Hello and welcome back to Magic Project: Omega!
We are back on working on some new cards, and as usual a bit late. Such is the way my life is at the moment, real life obligations do take a priority.
Today we are going to be working on Common instants and sorceries in green, finishing off the cycle.
This was pretty tough because green doesn’t have many instants and sorceries at Common in ABU, which had some interesting issues to deal with.
Let’s take a look!
Design Approach
Green, like black and red, had an equal balance of instants and sorceries meaning that I could do three instants and three sorceries, and while that was helpful, only having to draw from a total of four instants and sorceries combined proved to be difficult.
I took a look at the cards that were at Common in ABU, and some other Commons in more recent sets and saw that green does have some new interesting tools at Common to borrow.
I also decided to look at the Uncommons for green to help for further inspiration and found some solid card ideas that would work well for some Common cards in this higher powered set.
Starting with the instants, of course there had to be a reference to Giant Growth, and while there are plenty of ways to go about it, I decided to have a boosted version of Giant Growth, along with taking a bit from a card from a recent set and making it green since it felt more appropriate to be in green.
The next instant is one of the few types of creature removal that green has access to and that is a fight spell. Rather than just have a generic fight spell, I wanted to add a bit of a twist to it, making the fight spell a little more of a surprise than a normal fight spell.
The last instant was taking an aspect of current design of cards that turn lands into creatures, either permanently or for a turn, and took a neat little twist to it.
Moving onto the sorceries, I decided to combine the two sorceries at Common from ABU into one card, since having one of those effects on a card would be fine if not underpowered, combining the two at Common shouldn’t be much of an issue.
When I was working on the next sorcery, I was much more inspired by a theme that was very present in early green that has faded over time and wanted to bring it back to see if it would effect things in a major way.
The last sorcery is very much an homage to a card that has had multiple variations over the years and I wanted something that could be played and had some benefit, with what could be considered a bit of a downside.
Cards
Here’s what I came up with!






This was the hardest series of cards to make, at least when it came to the instants and sorceries at Common from the cycle. There had been so many name changes, effect switches, and adjustments that while I do like the cards, I do think that there can be some improvement.
Starting with Sudden Growth, I wanted there to be a Giant Growth effect at Common, but to help play a bit nicely with the +1/+1 Counters archetype in the set, I decided to make the bonus it provided to a bit more permanent. I also added trample as an effect because despite the issues that came with Monstrous Rage, I do think that it is an effect that green should have had.
Hidden Strike is my take on a fight spell, putting a +1/+1 counter on an attacking creature and then having it fight another creature seemed like an interesting way to make a fight spell and one that, as far as I know, didn’t exist.
Land Rampage is very much a card designed from the modern era, making a creature into a 3/3 Elemental for a turn. The additional proviso of giving that creature an ability to draw you a card helps make it so that if the land creature dies, you still get something from it.
Stream of Tranquility is the combination of Stream of Life and Tranquility, which isn’t groundbreaking in terms of design and the one I’m the least happy with from the bunch. I could probably add in a bit of card draw or token creation, but that’s something to work with.
By contrast, Inclement Weather is my favorite card from this series of cards because I do like that green had some hate towards flying creatures back in the day, other than reach, and this being a callback to Hurricane also helped make me enjoy this card. I also do enjoy having the situational flash clause on the card because it does make it potentially more unexpected.
The last card, Fog Cloud, is a take on Fog of course, and something that I think is much more subtly interesting. While you can definitely play it on your turn as a defensive measure, especially if your opponent has open mana and red, being able to play it after combat to make sure you get your damage is pretty neat in my opinion.
Overall I am satisfied with what I have made for green, but it was definitely the hardest of the five colors to design Commons for. I do think some changes are coming in the way of these cards, but for now I do like how they turned out.
When we return to Magic Project: Omega we are still going to be in the realm of Commons, but we are going to shift our focus to another card type, and that is Common artifacts.
I am going to be making ten Common artifacts for the set, and hopefully not break anything major.
Thank you for reading, see you all next time!
Peace,
From, J.M. Casual




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