I'd also argue that +1/+0 here would also create unintuitive board complexity since getting one of your creatures removed doesn't usually lead to another one getting buffed outside of death triggers.
But, overall, it's a downside mechanic with no flavor, and they've always stated that these miss
28.02.2026 22:49 —
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I personally don't like it from a design perspective. It's tricky to design around since you have to find a small effect that properly fits each individual card. It's going to eat significant complexity/rules text budget of cards without providing any structural support to set themes and archetypes.
28.02.2026 22:49 —
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I think the utility 1/3s (and 0/4) are great complements to the creatures with dies triggers or with the counter-removing AAs. I think they enrich the overall blight theme and facilitate cross-pollination.
I can really appreciate how precise the design of this card is in this set.
18.01.2026 23:12 —
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The way convoke and blight overlap is really nice, despite not being obvious at first glance. They push you towards evaluating (some) early creatures in a way that you can mostly disregard their attacking value. A 1/3 that dies into a card fits well with convoke and as a carrier of -1/-1 counters.
18.01.2026 23:12 —
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"on it" after "~ enters with N counters" is probably the most custommagic-esque thing to omit... and it's now becoming a thing?
15.12.2025 21:23 —
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I guess players didn't get the Clue because it wasn't done on an artifact.
08.12.2025 00:36 —
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When omen was spoiled I was a bit confused. My first reaction was "But this mechanic provides no tangible structural support!" That is, no gy interaction, no cast-from-exile, not explicitly helping flurry, etc. So what's its role in the format?
Yet playing with it felt good. It quickly grew on me.
24.11.2025 23:16 —
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My wet dream is a set with an animate artifacts mechanic and with some artifacts that have combat-relevant abilities. This one's pretty close to that though I wish we could get that sort of limited archetype at some point.
30.10.2025 17:43 —
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Oh, I stand corrected! I don't know why I thought the rules didn't support it. Probably some un-cards.
11.10.2025 14:26 —
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Donnie & April and Leonardo would also become only the second and third ever cards reaching a total of six supertypes, types, and/or subtypes, the only existing one so far being River Song.
Note that I'm not counting creature types gained via changeling.
11.10.2025 06:37 —
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If I'm not mistaken, Donny & April and Leonardo would become just the 10th and 11th cards with four subtypes.
Full list: scryfall.com/search?q=t%3...
Notably, the only other cards with four printed types are River Song and Druid of the Sacred Beaker (silver-bordered). Others gained via errata.
11.10.2025 06:37 —
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Two other good candidates for me because of format context.
I'm thinking there has to be a fun RG or BR deathtouch design that hasn't been made yet... Like a creature that deals 2 damage on ETB and has deathtouch as long as some condition is met.
07.10.2025 20:52 —
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Haven't honestly stopped to think about what would be the structural implications for set design, but one of my favorite parts of draft is the dynamics between how many players stay open vs lock early in a table. Sure with 5 archetypes it's "harder" to pick two cards that don't go together but still
28.09.2025 07:38 —
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I was a bit surprised how much the assumption was that players would lock into their colors early and survive/pivot from there as needed. But wouldn't drafting be healthier if staying open was embraced also in pick-two format? I've first picked 2 cards that can't go into same deck many times myself
28.09.2025 07:38 —
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I thought W and G looked by far the best colors, and I was pleasantly surprised about UB. I think the hybrid dork is critical to G decks.
I prefer to start in W or U and be UW, UB, or WG. WG arcuns are very good. Otherwise lean big into +1 counters, with connive/gy flavor if UB. Aerialist is insane
24.09.2025 21:55 —
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While I think 5 archetypes only is a must for 4-player pods unless you design archetypes with tons of overlap, I don't think the opposite is critical. Openness is still a factor, just the numbers are different.
What likely scales poorly in this case though, is legendary commons, as you say.
15.09.2025 21:10 —
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Highly doubt they'd consider letting this put a stun counter on something untapped because it's unintuitive (especially for a common). This is a slightly downgraded tapping, less useful on offense. But potentially finds more targets than usual in a set with station.
28.07.2025 19:10 —
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Jamuraa: Mirage War (JAM) is a custom set that borrows assets including storyline, card art, card names, and flavor text from the original Mirage and Visions sets.
08.07.2025 21:25 —
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The way I see it:
- Being egendary is mechanically relevant in the set, even if not critical.
- There is enough text box space and budget for "extra words" considering the rest of this card, in my opinion. Only exception would be if it prevented you from fitting some very important flavor text.
25.06.2025 22:02 —
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The other option is that each is some top-down triggered ability, I assume one that clearly engages in combat. The main argument I see against this is that if they are remotely unique, it'd be 4 unique mechanics eating the complexity budget of limited (unless they're rare+ exclusive). [3/3]
21.06.2025 20:59 —
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so for example each bending ability could be a slightly different flavor of the same mechanic, like creating some temporary (attacking) token with different features, and each invovled color pair leveraging them in a slightly different way (go wide, sacrifice, some ability of the token, etc.) [2/3]
21.06.2025 20:59 —
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I assume something related to combat. I guess not directly mapped to colors/lands because of different names and only 4 elements. Yet each element only makes sense in certain colors, perhaps only within GUR. It's possible to have a mechanic dictate three adjacent color pair archetypes, [1/3]
21.06.2025 20:59 —
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One of the many cool things about landfall is that it can be used to implement a dedicated lands archetype that can replay lands, as well as a tool to reinforce a grindy archetype that just aims to ensure a steady flow of lands. You just need to tinker with the triggered abilities you design.
20.06.2025 21:13 —
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When I see a new mechanic I love thinking about the design space of positive interactions in limited:
- Undercosted high pw (defender, lopsided stats, other downsides)
- Becomes tapped, control tapped creatures
- Vigilance, untapping
- Interacting with (charge) counters
Expect at least the first 3
20.06.2025 21:07 —
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The bad? I guess I'm a weird player profile in that from a set I basically enjoy spoiler season (to appreciate design) and the first couple of weeks of limited. Higher prices make me very unlikely to attend physical prereleases (though I guess you got UB sales more than covered...)
20.06.2025 06:35 —
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Mechanically/functionally it's indistinguishable from a UW set. An UB set allows me to appreciate from design perspective how a fixed setting and characters were converted into Magic designs. FIN introduced nice mechanics. Cards with Job Select make themselves and yet they feel uniquely flavorful.
20.06.2025 06:35 —
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