Another nostalgic
pseudo-memory I had of old Magic is that gold cards were particularly
rare. It was amazing to see a card that wasn't one of the base five
colors, just like artifacts. These days, I know there is a gold
uncommon cycle in near every set that acts as a 'signpost' for each
color pair, giving the draft archetype. Some of that I tried to
capture here. In other cases, I struggled to come up with the draft
archetype, or forgot about it alt/-1ogether while designing these
cards. Each of these cards costs exactly two mana, and I tried
working within that restriction, with varying success.
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Fancy. |
Frenetic Notions
simply combines a loot with a rummage, which I think is cute, but if I was going to do it over
again, I would make this a Djinn, since Blue/Red is the Djinni tribal
colors.
Likewise, Dangerous
Journey, while Witherkin-flavored, is not Witherkin Tribal. This card
represents the Witherkin leaving their home of Slog Bog and
journeying to the new terrain of the mountains and forests. In this
case, I might like the flavor, but the mechanics don't hit the theme.
Countersong is the
mechanics of Blue with the flavor of Green. Blue naturally provides
the counterspell, while Green's theme of music in this set provides
the flavor, with the bonus of the healing effect here. Ultimately,
though, once more, it doesn't quite tell you what the archetype is
(which is really nothing).
Grinding Parasite
helps a lot more with the Blue/Black theme, which is Mill, and a
sub-theme of Parasites (though that's more of a mono-Black take).
Still, so far this is the closest we get to a true signpost uncommon.
The problem here is the incredible amount of text on these Parasites.
Oof!
With Faith in
Flames, once more, I didn't have a tribal idea to work with, so I
just combined what I thought of as the mechanics of White and Red
together. I used a lot of the Magic wiki in designing cards,
researching what each color does well and what each color pair does.
Boros is aggro, so I just threw together red's direct damage and
white's combat trickery. The flavor of the name is that when White Shamans come in contact with something unfamiliar (like Red) their faith is strongly tested.
Now we get to quite
a few more proper signpost uncommons. Bewitcher is pure Shaman
tribal, and includes the untap shenanigans the color pair is known for. We did it!
Provoking Balder is a Witherkin, as Black/Red should be. The flowstone
activated ability is nice in that it allows you to pump up a
Witherkin's damage if you know it's going to die anyway to tear down
an opponent's creature with the Wither. Or, of course, you can pick off opponent's creatures since you can target any creature with the ability.
Unpoison Frog has
the theme of Toughlink, which is the Golgari named mechanic of the
set, and screwing around with -1/-1 counters, which is the unnamed
mechanic for Abzan.
Survivor's Vigil
combines the two Green/White themes of this set: life gain and tokens.
The untap clause is there just for a bonus.
Occult Armor is
mostly a Black card, in that -1/-1 counters are Black's wheelhouse,
and Black is big on Voltron in this set. It just has a bit of the
flavor of White to go with it. Oh, well. Can't win them all. How about 50%?