Evil Sparks

Hello everybody, today I welcome you to an episode of Ominous Designs nice and divisible by 5: here comes number 145! Our big 150 is approaching fast. I set out for quite the topic this week and might even have bitten more than I could chew, though looking at the results I am not too ashamed with what we ended up with. What topic, you might ask? Sparker Villains! Starting with the one who inspired me with that theme, and Magic’s biggest archenemy, Nicol Bolas.

bolas-rising-menace

Bolas, Rising Menace // Nicol Bolas, Planar Tyrant

A tall order, isn’t it. Bolas is quite the legendary foe. I almost immediately decided that he needed to flip based on controlling an opponent’s permanent, to refer to the elder dragon’s favourite hobby: manipulating people. This allowed me to pack a little bit more power in the card since the condition is quite narrow and that was a good thing since I didn’t want to have the card cost a million, or be more powerful that the previous incarnation of the planeswalker.
I wanted Bolas to be big, somewhat impactful, but not a 6 drop either since the card was only his origin story. This lead me to create a 4 drop flyer with upside, which seemed reasonable. For the planeswalker abilities I figured that doing something with stolen permanents could be fun and this would demonstrate the black aspect of Bolas, as well as his contempt for the tools – people – he uses to his own means. The abilities need more work but I like the direction I took, if only as a base.
I doubled down on the controlling aspect with an ultimate allowing you to steal something every turn. I think it is realistic, yet obviously quite powerful.

xenagos-satyr-hedonist

Xenagos, Satyr Hedonist // Xenagos, Multiverse Explorer

Xenagos is our second evil sparker! I figured he would keep his “thirst for mana” style. This was achieved my making him a fairly reasonable mana maker, and requiring 6 mana to transform.
His first ability also is that of old school Orcish Lumberjack fame, still in the mindset of abundance without a thought for the consequences. Xenagos 0 ability was not the most inspired, but I figured it would be nice if he could still bring more people – satyrs – to his party. I switched haste for trample to change something from the original incarnation, as well as make the card slightly less powerful.
I am happy with the ultimate, a one sided Heartbeat of Spring which sounds fun, and hopefully had not been made before. I now realize that plays with Xenagos might sequence a little too well, landing on turn 3, making 2 mana on his own AND using his + ability the turn he flips, allowing to -5 on the next one. Then again, the ultimate isn’t all that powerful so maybe we are fine.

Like I said earlier I didn’t get as much time as I wanted to balance those but honestly for planeswalker we are probably talking hours of work and as many of play testing, so I think for a concept piece the two are pretty fine and fun looking Do let me know your ideas about modifying and balancing them.

That will be it for today’s article, looking forward to seeing you all again next week for numero 14. Until then, play responsibly!

From Above Part. 2

Hello everybody and welcome to episode 144 of Ominous Designs, inaugurating a series for which I have been publishing entries for a while now, and is titled From Above. As you might have guessed this is top-down designs we are talking about. Top-down design is when I think of a character or object, mostly independently Magic, and then make the concept fit the game.

Every now and then I don’t have a particular idea for a theme and I will browse through my vault of ar, pick a couple nice ones and make cards out of them. To illustrate this, let’s now have a look at a big creature, a big enchantment and a big artifact, all of those in only 3 cards! Isn’t that exciting.

Sea TyrantSea Tyrant.
Doesn’t he look amazing? I couldn’t resist making a card for what seemed to be an obvious Titan. This second ever blue giant is also an elemental though, and his power is mostly inferior to that of Frost Titan. Pretty high bar that was, though; I’m quite certain Tyrant still do quite the job at finishing games, with his large body and good ability.

Tapping three creatures when attacking is no small feat, even though you aren’t likely to do that more than once. His interaction with Master of Waves is pretty amazing but I would venture still acceptable. Tell me if you think so as well.

Gateway to NyxGateway to Nyx.
Talk about a top-down design, right here! What I saw in this illustration was the combination of the starfield of Nyx and some more earthly human construct which inspired me with a design turning artifacts into enchantments.

The end result is pretty wordy but in a nutshell, at the beginning of your upkeep you can recycle an artifact into an enchantment and at the end you can do the opposite. You can even trade Gateway for say a Duplicant in the same turn you played it! I tried to keep the power level in check but this is still some potent piece of Magic technology.

You know what I am the most glad about? Not having to pick a different title for every top-down article! It’s the little things that count… A series is a good thing to have, so everybody should be happy now. I do like the cards as well, so I hope you will have good things to say about them.

I will leave it as that for now, see you next week and until then: play responsibly!

 

New Legends

Hello everybody, and welcome to episode 137 of Ominous Designs. The topic for today came to me while browsing /r/custommagic. What we are going to do is create legendary creatures for subtypes that never had one. Spoiler alert: it’s going to be a pegasus and a wurm.

Pelianos Mount of the GodsPelianos, Mount of the Gods. Didn’t think how close the name was from Paliano – main city in Conspiracy – at the time…
It seemed pretty obvious that the pegasus should serve as a mount to other legendary creatures.
I toyed with the idea of implementing this myself but in the end nothing serves this purpose as well as bestow does.
I based the design on the better version of limited all star Nimbus Naiad. I needed to make the legendary creature better so costed it more aggressively, seeing that its extra ability was a fringe one: the faithful companion is ready sacrifice himself to save his legendary friends.

Talath Volarian SovereinTalath, Volarian Soverein.
This one was harder to come up with. Wurms are not your typical sentient and charismatic legendary creatures! I also hoped to make it a Naya creature so it could serve as a commander for a deck containing most existing wurms. After playing around with the idea of a big creature with activated abilities granting keywords from various colors, I discovered I could afford up to 6 of them as long as I picked them well.

So this guy does have a ton but I don’t even think he is more threatening then Soul of Theros or Akroma. In the end he looks like a Naya Cromat.

Those are your – legendary – creatures for the day. Let me know if you think of some other types that need a hero to represent them.
I hope you all have a great time, and I’ll see you next Wednesday!

American Gods

…Because 4th of July just happened? I couldn’t even get my cards to be red white and blue today, so nevermind. We are going to look at Gods though, that is exciting. I don’t have too much to say to introduce those, so we might as well just jump into it!

Lokuros the FiercewoodLokuros, the Fiercewood is our green god. As you can see he borrows from the gods in Theros by being an enchantment that turns into a creature, but it also differs in the sense that it isn’t indestructible and isn’t triggered by devotion. Close enough though, Lokuros cares about how many forests you control.

As a self-feeding mechanic, he will allow you to fetch one a turn. In my mind, for 4 manas that isn’t completely out of question, especially when restricted to basic forests. In the best case without other fetches, Lokuros turns into a god two turns after being cast. Might still be a little fast…

Vorok the RagemountVorok, the Ragemount is the red cousin to Lokuros. He functions a very similar way but is extra special. I tried to design him to work with Valakut, the Molten Pinnacle.

Once Valakut is on, so is Vorok and you could be attacking as soon as turn 5 with your 5/5 god. From there on, you can sac a land for 3 damage, and retrieve it next turn for another 2 Valakut damage, rinse and repeat.
At best, when you have 4 moutains and a Valakut, you can drop your 5th land for 3 damage, attack with Vorok and sac your 5 moutains for 10 damage. Is that worth considering mono-red?

I am quite satisfied with the direction those cards are taking, but I do think they need a bunch a adjustments. As such I am particularly excited to see what comments they are going to raise and what feedback I will be getting from the prolific /r/custommagic.

Swing by there and tell me what you think, or see you next week! Have a good one.

Colorshifted!

Hey all! I think we’re getting to a good place with the new article size, themes, and the use of Magic Set Editor. This week we will revisit a plane we are going to say goodbye to very soon: Ravnica. By now you probably know that Khans or Tarkir is just around the corner, and will make it in standard along with Theros. Today let’s celebrate our departure from Ravnica, with staples from the block, re-mastered in different colors. Because we can – and because someone gave me the idea.

PPack Oozeack Ooze is quite obviously the green version of Pack Rat.
Now you might want to discuss the likelihood for such card to exist. Slow incremental gain doesn’t sound like a very green thing to do. Black is much better suited to protect its rats with surgical removal, and turn after turn, make them into a huge army.

Green play style doesn’t favor that, and also rarely brings any type of card advantage to the table in order to motor it, but I can’t say the existence of Pack Ooze couldn’t be, since obviously it wouldn’t be overpowered.

Bramble WeirdBramble Weird.

I could have only color-shifter Frostburn Weird. I felt like making the card a bit more white-green feeling though. As I made it, it’s still mostly balanced, and would trade with a Frostburn, though Frostburn would have to pay twice before Bramble started caring.

I also understand that Bramble Weird can boost its defence as much as it wants, to which I answer: Groot. Personally, I like it!

 

Master of WindsBonus Card: Master of Winds.
This one isn’t from Ravnica, but it’s too fun not to showcase. Devotion has this way of making a card deeply liked to its color, which makes it all the more interesting to shift.

Here I can see a big issue: white can take advantage of token strategies much better than blue. That being said, I don’t imagine it would have been so powerful that the whole meta-game would have shifted. I could be very wrong. I can imagine it would have been played in competitive play but maybe not into a top tier deck as powerful as blue devotion has been recently.

Wasn’t this great? I know Magic colors have a very strong identity, but in the end there is a fair space to work with and around each of the factions. It’s probably for the best, we don’t want design to be overly stiff in that area. The colors of magic, much like people, have several dimensions to them and that makes them all the more interesting!

Hope you had a great time, enjoy your week and see you next time!

Homemade Boros

Hey all. It’s been a long relaxing weekend, and I’m now back on the overly busy saddle. Let’s keep things easy this week and have a look at one of my limited deck designs: red white aggro. Aggro is almost an unneeded qualifier for this color combination, this is what Boros is all about! This deck features a new mechanic I created, play-tested…And will likely need to fix up a bit: Combo. Let’s see what the cards look like!

dolmiraDolmira, Spear of Volaria.

Quick overview of the combo mechanic. Whenever it’s the x’th – second, third, etc. – time a source you control deals damage during a turn, the combo ability on creatures you control trigger. If two of your creatures hit a player, you get combo 2. If you add a direct damage spell, you have combo 3.

Well this legendary angel will give lifelink to a creature you control when you deal damage twice during a turn, and it will untap all your creatures when you deal damage for the third time.
The very tricky aspect of combo, as it showed up during play-testing, is that it is easy to get up to combo 3, 4, or 5 by just attacking with that many creatures. It is also easy to bump the combo meter up by casting a couple direct damage spells, or having direct damage abilities, which don’t even cost you anything. It becomes very fun though, when you can separate combo abilities between the ones mattering all the time, and the ones mattering before combat damage. Lifelink, for example, will matter before combat damage. If you get Lifelink after all your creatures have already done damage, it’s useless. Untapping all of them though, will be used only if you have attacked with some already.

kerathanbarbarianKerathan Barbarian.
This little dude – I’m guessing a barbarian might not like me calling him that – combines the combo mechanic with the heroic one, from Theros.

Heroic dealing 2 damages to a player could actually trigger combo 2. But that’s not relevant, because combo 2 will be easy to activate by simply attacking with two creatures, and it will deal an extra damage. I like that the effect is limited, but it’s still too easy to have for almost free every turn.

I also realized I kept tacking good abilities on solid creatures, which gets too strong in the long run.

preemptive blastPreemptive Blast.
Now for some combo enablers, – even though like we have seen I might have made combo a little too easy to use already – here is a combat trick.

2 direct damage can enable some welcome pre-combat combo triggers, and it also enables heroic, giving one creature first strike. First strike as we’ll discuss later is also good for combo.

All this for same price as a shock! Kerathan Barbarian would love it. It had to be sorcery. Not too sure about the flavor by the way, but it was focused on the pre-combat combo idea.

patientflamePatient-Flame Disciple.

This monk is actually also a combo enabler. It starts as a Gray Ogre,- the legendary name for 2/2 for 3 – but can become a 2/4 vigilance for a turn when you pay a red and a white.

That’s already quite good like this but wait, there’s more: when you activate him, – and you can only once during your turn – Patient-Flame Disciple will deal one damage to a player.
Damages are good, and so are pre-combat combo modifiers.

bazoo
Bazoo, Lightning Blade
.
This one is the first time I make a card representing a friend using a professional illustration.

Bazoo illustrates perfectly the idea that pre-combat combo triggers can be important, and also the fact that first strike will help you get there. With combo 2, he gets double strike.

What this means, is that if you already have combo 1 by the time this soldier strikes, you will get combo 2 and he will strike again!

Combo was too powerful during play-test, which probably came from the fact combo was too easy to trigger. One thing we can do is ask ourselves: how many creatures will likely attack? The Battalion mechanic taught us that we can ask a Boros player to attack with 3 creatures.
Another question is do we really want to let direct damage add to the combo meter? I would have loved to answer this question with the affirmative, but I’m afraid it helps combo get out of control. This is sad, because incrementing the combo meter is a very fun design space for spells and abilities.

Another idea! Be careful about combo abilities that don’t care about when they happen, like dealing damage. If you can just wait until then end of the turn, even let you creatures die, and still have combo 3 or 4 and deal “free” damage that way, it might be too easy.
One last idea could be to get the combo requirement to be higher, but somewhat I feel that inevitability is more the issue here, rather than how easy it is to get combo counters.

quicksilverThis has been a very busy article, but I can’t bring myself to leave you on two paragraphs of deep analysis, so here is Quicksilver Blade.

First strike and a preemptive damage when attacking, that’s combo 2 here for you! This turned out to be very nice in this deck, as you can imagine by now. Great to see an equipment too, those are always very flavorful.

All in all, Boros was my favorite design, albeit quite a bit over-powered. It has some very exciting, aggressive and beautiful cards, I might show you some more in the future!

I hope you enjoyed the lengthy article, I’ll be talking to you again soon. Have a great week!

Recursion is Blue

Hey all! Let’s change things up this week and go back to our mono-colored series. If you haven’t read the previous ones, check out the green, white and black articles! Today we are doing blue, and blue’s specialty is instant and sorceries.
When looking for blue spells of mine, I found extremely few of them. In fact, all of them were part of limited decks I created. Three out of the only four I created where even from of the same Simic deck! That being said I only created 1 limited deck with blue, and barely started a second – Esper. I don’t find blue spells easy to create, so this should be a challenge; let’s see what I came up with.

Kame Drowning TacticsKame Drowning Tactics introduces “Turtle Spellbinding”.
You heard right, the simic deck was constructed around a turtle tribe. Turtles never had their moment of glory in the past, but they should! Turtle spellbinding means that you can play this instant by paying a bigger cost, tapping an untapped turtle, and if you do you will get to keep the instant after casting it!

So, is 4 manas and “tap a creature” too expensive to have recursion on a bounce spell? It’s actually probably still too cheap. Let’s talk more about balancing recursive spells with the next card.

Turn To WaterTurn to water is going to make things even trickier. You see, recursion – using the same card over and over – has existed several times in the past, through for example Splice and Buyback – let’s not complicate things with semi-recursion like Flashback.

It’s pretty simple: if you want to allow recursion on cards, you have to make it very expensive. That’s even more true with countermagic here. If you compare Kame Drowning Tactics with Capsize and Turn to Water to Forbid, you might realize one is extremely powerful, and the other probably even over-powered.

frost waveFrost Wave is showcasing Wizard Spellbinding.

I wouldn’t judge the power of the card based on the fact it imposes you control a wizard to use the spellbinding though, just evaluate the card’s efficiency when you do.

It is probably too good again, as fully locking two creatures for 5 is way powerful, especially when you lock them for two turns, and can redo it each turn!
I love the downside of blue creatures being immune to ice, though.

Kerathan TideKerathan Tide. At last a card with a different mechanic.
Remember Multikicker? It was introduced in Worldwake as an extension to the Kicker mechanic from Invasion.

The card itself was quite obviously based on Griptide, but giving you the ability to send your own creatures to the top of your library to send more of your opponent’s on his/her own, for one more mana and a downgrade to sorcery speed.
Now griptide already being pretty efficient, I don’t think we want to allow its user to pitch small creatures to send 1, 2, or 3 more away on the other side! Maybe paying two creatures against one?

1400596710682734I was frustrated using only cards from my limited decks, and showcasing only two mechanics, so I made Mind Sacrifice. It is largely similar to Kerathan Tide.

What blue mechanic haven’t we tried yet? Milling! It’s not exactly easy to balance mill either; it’s easy to slip from useless to overpowered, since it’s pretty much what milling at large is! I tried to take into consideration Mind Funeral and Traumatize, but that only helped me so much.
I think it’s not too bad as is now, guarantied 14 cards isn’t nothing. Being able to self-mill 21 will also enable to crazy combo decks!

Well, this wasn’t quite as bad as I expected. I’m still not quite comfortable with blue spells, but maybe it’s because I was sticking to the classic themes. You have to keep in mind that even combat tricks and creature spells are available. I was going to ask about other classic blue effects I might have missed, but as I’m editing this article, I realize I haven’t done drawing! This will have to be fixed.

Right now it’s time to say have a great time and see you next week!

Breaking Bestow

Hey friends! Turns out I’m still not ready to give you that article about black spells that I promised, but it will come in time! I have a couple interesting things to show though, with a slightly different spin than usual. The first one starts with this design that might make you scream “broken!”.

1397572682Nyxborn Elephant Guide. Isn’t it cute? It’s actually a very good looking card, but it’s just too powerful. To begin with, the lower it gets is a 3/3 for 3, with the small disadvantage to be an enchant.

But with bestow for 3, this pachyderm is just busted. Imagine: pay 3, give +3/+3 to a creature for good, that’s already amazing. Then if the creature dies, you get a 3/3 for free? That’s not reasonable.

And with bestow, the biggest risk you take it to get your creature removed in answer, and it will still net you a 3/3. So what made me think of this design?

ImageThis guy! Elephant Guide, as subtly hinted at in my own design’s name, was the inspiration for it. If you are familiar with the Cube format, you might know this card. It is pretty great. You still basically get both +3/+3 and a 3/3 for the low-low cost of 2 and a green.

It is, when you think of it, very close to his Nyxborn cousin. Now what is the difference and how much does it matter? Apart from nitpicking with “the token in Elephant Guide won’t be an enchant”, the only functional difference is the fizzle rule exception for bestow.

In case you didn’t know yet, if you make the target of a bestow ability illegal by the time your bestow card resolves, by killing or bouncing the creature you were bestowing upon for example, the bestow card will still resolve as a creature. You probably know that it’s not true for another regular enchant. Kill the target of an Elephant Guide in response to casting it, it will get countered and nothing happens. Kill the target of Nyxborn Elephant Guide, you will get a 3/3 for 3! Good times.

Now that you know the difference, either you will understand me or you will believe me, it is very important! Of course, you want a guarantied 3/3 over nothing. That’s called inevitability, and I like it. But also if that was the case the card would be way too powerful. Anyways, it was still fun to make it 🙂 Judging by Nylea’s Emissary, I could see Nyxborn Elephant Guide cost 4 to cast and 5 to bestow, and it would still be a bit powerful that way.

mm232_primordials

Remember those guys? Well I’m finishing that cycle too this week! So how may I finish a cycle that is already made of 5 cards? By making a gold card of course!

1397607687Pentacle Primordial. First let it be said, it’s scary. Second it costs 7 and is an Avatar, just like the other primordials.

Then comes the ability. Primordials all have an ability that starts with “for each opponent”. Well our demonic primordial will allow you to control each of your opponents for a turn! Isn’t that exciting?

SPOILER ALERT: The upcoming edition Journey Into Nyx contains a card with the same effect! It’s called Worst Fears, and I think we can agree it’s a well deserved name.

Now I’ll let you know that Sylvan Primordial has been banned in commander. Commander being a casual format mostly, the ban isn’t fully official as far as I know, but one could imagine Pentacle Primordial being hit by the ban hammer for similar reason. What reason again? Well people in commander tend to take a Sylvan Primordial, “blink” it – make it leave the battle field and come back again, with for example Cloudshift – and destroy everybody’s permanents, making the whole table scream in rage.

Now something amusing happened while I was writing about closing the primordial cycle. I realized I could also make an artifact! So without further ado, let me introduce the 7th primordial:

1397610389Steelborn Primordial. This one was a little tricky. Artifact doesn’t have the same kind of strong identity that colors in magic do. Can you tell me of an effect that’s typically colorless? What about an everygreen ability? Defender? It would be a little boring to make a big primordial that cannot attack.

So I figured our artifact primordial would rely entirely on being big. For each opponent, he will give you a 3/3 golem, which happens to be one of the things artifacts like to do. It may sound a bit underwhelming, but you are getting a minimum of 7/9 for 7, so no need to be too demanding!

This was fun. I like digging into the reasons behind creations, keeping in mind a bigger picture than the design of a single card helps to keep it solid. It can even make it easier, as magic as a whole is coherent and flows naturally like for this last primordial. Do you think it misses a little something to make it spicier? Tell me if you find out what!

Either way, have a good one and see you next time!

Godly Weapons

Hey everybody. I have been taken away from my initial article plan. I meant to tell you about black removal spells, but I couldn’t resist the call of the gods any longer. Here is what happened.
The gods of born of the gods being minor gods, they don’t get all the attention Heliod, Thassa, Erebos, Purphoros and Nylea, who are getting ordeals, weapons, emissaries. I have made ordeals for the minor gods already, but it’s time to show them my devotion once more, this time with weapons.
weapons

You probably already know the weapons from the Theros block. They are mostly great, game breakers in limited and even sometimes pretty good in constructed. Can we make something similar? I say yes, with the difference that I think they should be somehow harder to take advantage from, because of the “specialized” aspect of each two colors combinations. Let’s see that.

epharaAmphora of Ephara has an terrible sounding name. What can I say, that’s what she’s holding, and that’s the way those cards are templated.
I’ll be honest I just read that design again and I think I went too far! Flying to everybody should cost more than 3, even in two colors, especially if there’s another great ability in the mix. This would need to be fixed…
The secondary ability is neat though. It’s meant to be used to move auras around and trigger heroic. though I just realised you probably wouldn’t be able to use bestow with that… Maybe I need to rework the whole thing.

mogisHalberd of Mogis is getting there. I wanted to go for something different than the usual cheap weapon, and I also thought double strike could be fun.

It’s so powerful that it needs to cost at least 6, to be honest I’m not even clear that’s enough.

The second ability is gravy, being able to deal damage straight to players and creatures is nice, but you might want to attack with double strikers instead!

 

karametraThrone of Karametra. I like that those gods have very different tools / weapons.

I think I wasn’t sure if I should have all weapons grant a classic ability to all creatures, then have an activated ability on top, but I decided I would.

Vigilance sounds mostly logical for selesnya, and making wolf tokens even more.

It’s a very simple, somewhat classical weapon in the end, but it’s still fairly good, and aggressively costed, so I like it!

phenaxCloak of Phenax is another one of those not-quite-weapons but it’s cool.
It really needed to have intimidate on it, which is quite powerful to give to all creatures, but also spot-on flavour wise.

From there I decided to make the second ability less powerful, and still on flavour, so milling it is. Note that I let that one the possibility of being activated twice in the same turn, which could be pretty nice.
This weapon is also one of the best to use with the god himself, which I didn’t always have in mind.

xenagosThe last one is our star, Lyre of Xenagos! Xenagos being a major participant in the story of Theros, I wanted to make sure to make a great weapon for him.

Trample is also a must for Gruul colors, seems quite evident to me.
Then it took me a long time to find something that had not been done yet, but I’m actually very happy with what I ended up finding.

Kessig Wolf Run for every body! As long as you can pay for each, of course.
All in all those weapons aren’t my most polished designs, but someone had to do it! As Maro says, humans look for completion in patterns and I know I do more than many. It is pretty fun to make designs for cards that would logically fit the cycles of Theros. Time will tell if I should be making some emissaries! That could be fun too… You can tell me if you really want them 🙂

No matter what, have a great week! Talk to you later.

Enchanting Magic

Hey all! As promised, this week I’m going to talk about non-creatures. I have had one or two great ideas recently though, so it turns out we are not going to look at instants and sorceries, but enchants. And what better color for that than white?
White is notably the biggest color for enchantments, and Theros only makes it more obvious. Not only there is a very strong enchant theme in the whole block, but white has several cards caring about how many enchants you have, when enchants enters the battlefield, and destroying or reanimating enchantments. Have a look at this deck that I recently battled in Magic Online, it had some crazy effects based on white enchantments!

Crazy game!

Heliod's Presence

Heliod’s Presence is the first design on this list, and it’s such a fun little thing! My original idea was to create a card that increases white devotion, and I thought of making copies of an enchantment for that, as Pack Rat hinted at – and in case you didn’t know, it is making a killing in standard black devotion decks these days.

What I didn’t realize though, is that making Heliod’s Presence into two enchantments would help a lot with the echants sub-theme. Doesn’t it make Ethereal Armor fun? How about Sphere of Safety?

And there’s more! I didn’t want the enchantment to be only sitting there and do nothing, so I thought of it being used to give virtual vigilance to creatures. And as one of my friends noticed, it’s actually even better than that because it plays into the Inspired mechanics! All this makes for a card that would be really enjoyable to try around in Theros.

Nonchalent SentinelNonchalent Sentinel is somewhat of an abstract concept. What I wanted was to have an enchantment that would behave like a big old defender creature, except it would really be an enchantment, and never a creature.

Making it happen of course was slightly awkward as far as rule text is concerned, but not quite as bad as I expected. It also foils things like deathtouch and probably others as well, but it doesn’t have to be a bad thing as long as they don’t come up too often.
And as a bonus, you get one more enchantment and two more devotion to Heliod!

bird mountLastly, I shoul showcase a card from the limited decks I’ve made. I printed the third one recently! Bird Mount is our guy.

Bird Mount is one of those balanced designs, if not even slightly weak. You need cards like that in a balanced set though. And it’s not that bad either, I’d say it would be playable in limited, especially in Theros with enchantment themes, Heroic and Devotion – if white wasn’t already so great, maybe.

All in all Bird Mount is a solid design, I hope you like it!

I really enjoy making articles about my best designs these days, and it’s extra nice to have them be of the same type and colors! I might try and make yet another similar article next time, maybe black or blue spells… I also have exciting news as I’ve started play-testing my first limited decks! I will definitely play them more and think about how to make them better, then write about them very soon. So be excited!

Until then, have a great week 🙂