To The Moon

What’s up everybody! Welcome to Ominous Designs number 164, where we try to go to the Moon, a.k.a do what we we keep being told is impossible.This will manifest – an apt choice of words – in the form of instants and sorceries on the battlefield. Let’s get started because we have a big day in front of us.

dense-fog-bank Dense Fog Bank

As we can all see now, our new mechanic is called Personify. Impersonate is basically morph for instant and sorceries. Once on the board they will have to behave like manifest creatures, except you can cast them for their personify cost.
It can seem counter-intuitive at first, but just like with manifest you can indeed have face down instants and sorceries on the battlefield!

I will leave most of the power level examination for the next cards, but do notice that fob bank can turn into a bounce spell for two creatures when needed.

dense-sand-stormDense Sand Storm

The second design I had in mind for this brand new mechanic is including the classic Threaten effect.

One thing that we need to mention now is that I decided to let Personify be an instant speed mechanic. This makes choosing between the sorcery version and playing personify first a very interesting tactical dilemma. It has all the more impact here as we know instant speed threaten effects are prised, precious and powerful.
It also makes sand storm look very alike a recent card called Malevolent Whispers.

dense-bog-fumesDense Bog Fumes

We are on a roll! It is hard to not come with a million designs that could use our new mechanic.
This one is about the most straight forward you could create as its poster child for black magic.

5 mana for a sorcery speed removal is an acceptable rate in nowadays limited format, though in recent history they did get slightly cheaper. 4 mana for an instant speed version though, that is great and worth investing in personify. Nothing unheard of though, as examplified by the recent printing of Oblivion Strike, an excellent removal.


dense-jungle-thicketDense Jungle Thicket

One more? Sure, why not. I am attracted to the idea of having a narrow enchantment and artifact removal useful as a creature when it doesn’t have any target, and at the same time its cheapest possible version and still instant speed.

I think even vintage might consider paying two for its disenchant effect if it comes with the possibility of using it before its time as a creature, then have it actually be cheaper and faster. I am not sure of that though, as a 2/2 for three scarcely finds its way into a vintage curve.

Fun? I do think so. I will leave you with an example of what our reminder token for personify could look like. It makes me quite excited at the idea of trying out the cards.

personificationThat will be the end of this extra long article. I hope you enjoyed it as much as I did. Let me know what you think of the mechanic and other designs that might use it.

I shall see you next week, until then have a great time and play responsibly!

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No Favoritism

Hello everyone, hope you are doing mighty fine as we enter episode 162 of Ominous Designs. Today we are again going to look at simple and mostly elegant designs, a trend that makes me quite happy. The mechanic at play is enter the battlefield triggers offering a modular choice that will affect both players the same, hence the title.

abjudicator-of-the-law Abjudicator of the Law

Our first card is the genesis of the mechanic. A very straight forward design that might look purely fair even though good players know that giving someone the choice to move both needles 3 life points up or down is actually a great power.
I think putting this on a 3/3 body for 3 mana makes for an excellent limited card.

I hope people won’t complain too much about making a non regenerating skeleton, this one does a good job of selling himself like the knight, immovable deliverer of the law he his.

harbinger-of-the-law Harbinger of the Law

I have a little cute theme going on with the names here. Harbinger holds the second most obvious effect I could find that would benefit both players the same, as well as grant a simple choice of doing one thing or its opposite: draw or discard cards.

I also think that in the right hands, the opportunity to make both players have one extra card or one less is rather powerful.
When it comes on a 2/2 flyer for 3, you can’t really complain. This one was meant to be a specter though, my bad.

manifestation-of-the-lawManifestation of the Law

Bonus round! I couldn’t help but try and apply the mechanic to green, but it made me go to less obvious and elegant abilities.

You can really play around the targeting triggers for this one, and attempt to either make the card very one sided, or plan best you can to get a better advantage than your opponent will. Also note that when played on its own, it can be a terrible -1/-1 spell or a 3/2 deathtouch for 2 that gives your opponent a counter. Not bad on turn two if they don’t have a creature! I meant for it to be a zombie.

Three cards again, huh? Lucky you. Do let me know what you thought of those and if you can come up with similar cards for a cycle. Fun fact is that all of those are two color black creatures, but I couldn’t come up with something that would suit a red black variation.

That is all for today, time to say have a great week, see you next time and play responsibly!

The Melding

Hi everybody! Welcome to this episode 161 of Ominous Designs, prepared by yours truly a whooping 4 days in advance, as I’m traveling this week. This shouldn’t have much impact on the article though as long as the cards are here!

For this one I decided to try and meld creatures together, Innistrad style, except we won’t be using the actual meld mechanic but rather straight up add everything about the two creatures into a single one. We even have a bonus design this week, so how about we just get started.

eathercrafter-mageEathercrafter Mage can’t spell aether properly.

Do not hold it against her, instead take a second to see that she is the daughter of Snapcaster Mage and Trinket Mage – yay same sex marriage – so it’s only fair she would be a mage as well.

The main reasons I merged the two is that I could, and by that I mean I think the power level is fine. On the other hand there isn’t a particular synergy to it, and in fact there is even tension in having to pay for a spell after you cast a 5 mana creature. In a control deck it’s possible though, and either way you received an artifact for your trouble!

pyromancer-devilPyromancer Devil

What about this one? A cross breed of Hellrider and Young Pyromancer. Let’s say it was an experiment gone wrong.

One might think that the Hellrider ability is too good when combined with the token making skills of Pyromancer and coming with a bigger body. I would say it isn’t quite the case as both of those abilities work much better early in games. In that sense, slowing down the card is what saves it from its power level, even though it is still an interesting engine albeit for more casual environments.

seasoned-thundermancerSeasoned Thundermancer

After making what I knew were durdly cards, I wanted to illustrate that if I simply staple together two efficient creatures, a scary monster would arise.

So I did, with the previous mentioned Snapcaster Mage and Young Pyromancer. While the result does impress, I am actually not sure it would be outlandishly good, for the same reasons I presented earlier: both original creatures strive on being cheap and coming in early. That being said 4 mana isn’t all that expensive either so I do think Thundermancer would be very powerful.

That will be it for the week! It is more fun than I expected to merely squeeze cards together. I am very likely to revisit that idea some time. Let me know if you enjoyed them too, what you think about their strengths and weaknesses and maybe which creatures you would like to see assembled!

I shall see you next week for episode 162, until then have a great week and play responsibly!

Freestyle

What’s up everybody, welcome to episode 160 of Ominous Designs. This week I brought you two cards I created within two days of recording the episode, with no particular theme to them. Good designs though, I hope.

assert-dominanceAssert Dominance

I believe this one was influenced by my great experience with Rishkar’s Expertise a the Aether Revolt pre-release, though I am pretty sure my main intent was to reproduce or fix an old design of mine you can find here.

It is a rather hard design to balance, with wild variation in power level. It can easily be a Careful Study or a Divination, but in the late game it will likely dig fairly deep into your deck.
Combine with bounce effects or pump spells for maximum effect!

sublime-battle-armorSublime Battle Armor

What can I say. If you don’t see where this is coming from you probably have never heard of Sublime Archangel.

I actually first thought that it would be a good way to somehow still get a use out of the creatures you have tap to crew a vehicle, which lead me to investigate the Exalted route.

Battle Armor looks great but it is mostly a give and take twist on the original design, which was a good card. I kept it white to fully mirror Archangel’s design.

That is all for today! As per usual do give me all your feedback on your favourite outlet, I shall see you again next week for episode 161. Play responsibly!

More Simplerer

Hey everyone, welcome to Ominous Designs 159. Today we are revisiting last week’s mechanic and closing the gap with the three missing colors. Let’s proceed, with two uncommons and a rare.

cornered-hellhoundCornered Hellhound

This little guy is the black spin on our popular mechanic from episode 158. I was presented with a choice for black and green cards: either I would simply copy the mechanic from red and white designs or I could introduce a twist, which I ended up going for.

As you can see, hellhound deals damage but not when attacking. Instead it does after having blocked. It fits fairly well a creature that can’t attack very well but is able to block 4/4, 5/4 and the likes. It still takes a second to wrap your head around the way this should be played.

It would be interesting to see how a Rakdos deck combines attacking and blocking to deal extra damage.

hills-wandererHills Wanderer

By now this last entry should be no surprise to you. The green creatures in our cycle will get you some extra life if you attack with them. This should be easier to grasp as a green ability.

As a standalone design, wanderer is somewhere around the power level of Sultai Flayer or maybe more precisely Arborback Stomper. Either way a powerful mid-to-late game beefcake.

There is a fair chance 4/5 trample is actually much better than the 5/4 stomper. I am happy to push the design and see where it lands though, this is my new moto.
Have fun figuring out the dynamics of mixing creatures from two colors now!

stoic-arbiterStoic Arbiter

Now for the grand finale. When I started this cycle, I didn’t think it would be one. Not only I wasn’t sure about what to do with color 3 and 4 but I mostly had no idea what to do with blue! Blocking might in some cases be a blue thing, but neither gaining life nor dealing damage is.

Then it came to me: if I make blue the outsider, it can have its own mechanic in there, drawing cards. Similarly, arbiter will get his bonus only if he neither attacked nor blocked.

I don’t think this mechanic would do too well on cards with lower rarities but it seems fine on a rare. Our sphinx is a nice flyer with more or less protection from sorcery removal.

And that is it for the cycle this time! I like where we landed with it. It seems really interesting to me how it makes Rakdos focus on dealing damage with a combination of attackers and blockers, – arguably the weirdest one of the bunch though – Orzhov focus on blocking and either gaining life or dealing damage that way, Gruul attacking and Selesnya gain life no matter how.

In a set, we could imagine having more cards keying of attacking, blocking, gaining life or dealing damage. That is it for the day though. I hope you enjoyed wrapping up the cycle, I know how we all love our pattern completion. Now’s time to say have a great week, see you next time and until then play responsibly!

Fusion

Hello everybody! Welcome to Ominous Designs episode 157. Today we are making some fuse cards. I am going to keep the design that inspired me with this theme for the end, so that we can start with an uncommon and then do a rare. Shall we get started?

lockLock // Key

Incidentally, I made my second design based on names that I found on some wikipedia entry. – siamese twins names, a very useful one – It is also my favourite design of the week. It is simple, elegant and probably well balanced as well as powerful!
There isn’t too much to say about it, except I did consider using the detain mechanic because it and fuse are both native to the plane of Ravnica. But since Lock is meant to be a tempo play, I wasn’t too fond of having it last two players’ turns. By tuning its power level a bit that way, I could also make sure that 3 mana would be reasonable for the two effects, making it much closer to Artful Dodge than you might think, though it does have the upside of a possible use defensively. – albeit not to the greatest effect –
Like I said I quite like the card, so I hope you do too!

aliveAlive // Kicking

The concept of putting a creature into play and having the possibility of making it fight was in my vault for quite some time. I didn’t know it would turn into a fuse card but it is quite fitting now. The tricky part was to balance it.
On one hand Alive is just about a reprint of Dramatic Entrance, and on the other Kicking is even closer to Pit Fight. I lean on the fact that both of those original cards are good but I hope not so good that they can’t be put together if I throw in two very slight mana downsides. I am not aware of Dramatic Entrance being used outside of commander and Pit Fight outside of Limited, so my take is that I have made Alive // Kicking slightly better than those two in their respective formats, which might just be fine.
Some time this morning, – I believe it was one of those shower thoughts – I realized that Alive was already the name for an existing fuse card, half of Alive // Well. What can you do… I’m sure there is another name out there for our design.

It’s been fun making fuse cards! Give me your thoughts on those, I think the rare is acceptable and I am rather excited with Lock // Key.

I X U

Hello everybody, I am happy to have you for episode 155 of Ominous Designs. Today we are going to review another couple of designs from my personal vault, both of which happen to cost 1 generic mana, 1 blue, and one of another color of mana – hence the title. Let’s start with red and an izzet instant.

multiply-angles Multiply Angles

This one is similar to something I did a couple of weeks ago, and its main goal is to finally bring us a spell that could copy either a creature or an instant or sorcery. I could be wrong, but I don’t think it has been done before!

I did want to keep the spell cheap, and I also had in mind a particular way I could make both sides of the spell weaker, with a Phantasmal Image downside or the ability for your opponent to counter the spell. It makes for an interesting and flexible package overall, but hard to evaluate without play.

jara-azorius-representativeJara, Azorius Representative
This one started with hearing someone complain about Dovin Baan. I set out to create my own cheap Azorius planeswalker, and it came quickly clear that I wanted an ultimate that would mirror Sphinx’s Revelation and a minus ability that would detain.

3 might actually be a little cheap, especially since the plus ability technically could protect it as well. It might be the case that Jara should come into play with 2 loyalty counters or cost 4, I just wanted to push the sphinx a bit. I also wish I found an illustration for Isperia – Azorius guildmaster – that would work here.

That is all for the day! As usual I hope you enjoy the designs and I invite you to provide feedback on the social outlet of your preference. I will be off now and until next week for episode 156.

See you then, and play responsibly!