - (2.5/3) Appeal: Big fun for Timmy. Johnny might want to try this out as a combo piece. Spike sees an undercosted Devastation Tide with an upside, so… yeah. (2.5/3) Elegance: It’s a little cumbersome, but nothing too confusing. The entwine cost ties everything together pretty well.
Development - (1.5/3) Viability: Pseudo Upheaval stitched to Pseudo Wheel of Fortune. Not sure I like that the second choice can be played with just blue mana, but at least there’s red in the entwine cost. However, it’d be the first time an entwine card didn’t have a mono color identity (ever, not just in Mirrodin). Power-level-wise, it should be mythic, but the effect isn’t especially interesting, so rare seems OK. (1/3) Balance: The going rate for the first choice alone is 3UU. It would be undercosted without the second choice or the option to entwine them. This would dominate limited environments and definitely feature prominently in standard. Global effects like this get better in multiplayer formats, so suffice it to say I think this card is far too good.
Creativity - (2/3) Uniqueness: Yes, these effects have been printed a few times before, but they fit together here like pieces of a puzzle you didn’t know were pieces of a puzzle. (1/3) Flavor: In sort of an oblique way, the mechanics of the card do kind of depict the actual defeat of Memnarch in … Fifth Dawn? Memnarch wasn’t defeated in Mirrodin, so... I don’t get it. I also don’t understand why red mana was used in the card’s design. Glissa, who was monogreen at the time, defeated Memnarch. Red seems like an arbitrary color choice.
Polish - (3/3) Quality: Looks good (2/2) *Main Challenge: I’ve already deducted points for interpretation of the challenge in other categories. (2/2) Subchallenges: Yup and yup.
Total: 17.5/25
*An entry with 0 points here is subject to disqualification.
Return to Ravnica
Response Squad3WW
Creature - Rhino Soldier (Rare)
Flash
Whenever a creature enters the battlefield under an opponent's control, detain that creature. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.)
3/3
"We need to get out of here! These guys are faster than I thought!"
"For rhinos?"
"No, for Azorius."
Design - (1.5/3) Appeal: Timmy appreciates a “set it and forget it” approach to board control, but it’s not his favorite thing to do, either. Johnny will only play it in limited. Nothing here for him. Spike loves him some oppression. (2.5/3) Elegance: Great elegance. Any time an effect lasts until your next turn it can get a little wonky, but it’s handled well here.
Development - (3/3) Viability: Very white, and very rare. Looks good. (2.5/3) Balance: This drops into almost any white deck. Limited bomb, and definitely constructed playable. Probably too oppressive in limited, but at rare, not too concerning. It will get you quickly hated out in commander, but that’s not enough reason not to play it.
Creativity - (1/3) Uniqueness: Cards like this are very much not new, even if it hasn’t been done with detain before. (1.5/3) Flavor: The name is pretty bland, but it at least works with the mechanics. Clever flavor text, but the idea is poorly fleshed-out. It would function better without the “We need to get out of here” line.
Polish - (1.5/3) Quality: Singular/plural mismatch between rules text and reminder text (-0.5). Extraneous line break before the flavor text. (-0.5). Power/Toughness should come after the flavor text (-0.5) (2/2) *Main Challenge: Looks good (2/2) Subchallenges: Yup and yup
Total: 17.5/25
*An entry with 0 points here is subject to disqualification.
Design
(2/3) Appeal: This is a powerful and somewhat narrow payoff for a processor deck. Johnny likes to build around themes, and Timmy is dreaming about how huge this card can get by pumping for so much at a time. Spike isn't interested.
(3/3) Elegance:
Development
(2.5/3) Viability: Generally speaking, "shade pump" effects in black (Nantuko Shade, for example) require black mana in their activated ability. Though it's not a big deal, it's something to take note of.
(2.5/3) Balance: And while we're on the topic of colorless versus black mana to pump, I think your pump ability would have been better balanced if it cost 1B instead of 2.
Creativity
(1.5/3) Uniqueness: It's a new version of two existing effects ("shades" and processors).
(2.5/3) Flavor: The name is quite good and it isn't a bad fit for the mechanics, but you're missing flavor text.
Polish
(2.5/3) Quality: Generally speaking, correct formatting in the MCC includes using the bold tags ([b]Brutish Abberation[/b] becomes Brutish Abberation) and mana symbols ([mana]2[/mana] becomes 2.) I'll only lightly penalize you for it because it's the first round, but please use proper formatting in the future.
(4/4) Challenges:
Total: 20.5/25
Design
(3/3) Appeal: There's something for everyone here.
(3/3) Elegance: You get kudos for finishing an incomplete cycle here.
Development
(3/3) Viability: In another set I'd say that black being able to return enchantments to the battlefield is a color break, but there was a lot of that going on in Eventide.
(3/3) Balance: This is a great EDH card and has a decent chance of seeing standard play, as well as being strong in limited. Well balanced.
Creativity
(2.5/3) Uniqueness: Though it's difficult to make a card that's a part of a cycle feel unique, you still did a good job.
(3/3) Flavor: The flavor text is very good! One minor nitpick: I'd use a different word other than "come" in yours, perhaps "arise" would fit nicely.
Polish
(3/3) Quality:
(4/4) Challenges:
Total: 24.5/25
Design
(3/3) Appeal: This card does things that every player can enjoy.
(3/3) Elegance: You've managed to make a card play out like a split card with very little text, which is a very good thing.
Development
(3/3) Viability: Everything this card does is well within what green can do.
(3/3) Balance: This card is leaning towards being very strong; even without the investigate ability this card would probably be very good in modern, where nonbasic lands are very good (Urza's Tower); the investigate half gives it strong flexibility as well. However, I don't think this card is too powerful.
Creativity
(1/3) Uniqueness: The similarity to Weirding Wood is very strong here, even if the cards play out very differently.
(3/3) Flavor: You're spot on with the flavor.
Polish
(3/3) Quality: Sphinx Ambassador says you have the correct wording.
(4/4) Challenges:
Total: 23/25
Design
(1/3) Appeal: The power level of this card is too low; not many players would be excited by this card.
(3/3) Elegance: Clean and crisp.
Development
(3/3) Viability: Both effects are things white can do.
(2/3) Balance: As mentioned earlier, your card is too weak; it simply costs too much mana. I understand that the token this card creates combos with itself because the combo will trigger Recover, but spending five mana to make a 1/1 isn't a good deal; compare to the activated ability of Heliod, God of the Sun, for example. I think you could lower the casting cost of this card to something much lower, maybe even W.
Creativity
(2.5/3) Uniqueness: None of the recover cards make tokens, though this is perhaps an obvious effect to print in a set with recover.
(3/3) Flavor: Your flavor text is very good.
Polish
(2.5/3) Quality: Flavor text should be italicised.
(4/4) Challenges:
Total: 21/25
Design
(2/3) Appeal: Spike really likes this. Johnny and Timmy don't hate it.
(3/3) Elegance: Clean and elegant.
Development
(3/3) Viability: "Destroy target planeswalker that activated a loyalty ability this turn" is a really clever way to make planeswalker destruction feel like a white effect.
(2.5/3) Balance: Though the comparison to Hero's Downfall is obvious in terms of mana cost, your card is actually a lot weaker. Three mana isn't so expensive that this card is unplayable, but I think WW or even 1W is a good compromise.
Creativity
(3/3) Uniqueness: Though your card clearly runs parallel to Hero's Downfall, the way you executed it nets you full points here.
(3/3) Flavor: The flavor text is a bit generic but it's not written poorly. The name, mechanics, and flavor text all work together well.
Polish
(3/3) Quality: Usually I'd err on the side of caution and attribute quotes in flavor text, but it's obvious that the quote comes from Heliod here so you get a pass.
(3/4) Challenges: No keyword.
Total: 22.5/25
Design
(3/3) Appeal: Everyone likes something here.
(2.5/3) Elegance: Having an exalted trigger create a second attacking creature is a bit confusing for newer players (I've heard many judges called over the interaction between Noble Hierarch and Geist of Saint Traft in modern), but it's not too bad.
Development
(3/3) Viability: It works.
(1/3) Balance: This card is far too powerful for four mana. Enchantments are perhaps the hardest card type to remove, and the fact that every creature you have in play with this represents an attack with an Angel is far too strong; removal spells do very little while this card is in play. You even get an angel the turn this comes down! I would cost this card at 2WWW at the least, if not at six mana.
Creativity
(2/3) Uniqueness: A bit too similar to Invocation of Saint Traft.
(3/3) Flavor: The flavor text is good and the name feels like it was chosen in a clever manner.
Aether Blowback 1R
Instant (U)
Remove all energy counters from each player. Aether Blowback deals damage to each player equal to the total amount of energy counters removed this way.
It was only once the Skyship’s engine exploded that passengers realized the inventor’s screams about a gremlin were more than just pre-flight jitters.
Judgements not finalized until the deadline, I reserve the right to waiver! (Though your cards are now locked in, no post-judgement changes)
Design -
(2/3) Appeal: Timmies have always appreciated cool Ally effects, and judging by the number of Leyline of Anticipation's at my EDH tables I think the Johnnies appreciate mass flash effects. Spikes don't really care too much about allies (we prefer Silvers for our Tier 3 tribal decks, thank you very much)
(1/3) Elegance: The Rally ability is a lot of text, but I don't think it's pulling its weight. From my experience on Spirits (a small CMC tribe with flash effects), you're not usually flashing out two or more creatures on a turn. So the difference between "First creature gets flash" and "Each creature gets flash" is somewhat small, which makes the Rally payoff unexciting and wordy.
Development -
(3/3) Viability: Well within color pie.
(3/3) Balance: Seems like a good rare Ally payoff, Flash is a fun ability for a tribe with Rally and a bunch of EtB effects.
Creativity -
(2.5/3) Uniqueness: Flash for a tribe has been done a few times, but again it's a lot more on point in Allies.
(2.5/3) Flavor: Card name and effect match up well. The flavor text is kind of generic and could easily be on most Ally cards, not just this specific portal mage.
Polish -
(3/3) Quality: All good, nice job working off the Savage Summoning template.
(2/2) *Main Challenge: Yep
(1.5/2) Subchallenges: The keyword ability is there in letter, but less so in spirit.
My main gripe is with the minimum Rally payoff, but everything else was pretty good.
Total: 20.5/25
Design -
(2/3) Appeal: Spike loves these type of effects, and Johnny can amuse himself with flicker shenanigans. Timmy doesn't care in the slightest.
(3/3) Elegance: The effects themselves are straightforward enough. (what you do with them is... less so)
Development -
(3/3) Viability: Well within color pie.
(3/3) Balance: Hoo boy, tough one. My current impression is this is fine, but I'm gonna consult with a Merfolk player and see what he thinks.
E: Right so we talked over the cases and felt the only really scary cases involved vial, which is hilariously broken with that deck anyway so that doesn't say much. He would hypothetically try 1-2 in the 75 somewhere, which is astoundingly on-target for constructed playability. So yeah I think this is fine. UUUUU for three bounces spread over two turns is probably the strongest thing you can do sans Vial/flicker help, which is acceptable for a rare. The loop (bounce something, bounce itself, repeat) is UUUU for one bounce a turn, which could potentially be annoying but is interruptible and takes a ton of blue mana a turn.
Creativity -
(2.5/3) Uniqueness: Nemesis played around in this space a bit, but it's an open space that Vanishing can play with.
(1.5/3) Flavor: Name is decent, the callback is on point for Time Spiral block (did you look at all the pre-2000 Merfolk and pick the first tribe name you saw?). That said, the name isn't evocative, it could be the name of basically any non-Legendary Merfolk.
Polish -
(2.9/3) Quality: Reminder text should be "This creature...".
(2/2) *Main Challenge: It's a Time Spiral block card alright.
(2/2) Subchallenges: Yep.
I brought in an expert to help gauge how strong this was, and that appeals to Spikey ol' me.
Total: 21.9/25
*An entry with 0 points here is subject to disqualification.
Design -
(2/3) Appeal: Timmy loves doubling of any sort, and I'm kind of interested as a Spike. I don't think Johnny has too much use for this though.
(2.5/3) Elegance: Replicate is always a bit wonky, especially with weird costs.
Development -
(3/3) Viability: All good, green/white can in fact have spells self-copy as appropriate (see: storm).
(2.5/3) Balance: My main concern with this is in Limited as an utter bomb. This is good at literally any number of tapped creatures, and pretty absurd with 3+ creatures. It's still within acceptable "bomb" range, and the double color cost helps.
I think this is actually pretty fair in constructed; the GW aggro decks can make a lot early but have to tap down for a turn, and the requirement for nontokens works against token strategies. This would be fine in a format with a few low-ish sweepers.
Creativity -
(3/3) Uniqueness: I applaud the cross-guild theme, Wizards hasn't really done too much of that.
(.5/3) Flavor: The name confuses me, is it going for "no boundaries between guilds"? If so, that was not obvious on my first/second passthrough and really could have used flavor text fleshing that out ("Even the two opposite color guilds can work together ooooo what friendship and stuff!")
Polish -
(2/3) Quality: "Tap an untapped creature...", need a space between the en-dash and Replicate, flavor text needs to be italicized (gotta be careful copying from MSE!), drop the period before the reminder text.
(.5/2) *Main Challenge: Two problems here. The first Ravnica block was the introduction to the guilds and kept their cross interaction (mechanically) on the down-low to emphasize their division. This would have made sense in a Dragon Maze-esque mix set, but there wasn't one in the first block. Second, the challenge was a set, not a block. And Selysena and Izzet were in separate sets the first time around.
(2/2) Subchallenges: Good.
Total: 18/25
The effect itself is pretty neat, but the flavoring was not fleshed out and inappropriate for the chosen set.
Design -
(1/3) Appeal: Johnny appreciates morph as long as flicker effects exist (you haven't lived until you've Astral Slide'd an Exalted Angel). This isn't impactful enough for an awesome Timmy moment ("I spent 10 mana and got... 4 2/2s yay?") or Spike interested.
(1.5/3) Elegance: Cast triggers are always a bit wonky, and the second ability is hard to parse on a first glance.
Development -
(3/3) Viability: All good.
(0/3) Balance: So this is just unacceptably weak for a modern rare. Note that wizards was pricing manifest basically as if they were 2/2s;Etheral Ambush was a common that gave two manfiest creatures at instant speed for 5 mana. This rare doesn't exceed that until eight mana at sorcery speed! Flipping lands isn't a bad bonus in theory, but if you're generating your manifests through this card you're already pretty ramped, and even if you have like 2-3 manifests through other sources you're still only flipping one or two lands at most. For three mana a pop no less! Even in casual EDH, I'm looking to spend 6-10 mana/ramp more productively than that.
Creativity -
(3/3) Uniqueness: This is trying something new!
(1.5/3) Flavor: Tarkir's established flavor clashes with this. Abzan were the exact opposite of explorers, they were conservative obstinate folk that worshipped (fixed) ancestral sites and stayed in fortresses all day. I think a mono-green card with a Temur flavoring would have served you better. That being said, you get a full point for the excellent name!
Polish -
(1.5/3) Quality: Second ability is kind of problematic and should just be "You may turn target face-down creature face up if it's a land card". Second segment of the flavor text should be "new homes to find".
(2/2) *Main Challenge: Yep.
(2/2) Subchallenges: Yep.
Total: 14.5/25
"Manifest Destiny as a top-down" was a sweet idea, but the execution fell flat.
Design -
(1.5/3) Appeal: Timmy enjoys a potentially big resurrection. Spike might try it in the right environment, but they're not too excited. Johnny doesn't care.
(3/3) Elegance: Yeah it's pretty clear what's going on.
Development -
(3/3) Viability: All good.
(2.5/3) Balance: Saffi Eriksdotter was very good (had a good standard deck based around it), but this forces the sacrifice and only hits Legendary Samurai. It's still playable, but it feels a tad unrewarding for the double white commitment and how specific the resurrection clause is.
Creativity -
(1.5/3) Uniqueness: Saffi Eriksdotter beat you to it mechanically, and Loyal Retainers beat you to it flavorwise.
(3/3) Flavor: Great top-down. The name is incomprehensible to anyone not familiar with Japanese history and folk lore, so you're definitely nailing the Kamigawa block flavor (and the rest of the card is flavorful enough where that's not a huge problem).
Polish -
(2/3) Quality: Samurai needs to be capitalized, "owners" needs an apostrophe, there should probably be a comma in the flavor text separating "my lord" from the rest of the sentence, the reminder text should be "this creature attacks or blocks".
(2/2) *Main Challenge: Yep.
(2/2) Subchallenges: Yep.
Total: 20.5/25
You really nailed the Champions of Kamigawa spirit, for better and worse!
RickyRister: 20.5
iphanx: 21.9
mirrodin71: 18
seismic lawns: 14.5
Freyleyes: 20.5
Martial Training 1RGW
Enchantment (R)
Creatures you control have: "T: Exert this creature." (An exerted creature won't untap during your next untap step.)
Whenever you exert a creature, you may draw a card.
Whenever a creature you control becomes untapped, it gets +1/+1 until end of turn.
Stop. Strategize. Strike.
Design -
(2/3) Appeal:A little slow and complicated for Timmy, but he’s at least interested. Johnny’s jaw is on the floor. Spike sees sooo much value in this, but isn’t crazy about committing three colors to the cause.
(2/3) Elegance: I wish it didn’t require three separate rules to get this effect. They’re all so intimately related that it comes off as wordy. The third ability affects all tapped creatures, not just the ones that were previously exerted. It definitely would not be worth specifying that, but the result is an effect that feels a tad disjointed from the rest of the card.
Development -
(3/3) Viability: Correct rarity, for sure. Each ability sort of lines up with one of the two-color combos in its mana cost. That’s neat.
(2.5/3) Balance: My gut tells me this is powerful but fair if played as-intended, but possible to exploit and break wide open. Nothing jumps out at me, besides Twiddle shenanigans, but it still appears very precarious. Limited and constructed players of all stripes will have ample uses for this.
Creativity -
(3/3) Uniqueness: A reusable payoff for “exerting” your own creatures feels pretty novel. The third ability is a team-wide Inspired without the name, which, again… novel.
(2/3) Flavor: The name and flavor text do their job, but not much else. (Do I detect a Vanilla Ice reference?) Your mechanical flavor is much better. You give all your creatures an option of spending extra energy for an additional benefit — basically increasing their skill cap in combat.
Polish -
(3/3) Quality: Looks good to me.
(2//2) *Main Challenge: I can definitely see this in Amonkhet. Maybe moreso in HOU, but not a reason not to award full points here.
(2/2) Subchallenges: Yep and yep.
Total: 21.5/25
*An entry with 0 points here is subject to disqualification.
Creature - Treefolk Warrior (R)
Trample
Champion a Treefolk (When this enters the battlefield, sacrifice it unless you exile another Treefolk you control. When this leaves the battlefield, that card returns to the battlefield.)
Great-Oak Guardian gets +X/+X, where X is the converted mana cost of the card it championed.
3/3
Design -
(1/3) Appeal: Timmy is willing to play your little game in order to get a hulking trampler. Far too straightforward a payoff for Johnny. Spike doesn’t like investing in big tramplers unless they’re undercosted and/or difficult to remove.
(2.5/3) Elegance: Very elegant. It only suffers from Champion’s inherently confusing rules text.
Development -
(1.5/3) Viability: So green. I could see this at uncommon, though rare is OK, too. It just feels a bit less powerful than other rare dudes with Champion. No other creature with champion references the creature that gets championed, which would be fine for the set after that ability was introduced, but not for the first set it was printed in. We can’t know which set was intended, so -1.
(3/3) Balance: I see no issues in power level for limited or constructed. It would be playable, but not broken, in any format it was designed for. Treefolk tribal EDH decks would probably like this thing, too.
Creativity -
(1.5/3) Uniqueness: Vanilla Champion creatures exist, and this is one static ability away from being French vanilla. Doing a bad thing to one of your creatures, then gaining a benefit based on one of its attributes is old hat, but no other Champion cards have done it in this way.
(3/3) Flavor: Flavor text wouldn’t have reasonably fit, so you were forced to rely on an evocative name and good interplay between it and the mechanical flavor of the card. Nailed it.
Polish -
(1.5/3) Quality: OK, so no other Champion cards reference the exiled card, so it’s impossible to know what the correct wording would be for this. I personally think it should be “...where X is the converted mana cost of the creature it’s championing,” making the act of championing ongoing instead of a one-time thing. This is supported by the fact that the championed creature will eventually return.(-0.5) Also, this doesn’t champion a “card”. It champions a creature. Worded like this, the 3rd ability would have no effect. (-1)
(1/2) *Main Challenge: It’s fairly obvious what set you intended to design for here, but you neglected to state which. It’s impossible to know for sure which one you picked, but I don’t think that warrants disqualification.
(1/2) Subchallenges: Nonlegendary (+1), but it’s impossible to know what set you were designing for in order to match it with the abilities you chose.
Total: 15.5/25
*An entry with 0 points here is subject to disqualification.
Ugin's Desire B
Sorcery (Rare)
Target player reveals his or her hand. You choose a nonland card from it. That player manifest it.
In the presence of Ugin, simple thoughts that doesn't matter to the grand scheme of the multiverse will simply drift away.
Design -
(1/3) Appeal: Timmy doesn’t care much about targeted hand disruption, and especially dislikes giving opponents creatures. Johnny could use this as a way to protect a combo in Standard or a really janky way to sneak a creature into play, but there are better options in other formats. Spike sees this as just a much worse Thoughtseize. He likes the effect, though, and will play it in standard at least.
(2.5) Elegance: Quite elegant, though manifest comes with its own complications.
Development -
(0/3) Viability: In FRF, only top cards of libraries can become manifested, except for a single mythic rare. Manifesting cards in other zones is within the rules, but doing it with a non-mythic would have to wait till the set after the one manifest was first introduced. Despise had just been reprinted in KTK, and I think it unlikely Wizards would print two CMC1 targeted hand disruption spells in the same block. The first half of the effect is obviously black, but no other black cards can manifest things without a creature dying first (or they manifest cards from a graveyard). Despise and Duress (and many others like them) are uncommon and common. This card has a steep drawback instead of a limitation, but I think uncommon would still have been a better rarity.
(1.5/3) Balance: Thoughtseize probably won’t see printing in a Standard set again, so a worse one is probably fine. Giving opponents creatures in limited is much worse than targeted hand disruption is good. It’ll suck in limited as often as it’ll be worth playing. Only formats where other better spells like it aren’t legal will it see any constructed play.
Creativity -
(3/3) Uniqueness: Cool new use of manifest. Fresh take on an old standard.
(0.5/3) Flavor: What is Ugin’s desire, though? I don’t understand the name of the card. Ugin is a colorless planeswalker. Another card bearing his name actively rewards you for NOT playing colored things. This card didn’t need to name-drop Ugin at all, I don’t think. It actually detracts from the overall flavor. The flavor text reads like a middle-schooler’s headcannon, in that it doesn’t seem fit Ugin’s character or abilities in the actual lore. Thoughts “drifting away” is also decidedly un-black. The flavor text does at least get across the mechanical flavor of ideas floating away (into other zones, har har ).
Polish -
(0/3) Quality: Needs an S after “manifest” (-0.5 for simple typo). Should read “That player manifests that card, otherwise a valid interpretation would be manifesting the player’s entire hand! (-1) "Doesn't matter" should be "don't matter" for singular/plural agreement. (-0.5) Manifest needs reminder text. This is the first set it appeared in, and no other manifest cards from FRF left it out (not even mythics) (-1)
(2/2) *Main Challenge: Consider two half-point deduction from Viability and Flavor to be deductions from this section. (Manifest being used unconventionally and Ugin’s character being misinterpreted)
(2/2) Subchallenges: Yup and yup.
Total: 12.5/25
*An entry with 0 points here is subject to disqualification.
Memnarch's Defeat 4U
Sorcery (R)
Choose one —
• Return all nonland permanents to their owners' hands.
• Each player discards his or her hand, then draws cards equal to the greatest number of cards a player discarded this way.
Entwine 2R (Choose both if you pay the entwine cost.)
Design -
(2.5/3) Appeal: Big fun for Timmy. Johnny might want to try this out as a combo piece. Spike sees an undercosted Devastation Tide with an upside, so… yeah.
(2.5/3) Elegance: It’s a little cumbersome, but nothing too confusing. The entwine cost ties everything together pretty well.
Development -
(1.5/3) Viability: Pseudo Upheaval stitched to Pseudo Wheel of Fortune. Not sure I like that the second choice can be played with just blue mana, but at least there’s red in the entwine cost. However, it’d be the first time an entwine card didn’t have a mono color identity (ever, not just in Mirrodin). Power-level-wise, it should be mythic, but the effect isn’t especially interesting, so rare seems OK.
(1/3) Balance: The going rate for the first choice alone is 3UU. It would be undercosted without the second choice or the option to entwine them. This would dominate limited environments and definitely feature prominently in standard. Global effects like this get better in multiplayer formats, so suffice it to say I think this card is far too good.
Creativity -
(2/3) Uniqueness: Yes, these effects have been printed a few times before, but they fit together here like pieces of a puzzle you didn’t know were pieces of a puzzle.
(1/3) Flavor: In sort of an oblique way, the mechanics of the card do kind of depict the actual defeat of Memnarch in … Fifth Dawn? Memnarch wasn’t defeated in Mirrodin, so... I don’t get it. I also don’t understand why red mana was used in the card’s design. Glissa, who was monogreen at the time, defeated Memnarch. Red seems like an arbitrary color choice.
Polish -
(3/3) Quality: Looks good
(2/2) *Main Challenge: I’ve already deducted points for interpretation of the challenge in other categories.
(2/2) Subchallenges: Yup and yup.
Total: 17.5/25
*An entry with 0 points here is subject to disqualification.
Response Squad 3WW
Creature - Rhino Soldier (Rare)
Flash
Whenever a creature enters the battlefield under an opponent's control, detain that creature. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.)
3/3
"We need to get out of here! These guys are faster than I thought!"
"For rhinos?"
"No, for Azorius."
Design -
(1.5/3) Appeal: Timmy appreciates a “set it and forget it” approach to board control, but it’s not his favorite thing to do, either. Johnny will only play it in limited. Nothing here for him. Spike loves him some oppression.
(2.5/3) Elegance: Great elegance. Any time an effect lasts until your next turn it can get a little wonky, but it’s handled well here.
Development -
(3/3) Viability: Very white, and very rare. Looks good.
(2.5/3) Balance: This drops into almost any white deck. Limited bomb, and definitely constructed playable. Probably too oppressive in limited, but at rare, not too concerning. It will get you quickly hated out in commander, but that’s not enough reason not to play it.
Creativity -
(1/3) Uniqueness: Cards like this are very much not new, even if it hasn’t been done with detain before.
(1.5/3) Flavor: The name is pretty bland, but it at least works with the mechanics. Clever flavor text, but the idea is poorly fleshed-out. It would function better without the “We need to get out of here” line.
Polish -
(1.5/3) Quality: Singular/plural mismatch between rules text and reminder text (-0.5). Extraneous line break before the flavor text. (-0.5). Power/Toughness should come after the flavor text (-0.5)
(2/2) *Main Challenge: Looks good
(2/2) Subchallenges: Yup and yup
Total: 17.5/25
*An entry with 0 points here is subject to disqualification.
StonerOfKruphix — 21.5
Jimmy Groove — 15.5
netn10 — 12.5
Raptorchan — 17.5
LnGrrrR — 17.5
(2/3) Appeal: This is a powerful and somewhat narrow payoff for a processor deck. Johnny likes to build around themes, and Timmy is dreaming about how huge this card can get by pumping for so much at a time. Spike isn't interested.
(3/3) Elegance:
Development
(2.5/3) Viability: Generally speaking, "shade pump" effects in black (Nantuko Shade, for example) require black mana in their activated ability. Though it's not a big deal, it's something to take note of.
(2.5/3) Balance: And while we're on the topic of colorless versus black mana to pump, I think your pump ability would have been better balanced if it cost 1B instead of 2.
Creativity
(1.5/3) Uniqueness: It's a new version of two existing effects ("shades" and processors).
(2.5/3) Flavor: The name is quite good and it isn't a bad fit for the mechanics, but you're missing flavor text.
Polish
(2.5/3) Quality: Generally speaking, correct formatting in the MCC includes using the bold tags ([b]Brutish Abberation[/b] becomes Brutish Abberation) and mana symbols ([mana]2[/mana] becomes 2.) I'll only lightly penalize you for it because it's the first round, but please use proper formatting in the future.
(4/4) Challenges:
Total: 20.5/25
(3/3) Appeal: There's something for everyone here.
(3/3) Elegance: You get kudos for finishing an incomplete cycle here.
Development
(3/3) Viability: In another set I'd say that black being able to return enchantments to the battlefield is a color break, but there was a lot of that going on in Eventide.
(3/3) Balance: This is a great EDH card and has a decent chance of seeing standard play, as well as being strong in limited. Well balanced.
Creativity
(2.5/3) Uniqueness: Though it's difficult to make a card that's a part of a cycle feel unique, you still did a good job.
(3/3) Flavor: The flavor text is very good! One minor nitpick: I'd use a different word other than "come" in yours, perhaps "arise" would fit nicely.
Polish
(3/3) Quality:
(4/4) Challenges:
Total: 24.5/25
(3/3) Appeal: This card does things that every player can enjoy.
(3/3) Elegance: You've managed to make a card play out like a split card with very little text, which is a very good thing.
Development
(3/3) Viability: Everything this card does is well within what green can do.
(3/3) Balance: This card is leaning towards being very strong; even without the investigate ability this card would probably be very good in modern, where nonbasic lands are very good (Urza's Tower); the investigate half gives it strong flexibility as well. However, I don't think this card is too powerful.
Creativity
(1/3) Uniqueness: The similarity to Weirding Wood is very strong here, even if the cards play out very differently.
(3/3) Flavor: You're spot on with the flavor.
Polish
(3/3) Quality: Sphinx Ambassador says you have the correct wording.
(4/4) Challenges:
Total: 23/25
(1/3) Appeal: The power level of this card is too low; not many players would be excited by this card.
(3/3) Elegance: Clean and crisp.
Development
(3/3) Viability: Both effects are things white can do.
(2/3) Balance: As mentioned earlier, your card is too weak; it simply costs too much mana. I understand that the token this card creates combos with itself because the combo will trigger Recover, but spending five mana to make a 1/1 isn't a good deal; compare to the activated ability of Heliod, God of the Sun, for example. I think you could lower the casting cost of this card to something much lower, maybe even W.
Creativity
(2.5/3) Uniqueness: None of the recover cards make tokens, though this is perhaps an obvious effect to print in a set with recover.
(3/3) Flavor: Your flavor text is very good.
Polish
(2.5/3) Quality: Flavor text should be italicised.
(4/4) Challenges:
Total: 21/25
(2/3) Appeal: Spike really likes this. Johnny and Timmy don't hate it.
(3/3) Elegance: Clean and elegant.
Development
(3/3) Viability: "Destroy target planeswalker that activated a loyalty ability this turn" is a really clever way to make planeswalker destruction feel like a white effect.
(2.5/3) Balance: Though the comparison to Hero's Downfall is obvious in terms of mana cost, your card is actually a lot weaker. Three mana isn't so expensive that this card is unplayable, but I think WW or even 1W is a good compromise.
Creativity
(3/3) Uniqueness: Though your card clearly runs parallel to Hero's Downfall, the way you executed it nets you full points here.
(3/3) Flavor: The flavor text is a bit generic but it's not written poorly. The name, mechanics, and flavor text all work together well.
Polish
(3/3) Quality: Usually I'd err on the side of caution and attribute quotes in flavor text, but it's obvious that the quote comes from Heliod here so you get a pass.
(3/4) Challenges: No keyword.
Total: 22.5/25
(3/3) Appeal: Everyone likes something here.
(2.5/3) Elegance: Having an exalted trigger create a second attacking creature is a bit confusing for newer players (I've heard many judges called over the interaction between Noble Hierarch and Geist of Saint Traft in modern), but it's not too bad.
Development
(3/3) Viability: It works.
(1/3) Balance: This card is far too powerful for four mana. Enchantments are perhaps the hardest card type to remove, and the fact that every creature you have in play with this represents an attack with an Angel is far too strong; removal spells do very little while this card is in play. You even get an angel the turn this comes down! I would cost this card at 2WWW at the least, if not at six mana.
Creativity
(2/3) Uniqueness: A bit too similar to Invocation of Saint Traft.
(3/3) Flavor: The flavor text is good and the name feels like it was chosen in a clever manner.
Polish
(3/3) Quality:
(4/4) Challenges:
Total: 21.5/25
Conntroll 23/25
The_Hittite 22.5/25
Flatline 22.5/25
Noct 21/25
Itank 20.5/25