marioguy3: Cute design, though we've sort of seen a flying matters planeswalker in Mu Yanling already. The abilities seem pretty limited which on a planeswalker you don't especially want to see. I would have made the first ability more general but then reward the target for being a bird (giving hexproof would have been better were it an 'until your next turn' effect too.) The second ability feels out of place, the other two lend to a combat based game plan, whereas the 0 makes me think Thrush wants a birds tribal aristocrats deck.
Pygyzy: Raven Man is a character we've been seeing for a while, and I'm interested in seeing what he's like when they finally make a card out of him. I do feel that this version is way too good though. The first ability is somewhat limited, but on a clutch turn it can be devastatingly strong. I don't really see the point of returning him to the hand aside from resetting his already low loyalty, which means that he's managed to stay on board for at least two turns before you even want to replay him. Third ability seems fine to me. Cool design, could do with a few balance tweaks, and unfortunately doesn't fit the challenge of being monocolored.
Lorn Absord Schutta: There's something very interesting about a monoblue fencer that makes me more intrigued about him. As for the card, I have a few issues. The forcing combat aspect is really nice since it does so every combat, but I feel like it doesn't need the limitation of only doing it once. If you can redirect several attacks at Artago and use that to your advantage I think that's neat. The 0 ability is fine to me, synergizes nicely with the first. The last ability makes sense as to the "only do this once" effect of the first one since you can reset him, but there's a wording issue that relates to multiplayer here. "Last turn" wouldn't be my choice of words here, but "since your last turn".
Ink-Treader: I like this card a lot. It's a sort of
Crop Rotation on a planeswalker. The loyalty upping is new and interesting, and the scry helps with the first ability. The ultimate is interesting in that it's not particularly game ending, but enables you to pull off big plays without your opponent being able to respond to it with removal or counterspells. It's a nice design!
Slimytrout: So this is an interesting card for sure. You could potentially get this out on turn 3 with some big creatures on the board like Hunted Horror or Death's Shadow, but it's more than likely this'll come down turn 4-5 after a Questing Beast or similarly well statted creature. So as a five mana walker, this is probably pushing it. The +2 is fine and helps push for a high power matters deck, but the 0 is way too good. Just dropping this and dealing 4 damage every turn is already nuts. The -3 is also pretty pushed, having a 5/5 with menace and that hinders a blocker makes this guy very hard to remove. You could easily cut the abilities and have Angus just make a 5/5 and that would already be super strong. It's a cool design and it pushes new directions, but it does a bit too much.
netn10: I'm immediately wary of being able to grant permanent hexproof to a creature, especially as a plus ability. Flying or +1/+1s to me are fine, although neither of the counters mix well with Yarav's ultimate (seeing as if you put a counter on an opponent's creature, it either becomes harder to block, harder to kill or literally untargetable with the ultimate). The second ability is pretty neat, and I understand the "collector" aspect of the ultimate, but the overall design seems a little frail and non-synergistic.
Jimmy Groove: It's a pretty simple design, and it plays into Fblthp lore, although I'm not sure that first effect works the way it's worded (as i think state-based effects make a planeswalker go to the graveyard, so it'd need to be a replacement effect of some kind). Not much to say here otherwise.
Top 3:
1: Ink-Treader
2: Lorn Absord Schutta
3: Slimytrout