Back to Basics

What’s up everybody? Welcome to Ominous Designs 176. There is a non-zero chance I bit slightly more than I should chew today, but chew I will. I started with an idea that turned into a card, a card which turned into a cycle. We are going to have some time to talk today so without further ado, here I come with your five designs of the week.

Ashes // Ashes

The original idea. Some cards have “to” in their name, so why don’t we try and pretend their are Aftermath cards just for the fun of it?

Ashes to Ashes was one of the staples of my young magic life. What would happen if I tried to split it in two? One of the reason I was particularly tempted is that it would create two Ashes halves, and I wanted to be cheeky about it. The other reason is I could be relatively faithfully do it. Ashes to Ashes killed two creatures and made you lose 5 life, this version splits those into two payments of 3 life.

Dust // Dust

As I set myself on track for remaking a few cards, it was only normal I would look into adapting Dust to Dust next. Ashes to ashes, dust to dust.

This one was also a simple double effect card that could be easily split into two smaller effects.
Now I should mention, my point isn’t to split those exactly in the middle. Mind you, my point isn’t either to make a completely viable version with aftermath. I aim somewhere in the middle of those, I want the reference to be a fun and somewhat plausible, albeit imperfect design.

Bash // Bits

We are now cruising in our cycle, going through names of cards containing the word “to”. While looking for a red card, I found Bash to Bits.

The amazing factoid about the card from Odysseys is that it was featuring the flashback mechanic. In that respect, our version can be almost exactly the same as the original!

Basically the only difference is that ours doesn’t reference the actual flashback mechanic so Catalyst Stone wouldn’t work.

Gnaw // The Bone

And now for the green card. Gnaw to the Bone is a famous limited role player from Innistrad and also a pretty easy one to make into an aftermath card.
Gnaw to the Bone was another flashback card, and it was also doing the same thing twice! No big deal in terms of mechanics, not too brain intensive in matter of balancing either, we just split the card in the middle!

Originally both sides even costed the same in terms of mana so the funny part here is we created two almost identical sub-cards, one with aftermath.

Reduce // Dreams

Our final, blue card is a rare! Reduce to Dreams was also an interesting one to split. Since the original was returning both all artifacts and enchantment to their owners’ hands, I am separating the two for our last design of the day.

This makes for a lot more flexible and efficient card. I took to heart to keep the mana cost overall the same here, which might have lead to a slightly undercosted combination. I also made sure to keep most of the cost for the artifact half, so as to not make it a sorcery speed Hurkyl’s Recall.

I am not going to lie, I am rather glad we are done with those! I was a fun exercise and I invite you to make more of them but they are not as interesting to debate over. I hope you enjoyed the thought process and the cards, though.

My work is done here, I will now say good day or night to you, see you next week, and play responsibly.



This is getting // contrived

Hey everybody, welcome to episode 174 of Ominous Designs. This week we are going to look at another of the brand new mechanics from Amonkhet, the aptly named aftermath. Aftermath cards have a second half that can be cast only from the graveyard. This enables some great synergies and hilarious card names. Let’s see what we made for ourselves.

Bored to Tears

I case you didn’t know yet, this is how you are supposed to read the full name of an aftermath card: adding “to” between the two names.

Our instant(s) here makes for a simple yet fun cousin to Agony Warp. On one hand it will cost one more colorless mana to cast both ends but on the other you can always decide to cast those two sides separately, and quite often still as a surprise to your opponent if they aren’t tracking your graveyard perfectly. I do think the added flexibility completely justifies this card’s increased CMC.

Tearing to Shreds

I fell into the trap of trying to use “Tear” as a card name, then remembering that Wear and Tear already exists. I did not want to fully rethink the name and mechanic though, so Tearing it is!

Tearing is a simple sorcery speed Naturalize and Shreds quite obviously is what happens when you blow up artifacts. Your opponent is going to take a bunch of damage for having had artifacts in the first place! I think the effect is rather powerful, but I do not know if there would be a red and green deck in any eternal format to take advantage of it.

Those are your aftermath cards. Hope you enjoyed them, let me know your thoughts on the usual outlets and I’ll be sure to think on them and mention the best ones in our next episode.

Thanks for reading as usual, I’ll see you next time and until then have a great time and play responsibly!

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!

Fusion Dance

What’s up everybody, welcome to episode 163 of Ominous Designs. Today we are going to look at a mechanic I have thought up a couple of weeks ago: fuse for creatures. If you think about it there isn’t really any reason you couldn’t fuse creatures on a double card the same way we already do for spells. This opens up a deep pocket of design space, so let’s see what we can do with it.

steadfast-captainSteadfast Captain // Hardened Captain

As you can see, on first glance this Dwarf creature will let you chose between a 1/3 vigilance for one and a white and a 3/1 trample for two red mana. Both are acceptable choices depending on the conditions you are facing, albeit not all that often in the same type of deck.
What really makes the card different though is that you can also chose to pay 1WRR for a 4/4 vigilance trample. It’s a bit of a weird creature but if you are lucky enough to have the mana on turn 4 or 5 it should be nice and serviceable.
The fact that you have a choice between the three configuration is what makes the card fun, though it turned out harder than I originally thought to make both sides acceptable at the same time as their merge version not too powerful. If anything I erred on the underpowered side of the fence for the later.

hopeful-druidHopeful Druid // Cloistered Druid

Now we’re starting to really have some fun. Admittedly Hopeful Druid is a bit too wordy but I couldn’t resist making a Golgari card that would make the milling and get-from-graveyard mechanics interacting with each other. I did so by creating an underpowered Satyr Wayfinder coming along with a weird 2/1 recycler alter-ego.
If you put those two together, get a 3/3 for 2GB that will possibly get you a land from the top 3 cards of your library, then make sure you retrieve whatever you might have thrown away by mistake into your graveyard or maybe even another more valuable creature that you already had in there.
I don’t think our Druid is perfectly tuned by any means but this should get the conversation started as I think there is a lot of potential in that sort of dynamic. Just make sure you write the abilities in as few words as possible!

That will do it for the week. As is almost always the case, I am glad to be opening a new design space with cool enough designs and more importantly inspiring food for thoughts for more cards to be created. I believe it is easily the case here and I am sure we could come up with a ton of creative creatures using this mechanic. Do let me know if you make some.

Regardless, I hope you enjoyed those, but it’s time to say bye for now. I’ll see you next week and until then have fun and play responsibly!



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!


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!