The Great Designer Search 2 Finalists

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Jonathon Loucks

Penumbria
(My new world name.)

In an underground world, will you help spread the light, or embrace total darkness?

CR01 – Refracted Runner (common)
[Bolt Elemental -
http://community.wizards.com/magicthegathering/wiki/Labs_talk:Gds/gds2/loucksj/challenge1]
R
Creature – Dwarf Berserker
2/1
Trample, haste
Living Reflection (When Refracted Runner enters the battlefield, put a token that's a copy of it onto the battlefield except without its Living Reflection ability.) At the beginning of the end step, sacrifice Refracted Runner.

CR02 – Sharpchucker (common)
1R
Creature – Orc Rogue
2/1
Morph 1R (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Sharpchucker is turned face up, target creature gains first strike until end of turn.

CR03 – Eager Cleaver (common)
[Orc Warmonger –
http://community.wizards.com/magicthegathering/wiki/Labs_talk:Gds/gds2/loucksj/challenge1]
1R
Creature-Dwarf Soldier
1/2
Whenever another creature enters the battlefield under your control, Eager Cleaver gets +1/+0 until end of turn.

CR04 – Orc Tunneler (common)
[Goblin Tunneler – Magic 2011]
1R
Creature – Orc Miner
1/1
T: Target creature with power 2 or less is unblockable this turn.

CR05 – Stout Guard
2R
Creature - Dwarf Soldier
2/3

CR06 – Trail Blazer (common)
2R
Creature – Dwarf Scout
2/2
When Trail Blazer enters the battlefield, illuminate the top card of your library. If you own an illuminated land card, add RRR to your mana pool. (To illuminate a card, exile it with a light counter on it.
For as long as it has a light counter, it has "If you would draw a card, you may instead put this card into your hand.")

CR07 – Orc Bully (common)
[Orcish Bully -
http://community.wizards.com/magicthegathering/wiki/Labs_talk:Gds/gds2/geoffrey/orcs]
2R
Creature - Orc Warrior
3/3
If Orc Bully is blocked by more than one creature, prevent all combat damage it would deal.
Orc Bully can't block if more than one creature is attacking.

CR08 – Flashbomber (common)
2R
Creature – Dwarf Wizard
1/1
Living Reflection (When Flashbomber enters the battlefield, put a token that's a copy of it onto the battlefield except without its Living Reflection ability.) When Flashbomber enters the battlefield, target creature can't block this turn.

CR09 – Bloodthirsty Orc (common)
[Orcish Torchbearer –
http://community.wizards.com/magicthegathering/wiki/Labs_talk:Gds/gds2/loucksj/challenge1]
3R
Creature – Orc Warrior
3/3
Morph 4R (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Bloodthirsty Orc's morph cost is 1R while blocked.

CR10 – Lavaskin Thragg (common)
[Mirror Thragg–
http://community.wizards.com/magicthegathering/wiki/Labs_talk:Gds/gds2/loucksj/challenge1]
3RR
Creature - Beast
4/1
Living Reflection (When Lavaskin Thragg enters the battlefield, put a token that's a copy of it onto the battlefield except without its Living Reflection ability.)

CR11 – Cloaked Predator (common)
4R
Creature – Beast
5/1
Morph 3RR (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Cloaked Predator's morph cost is 1R while it is an unblocked attacker.

CR12 – Steamdriller (common)
[Goblin Rappeller –
http://community.wizards.com/magicthegathering/wiki/Labs_talk:Gds/gds2/loucksj/challenge1]
4RR
Creature – Dwarf Miner
4/4
Mountainwalk
Dig 2 (Discard this card. Reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom of your library in a random order.)

CR13 – Aggressive Tactics (common)
R
Instant
Creatures you control get +1/+0 until end of turn.

CR14 – Piercing Beam 1R (common)
Instant
Illuminate the top card of your library. (To illuminate a card, exile it with a light counter on it. For as long as it has a light counter, it has "If you would draw a card, you may instead put this card into your hand.") Piercing Beam deals 2 damage to target creature or player. If you own an illuminated red card, Piercing Beam deals 4 damage to that creature or player instead.

CR15 – Enkindle (common)
[Engulfing Flames –
http://community.wizards.com/magicthegathering/wiki/Labs_talk:Gds/gds2/loucksj/challenge1]
2R
Enchantment - Aura
Enchant Creature
Enchanted creature gets +2/-2 and has first strike.

CR16 – Blackout (common)
[Stir the Earth –
http://community.wizards.com/magicthegathering/wiki/Labs/gds/gds2/Ach'Thea/Contributions]
1RR
Sorcery
Turn target land face down. (It is a 2/2 creature.)

CR17 – Scattered Inquiry (common)
[Luminous Inspiration –
http://community.wizards.com/magicthegathering/wiki/Labs_talk:Gds/gds2/loucksj/challenge1]
3R
Sorcery
Draw three cards, then illuminate three cards at random from your hand. (To illuminate a card, exile it with a light counter on it. For as long as it has a light counter, it has "If you would draw a card, you may instead put this card into your hand.")

CR18 – Blast Mining (common)
5R
Sorcery
Destroy target land. Blast Mining deals 5 damage to that land's controller.
Dig 2 (Discard this card. Reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom of your library in a random order.)

Comments
I chose red because it's a color that's both light and dark. While red may look slightly mechanic-heavy, the mechanic as-fan is in balance – white and green don't get morphs or face-down cards and black doesn't get illuminate or living reflection.

Flavor update! Naturally occurring channels of highly reflective crystals conduit magic-infused surface light to the underground. The light-users harness the surface light's inherent magical qualities.

The major challenge with my theme: "Information is not as much fun as mystery." My answer is to make the light inherently powerful, causing creature's reflections on shiny cave walls to come to life. While Living Reflection does give the set many unique tokens, it's an extremely grokkable ability. Remembering the size and attributes of a token is very easy when a real copy is close by. Still, it's no accident that my common Living Reflection creatures are virtual vanilla.

Living reflection gave my set a direction. Players are going to control more and smaller creatures than normal, either through Living Reflection or face down cards (morph or otherwise). Knowing this allowed me to make simple commons that have meaning in the context of this set.

In order to make illuminate feel relevant, I've tied the card's effects to what a player has illuminated. To minimize the tension between wanting to draw a known card and wanting to power up your illuminate spells, I've made it an effect that's either on or off instead of scaling based on the number of infused cards.



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