This blog's been pretty quiet for awhile, but that's because I've been hard at work putting together...
theunwellkingdom.com!
This project now has a dedicated site to host devlog posts, behind-the-scenes info, and most importantly, a full gallery of all cards in the set (including the ones that still need art)!
Seeing them all in one place makes me realize how far it's already come. It's very motivating!
So what now?
I've imported all existing posts from this blog onto the main site, with the added benefit of more reliable hyperlinks and card images that can stay up-to-date as balance changes happen!
However, I plan to continue sharing those posts here as well. Tumblr still has the benefit of better ways to share and reply than the site's clunky Contact form.
Hopefully, I'll be able to resume more regular posts now that everything is up and running. However you decide to follow along, I'm appreciative for all of the support and feedback I've gotten so far! Shares are much appreciated!
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
I adore the concept of indirect storytelling through card art. Since The Unwell Kingdom is a set based on a D&D campaign, there are lots of narrative threads to pull on. Here’s one of my favorite examples. The orphans cycle gives a snapshot each orphan’s personality, but when pieced together, a whole story emerges! A story of a single, delicious tart...
“Stay close,” Lani whispered to her fellow orphans as they slinked between the dark alleyways of Crestfall. Today’s mission was special. No room for careless mistakes.
Up ahead, Kennie gave a signal: “Royal Guard ahead.” Her conjured pair of mage hands weren’t just for picking locks or causing distractions, they also made great warnings. Lani tensed, slowed her breathing. As always, she prepared for the worst.
Reuben, on the other hand, kept walking straight towards the Guard. His silver tongue and disarming smile would keep him safe from harm, and even if it didn’t… well, Reuben could take care of himself.
Thimble knew this was his chance! While Reuben kept the Guard occupied, he darted out into the market, grabbing handfuls of items from each stall and weaving between surprised onlookers. Lani let out a sigh of relief as he scurried into a connecting alley. Mission success.
Thanks to the efforts of her friends, Merka was now ready to get to work. She chirped with delight as she picked through Thimble’s haul—flour, butter, sugar, herbs, and lots of fresh figs! This was everything she needed to bake an unforgettable tart. It wasn’t long before sweet aromas filled the air of the orphans’ hideout.
However, this treat wasn’t for them. Merka snuck the tart to the place Lani had found, a small hole burrowed directly into the wall of Crestfall Castle. She set the tart down, pinned a note to it, and returned home, unsure if Lani’s plan would actually work…
…But it only took a few minutes for the smell of figs to coax a molefolk up from the tunnel! He had almost devoured the entire tart before noticing the note that came with it: “There’s trouble in the Catacombs! The Children of the Blade are plotting something, and we need to stop them. Lend us a hand. There’s more where this came from if you do.”
The orphans made a valuable ally that day.
(Learn more about this custom MTG set: https://theunwellkingdom.com/)
Card draw is an important part of Magic, especially when playing limited formats. Without enough ways to draw extra cards over the course of a game, it’s easy to run out of gas and slow to a crawl. But too much card draw can remove important weaknesses from certain decks in ways that flatten strategic depth. For example, an all-in aggro deck has little to risk by playing multiple fast creatures each turn if it’s also able to continuously refill its hands! Finding the balance that allows archetypes to thrive while minimizing non-games and topdeck wars is an important ingredient in designing a cohesive set.
Enter: the Merchants Cycle!
Early on, I designed a cycle of artifacts to provide persistent card draw tailored to each color. These are based on several of the key NPC merchants our heroes encountered during the Unwell Kingdom’s campaign. The merchants were a heavy-handed solution to keep games from petering out, but they went through a few iterations before landing on their current designs. I actually found that they were TOO consistent at one point, particularly if a player drafted multiple copies of one.
Making them legendary (thus preventing players from using multiples at once) fixed one problem but introduced another: something feels very wrong about a legendary common card! Wizards of the Coast learned this lesson almost immediately after the mechanic’s debut back in the “Legends” expansion, and the only a scant few exceptions (like a cycle of common Backgrounds) have been printed since. Fortunately, by this point in the Unwell Kingdom’s development, I had included enough other incidental card draw effects that I felt comfortable bumping the merchants up to uncommon, making them half as likely to show up in packs.
Keep reading for a breakdown of each card:
White – Maisie’s Meat Market
White isn’t a color known for drawing cards, but Maisie is here to spread the love! You won’t building any card advantage over your opponent(s), but it may be just enough to keep you from an empty hand. The extra bit of life gain is a nice bonus, and depending on the state of the match, an opponent may actually pass on their extra card to keep you from healing out of danger.
Blue – The Crooked Cap
The last thing Blue needs is more card draw… right? The Crooked Cap offers card selection rather than raw advantage, allowing you to shuffle away your least valuable card in a miniature nod to Silas, the Scatterbained‘s ability. This makes it especially useful to switch up the top of your library in combination with scry effects or Olly, Spellslinger‘s ability. Lastly, it synergizes especially well with Mesmir, the Magnificent, who turns the shuffle into even more selection!
Black – Bagzo’s Corner
Bagzo Bones is a weird lil guy. His spin on a card draw artifact is all about bone counters, an extremely niche mechanic only seen elsewhere on Bagzo’s own card and The Indigo Broker. This means it functions as a slightly worse Phyrexian Arena on its own, since it starts needing to take turns off to refill its own bone counters after the first few draws. This makes it a decent option on its own, but once Bagzo or the Broker enter the mix, Bagzo’s Corner can turbo-charge their abilities to cheat out larger creatures from the grave or flip Bagzo into an early Fell King!
Red – The Messy Hall
Goblins love food. They don’t always eat it. The Messy Hall plays on Red’s loot draw by asking you to give as much as you get. It comes with a free Food token, which you can choose to sacrifice immediately for the draw, but which also synergizes with other cards in the Red/Black/Green goblin tokens subtheme! Grub, Apprentice Chef loves having extra Foods around, Goblin Berries can be sacrificed for card draw to get a sneaky trigger, and Spitts, Furnace Keeper is happy to burn anything for fuel! And remember, goblins aren’t picky eaters… you can always sacrifice a creature or enchantment in a pinch!
Green – Grimmtail’s Ferry
Lastly, Green is a color that needs to jump through extra hoops for its card draw, to offset the inherent strength of its big creatures and mana ramp. Grimmtail’s Ferry serves as niche ramp OR card draw, but only for Equipment. Grimmtail offers handy discounts on those Equipment, and this card rewards you by letting you spend that extra mana on card draw instead! The wording feels a bit odd on this card to match the format of the other merchants, but it also means that you don’t always need to cast Equipment to activate the draw ability… creating tokens with Kornaan, the Cobbler or using Loam Scrounger‘s passive ability can be enough to satisfy the requirement!
Final Thoughts
This cycle of artifacts has proven to be an interesting puzzle of balance. It felt important to keep the structure consistent across each—3 mana, uncommon legendary artifacts, with a tap ability that requires some extra cost for the words “Draw a card”—to ensure they feel like a recognizable set. But at the same time, card draw should not be created equal in each color! Fine-tuning those effects to hit appropriate power levels while keying into certain synergies and sub-themes has resulted in a cycle of utility cards that drip with flavor!
When Putressa enters, target player becomes the monarch.
Whenever a player draws a card except the first one they draw in each of their draw steps, that player loses 1 life.
“I was a queen once, you know… Look where that got me.”
I love MtG's Monarch mechanic. It's such a flavorful way to provide extra card draw while also promoting combat. The mini-game of trading the crown back and forth gives players a clear goal while also pushing the game toward its conclusion. There are several ways to introduce the monarch in the Unwell Kingdom, and I wanted each of them to feel distinct. For example, Leviathan Tournament gives it at the end of a saga, after bouncing most creatures, which helps blue-white control decks relieve pressure and makes it harder for opponents to steal the monarch token back. Queen Gnarlnash gives a more aggressive red flavor, rewarding players with the monarch for crashing in with goblins and vehicles, then giving all creatures haste as long as they keep it!
Which brings us to Putressa, Resigned to Ruin. Unlike the other royalty in our story, Putressa is disgraced and bitter. Our players met her in a dungeon cell, deep within the Crestfall Catacombs and awaiting sacrifice by the Children of the Blade! To translate this into her card, that beloved monarch token now comes with a drawback: any player drawing extra cards will also lose life! Because of this, players may decide they don't even WANT the monarch, and are given the option to force it onto an opponent instead. My hope was that this would provide an extra wrinkle to the familiar monarch mini-game.
I was shocked by how well this actually plays out! Every time Putressa hit the board in our draft and sealed playtests, games would go the distance in ways that were both fun and skill-testing. The extra cards from the monarch keep games from fizzling out as they sometimes do in limited, but those little damage pings also keep the clock ticking. Putressa usually plays out like a Phyrexian Arena, but sometimes she's a lite Orcish Bowmasters... those pings don't just trigger on monarch, but on ANY extra card draw from either side. She's impactful, shakes up play patterns, and most importantly, doesn't feel overpowered! Perfect for a rare!
After a full year of playtesting in 2024, it's time to revisit this set's unique mechanics to see what worked, what didn't, and what needs to change.
Inspire X
Create X Inspiration tokens. They're colorless enchantments with "Sacrifice this enchantment: Target creature you control gains +1/+1 until end of turn."
If Concentration and Hoard struggled this past year, Inspire stood tall as the defining mechanic of the Unwell Kingdom! There were a few standouts that actually needed to be toned down a bit with Gruul and Jund Inspiration decks dominating the first half of the year, but it's currently in a very healthy spot.
What Worked
To start, it's worth mentioning that Inspiration tokens themselves have been very successful as a twist on the familiar +1/+1 counters in other Magic sets. Because they're single-use but can be applied at instant speed, the prevailing strategy is to stock up lots of them to apply "soft power". If any 1/1 creature could suddenly become a 6/6, then opponents are likely to let the 1/1 through unblocked. But them moment the attacker actually chooses to cash out on those buffs, their future attacks become much less threatening! The end result is a minigame of chicken during combat, and it's very satisfying to call someone's bluff and force them to go through with a trade in order to deplete their stash of tokens. Inspire leads to a lot of skill-testing moments that are unique to The Unwell Kingdom, and lend the set a lot of its flavor and memorability!
Gerald the Heavy is in a very funny spot as a card that playtesters often ask me to buff, despite it looking great every single time it's played. It stocks up a free Inspiration once per turn, it gives other creatures haste so they can immediately use that buff, and worst case it's a 3-toughness blocker! The most frequent feedback I get is that players wish they could activate his ability at instant-speed, mostly so they could hold it up as a blocker AND still get the Inspiration on their opponent's end step. However, I prefer forcing the choice instead. I also want to avoid instant-speed Inspiration as much as possible... this mechanic is at its best when it sits there on the board and demands players to work around it, rather than surprising them out of the blue.
The Finishers. Stockpiling Inspiration tokens is all well and good, but decks that build around the mechanic really want a way to pay them off beyond their base +1/+1 buffs. Fortunately, There are a number of bombs in the set that pull this off in unique and powerful ways.
Kingbird, Rekindled is perhaps the most straightforward of these, offering a good old Gruul overrun effect that turns each Inspiration token into +1/+1 and Trample for ALL of your creatures. Its only drawback is that it gives the opponent a single turn to react... unless it's paired with Gerald for a hasty attack trigger!
Garp Garp, Lord of Bones has the most confusing effect of these bombs at first glance, but once playtesters parse that his tap ability sacrifices himself for scalable direct damage, those 3 extra tokens start looking real nice. This card has proven to be a go-to closer for Rakdos decks, which can further combine Garp Garp with cards like Crestfall Catacombs for even more damage, or The Indigo to reanimate him and do it all again.
"Thrashikus," False Prophet is another deceptively strong attacker. Most players see a 2/3 for 4 mana and expect the worst, but even a single Inspiration token is enough to pull him up to a 4/4. Interestingly, he's been especially strong in Inspire mirror matches, where opponent's have to think twice about poppoing their own tokens, or else "Thrashikus" sees those too!
Cog has turned out to be a fantastic little deckbuilding puzzle piece! He's one of the few ways for any color to access Inspiration tokens, but he's not terribly threatening without finding ways to Inspire 3. Delightfully, this means Cog plays very differently in each color!
White - White's various blink abilities cause Cog to enter from exile. Ephemeral Unicorn is a particularly potent combo, letting Cog Inspire 3 every turn.
Blue - While more of a Dimir keyword, finding ways to play Cog from the Hoard with cards like The Indigo Herald technically counts as entering from exile! Pelly, Honest Smuggler also gets a shout-out for the time one player drafted her alongside all four copies of Cog and decided he didn't need the full Inspire 3 and was happy enough to bounce his Cogs back to hand and play them again for extra Inspire 1 triggers.
Black - Black has tools like The Indigo Broker to reanimate Cog from the grave, a nice straightforward synergy.
Red - Red ironically has the fewest ways to trigger the Inspire 3, though impulse draw like New Melody can potentially fit the bill. Instead, red decks get the most out of Cog by playing it on turn 1 to snowball into their other Inspire effects.
Green - Even green decks, which usually miss out on the Inspire 3 payoff entirely, can make use of Cog! He comes down early enough to curve into Press On for ramp, and green is able to make use of the 0/1 flying body by attaching Equipment to it instead!
Because of this, almost any deck is happy to see Cog show up in their draft, which is a huge flavor win. Just look at that lil guy!
What Didn't Work
There was only one notable stain on Inspiration this year, and it came in the form of a card everyone liked so much, they begged me not to nerf it.
Practice Cactus is the other colorless 1-drop in the set to give any deck access to Inspiration. By equipping it to a creature, it provides an effortless drip feed of Inspiration tokens each turn. It quickly became a favorite among testers, both for its cute name/art and its ability to snowball games into their favor. However, as mentioned above, Inspiration is at its most powerful when stockpiled, and Practice Cactus turned out to be a bit too good at doing exactly that.
Throughout 2024, Practice Cactus cost 1 to play and 1 to equip. This meant it could potentially curve out perfectly onto a 1-drop creature (say, a Cog) to start churning out Inspiration as early as turn 3's upkeep. This proved too fast for a lot of decks to answer. Specifically, turn-1 creature into turn-2 Practice Cactus + equip led to more non-games than any other opener, and made Inspiration-focused aggro decks feel unstoppable.
What Needs to Change
Practice Cactus received a crucial nerf in January 2025: increasing the equip cost from 1 to 2. This minor tweak means players can no longer run away with the game by curving out a 1-drop, and also makes it a bit more punishing to re-equip if the first creature is removed. It still saw some play without feeling overwhelming in the most recent playtest, so with luck it won't require any additional nerfs.
Otherwise, Inspiration feels like it's in a very healthy spot! It's the gold standard for power-level to inform the balance of the set's other archetypes. Here's to another year of playtesting!
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
After a full year of playtesting in 2024, it's time to revisit this set's unique mechanics to see what worked, what didn't, and what needs to change.
Hoard
The hoard is a shared pool of cards in exile. To hoard a card, exile that card and put a hoard counter on it.
Hoard is a flavorful mechanic – Dragons pilfering away cards to use them later – but it's been a tricky one to pin down. Some players shy away from it when they learn that any player can potentially tap into the Hoard, but the bigger challenge has been balancing a mechanic that threatens infinite value loops. Ideally, this mechanic wants to play with value-centric decks, either grindy midrange beatdown or full-blown control. Unfortunately, it's been almost completely untouched in playtest drafts in favor of more straightforward gameplans.
What Worked
The only Hoard cards to successfully see play have been the ones with self-contained, proactive effects.
Several dragons in the set with variations of the same effect: hoarding away all cards of a certain type from all graveyards when they enter, cheating those cards into play when they deal combat damage, and flying + another keyword to make them reliable attackers! While these cards can benefit from other cards (eg. mill effects to get extra cards into the graveyard, or other ways to access the cards once hoarded), their ability to function on their own make them easy to include in almost any deck.
Byss, Indigo Tyrant is the clear standout as the quintessential bomb mythic of the set. At 7 mana, she's tied for most expensive card in the set, but once she hits the board it usually spells doom for her foes.
Far-Flung Dragon is much less splashy but still feels good in Golgari and Jund decks. It's much easier to remove than Byss but usually manages to ramp out a few extra lands or nab a favorable trade before it goes.
Dragonform only showed up a few times in our 2024 testing, but was very strong when it did. It was notably great at bringing back Sagas, but even just giving a creature flying and hexproof was usually worth the cost of admission. It struggled with the same core issues as other Concentration Auras, so this one may now be even stronger with the recent changes to that mechanic.
Unlike the rest of this cycle, Frara, the Chromatic went largely unpicked. The 5-color cost proved too daunting for playtesters to run her, but I like her place in the set as a challenging build-around... One day, a deck will line up with the proper mana-fixing or find a sneaky way to cheat her into play!
Birth of a Dragon was the other standout Hoard card of the year, a Saga that felt great to play in most any Rakdos deck. This one plays out like a less busted Fable of the Mirror Breaker, with the first turns setting up extra card selection and ramp in the form of Treasures, and culminating in the perfect creature to pay it all off. Testers have responded very positively to the Dragon token. It's a reasonable body, and unlike the aforementioned Dragons who all cheat out hoarded cards of a certain type, this one can play anything from the hoard as long as the player can pay for it. Overall, it's a very versatile card that feels strong but never overwhelming. It's in a great spot!
What Didn't Work
Aside from the Dragons themselves, the rest of the Hoard cards were too opaque and durdly to form a compelling strategy. The original intention was for the Dragons to be the big payoffs, and everything else to support them with ways to hoard additional cards or the ability to access the hoard in smaller bursts. However, it's now clear that for the mechanic to succeed, players need more consistent payoffs than a couple of rares and mythics, or else they won't bite at all. As it stands, there are just too many hoops to jump through. Much of this can be blamed on....
The Labyrinth Lurker. Rewind to 2023. The very first Unwell Kingdom playtest was an unorthodox one, a game of sealed Two-Headed Giant instead of our usual draft 1-v-1s. The intention was to ease into the set by building decks from our own 6 packs of cards, and then having a teammate to further rely on, but it made for some wonky data. In any case, one outcome was clear. Labyrinth Lurker absolutely crushed the rest of the field and it was not close.
The winning deck went all-in on the hoard thanks to this 2-mana 2/2 common with a similar ability to Dragon tokens, allowing cards to be played directly from the hoard once per turn. However, this one also mana-fixed automatically, and the "once per turn" clause wasn't included opponent's turns as well. This was a sobering look at what the Hoard could do when it was overtuned. The game got completely locked down thanks to some hoarded counterspells and an endless one-sided flood of card advantage. Simply put, it did too much for too little. It gave near unrestricted access to hoarded cards on a body that was cheap to play, competitively statted, and could stack with multiple copies.
For these reasons, the Lurker was cut from the set completely and I was much more wary about the hoard effects that remained.
Broker's Negotiations was a more fiddly way to interact with the hoard, a 3-mana enchantment that could hoard cards from the graveyard or play cards once they're hoarded. Unlike the Labyrinth Lurker though, this demands an additional cost both ways, discarding a card from hand or sacrificing a nonland permanent respectively. If other hoard cards saw more play, I think this one might actually open up some interesting lines, but those extra costs make it difficult to play without support. The payoff is also difficult to assess at a glance. When I see Broker's Negotiations get passed up in drafts, I expect most players' eyes glaze over at all the text before they pick a more straightforward card.
Frara's Scale actually functions at about the power level it should, a 3-cost mana rock that taps for any color with minor/niche upside. This feels like a plan B, a glue piece to ensure a Hoard deck can still function even if it whiffs on its star cards, and that's okay. Like the Negotiations, it's waiting to support star cards that just don't exist in this set, so it feels weak as a result.
What Needs to Change
In order for hoard decks to work, they need something to build around that doesn't require a rare or mythic Dragon. The Indigo Herald is the perfect candidate for this, so it's getting redesigned to become a signpost uncommon for this mechanic.
Previously, it was a mill card that hoped to get more hits into graveyards for Byss, Indigo Tyrant or Dragonform. However, this was one extra step too many, so now its role will be the premiere way to directly access hoarded cards! It now allows players to cast noncreature spells from the hoard without worrying about mana colors. Labyrinth Lurker was overwhelming, but now it will live on in The Indigo Herald! Being limited to noncreature spells and being much harder to cast than the monocolor 2-drop.
In addition to giving grindy control decks extra gas, I'm very excited to see what combos this enables, especially when paired with Glimpse the Indigo to send cards straight back to the hoard when played...
Bug in a Jar + Child of the Blade = infinite 1/1 tokens!
Wishka Warrior + Bonus Action = infinite Inspiration tokens!
Spitts, Furnace Keeper + Goblin Berries = infinite damage pings!
None of these will be easy to pull off, especially in draft. But knowing the potential now exists might give players reason to reconsider Hoard cards before passing them up again.
Finally, speaking of Glimpse the Indigo, there have been a few times where it and Drakebearer created awkward interactions because they forced ALL cards that hit the graveyard to be added to the hoard. By updating both of these cards' effects to be optional, they may find a home in more graveyard-focused decks. This is especially true for Glimpse, since it's the most straightforward burst of mill in the set.
Hopefully, these changes will give Hoard a new lease on life by giving it a more obvious gameplan and giving cards the flexibility to play better alongside other mechanics in the set.
After a full year of playtesting in 2024, it's time to revisit this set's unique mechanics to see what worked, what didn't, and what needs to change.
Concentration (Aura keyword)
If enchanted creature is dealt damage or targeted by a spell or ability, sacrifice this enchantment.
Concentration had a wobbly year. Overall, it's been a bit too finicky to feel like a cohesive mechanic, but a few cards proved individually strong enough to see play. This almost certainly contributed to the general weakness of Blue/White decks, which want to stack enchantment synergies, and Blue/Red decks centered on spellslinging Wizards. Blue saw a number of reworks in general in 2024 to tighten up its synergies, and Concentration feels like the last piece of the puzzle that still doesn't quite fit.
What Worked
Ironically, the most played Concentration auras were all off-color, which made Blue feel even weaker by comparison!
Crown of Madness is an evil twist on the Concentration formula, and one of the few that want to enchant an opponent's creature instead of your own. You can read more about the design of this card here, but in short, it almost always disrupts the board and forces at least two discards, making it potentially devastating in drafts. Even then, it often felt very feast-or-famine, serving as a pop quiz for an opponent's ability to break concentration on their own creature. This is trivial in decks with Equipment or Inspiration to target their creature, but those without an immediate answer often got steamrolled.
Unbreakable Bolt is a deceptively effective burn spell that managed to close out several games during playtests. While it takes a few turns to really crank up the heat, there were times it went unanswered and dealt 10+ direct damage, making it a pet card for a few of the regular testers. Extremely punishing to players who don't pack enough removal in their decks.
Finally, Press On made its way into a decent number of green decks as a pseudo-Explore. It occasionally got stuck in hand when players couldn't stick a creature on the board to enchant, but this never felt like an unfair drawback.
What Didn't Work
A handful of awkward or unintuitive interactions made Concentration feel a bit too convoluted, restrictive, and generally unpleasant to some playtesters.
Too Wordy - "Is dealt damage or targeted by a spell or ability" turned out to be trickier than expected for some players to mentally track, leading to confusion and missed triggers. While intended as a nod to both its namesake in D&D, which has characters roll to maintain their concentration spells upon taking damage, as well as to class MtG cards like Phantasmal Image which vanish as soon as they're targeted. In particular, it was easy to lose track of creatures being targeted by abilities, especially in less obvious cases like attempting to equip onto that creature.
Anti-Synergies - Players were often disappointed to learn how many "hidden" restrictions were baked into the mechanic. In addition to equip effects, a player could accidentally break their own Concentration aura by targeting their creature with Inspiration tokens or even other Concentration auras! While originally intended as clever ways to interact and free your own creatures from a Sirensong or Crown of Madness, the takeaway was usually that the entire mechanic didn't play well with the rest of the set. This understandably pushed players even further away from these cards in drafts.
The Ward Conundrum - Several of the Wizards in blue were designed specifically to be good enchant targets, with Ward making them more difficult for an opponent to target. However, I realized that it didn't actually work! Because of the way Ward is worded, a creature is still "targeted" even if the Ward cost is not played and the spell or ability gets countered. This meant Concentration could still be broken just as easily, and even led to some awkward rewording on some cards. For most of 2024, Mage Armor read "Spells that target enchanted creature cost one more to cast" since the whole point of the card was to protect a creature. Even this felt pretty bad, since it didn't account for being targeted by abilities at all... What started off as a simple, flavorful idea quickly unraveled into a tangle of disappointing edge cases!
What Needs to Change
Even after concerted efforts to buff Blue as a whole, Concentration spells continue to go largely untouched. Rather than continue to spin on their individual effects, it's time to rework the rules text of the mechanic itself:
If enchanted creature is dealt damage, sacrifice this enchantment. If a creature has two or more Auras with Concentration attached to it, all of them except the last one attached are put into their owners' graveyards.
This version of the mechanic aims to solve a few things:
Concentration is no longer broken when targeted. This brings it more in-line with D&D's version, gives players less to keep track of, and allows Concentration to work with other mechanics like Equipment, Inspiration, and Ward.
The additional clause still limits creatures to having a single Concentration Aura on them at a time. While the MtG legalese makes this seem more complicated than it is, I expect it to be more intuitive in practice... can't concentrate on two things at once!
Since the second clause gives priority to the last Aura attached, this means players can now fight over a creature's concentration – Playing a Crown of Madness to remove an opponent's Mage Armor, or vice versa. It's important that the "villainous" Auras in the set still feel like they have available counterplay now that it's no longer as trivial as equipping or inspiring the creature.
This change will require a few specific Auras to get revisions of their own, but it should allow these cards to see play in a much wider variety of strategies and lead to fewer "feels-bad" moments. Time and playtests will tell if this turns out to be the case.
The Unwell Kingdom has its fair share of monsters, each calling back to different battles from our D&D campaign. When designing the set, I chose to include a cycle of these creatures in each color and as commons, to offer a reliable way to top out your mana curve in any deck.
Magic is a game about managing resources and getting the most out of every pip of mana. The higher a card's mana cost, the more likely it is to pack a punch, but the higher the risk of dying before you ever get to cast it, whether that's because you missed a few land drops, or your opponent was aggressive enough to steal the win from under you! But in limited formats, where decks don't get to be as streamlined as constructed, sometimes a big body with a big price tag is the perfect way to swing a match in your favor.
So what should these cards look like? How can their mechanics, stats, and flavor be adjusted to match each color? What sort of synergies should they provide, or is it better for them to be generic stat piles? Should some be better than others? A closer look at each of them will reveal our answers...
☀️ White – Charmed Sentinel
First, we have white's take on this cycle. The Charmed Sentinel has a decent (if a bit unimpressive) 4/4 body, but its real value comes from making your creatures evasive. White decks often find themselves with wide boards of smaller creatures. Sometimes that's enough for them to flood through, but with the Charmed Sentinel, they can fly right over the top of most enemies and worry less about blockers.
In addition, White cards in this set have a heavy "enchantments matter" sub-theme. As an enchantment creature, the Charmed Sentinel is able to take advantage of those extra synergies and soar to even greater heights!
💧 Blue – Unbound Basilisk
Blue decks tend to look for different strategies than straightforward aggression, instead finding other ways to swing tempo in their favor. I wanted Unbound Basilisk to be specifically powerful against midrange threats—bulky attackers that would otherwise muscle through now have to think twice or risk being locked down with a stun counter, and the Basilisk's high toughness makes it likely to survive!
Then, thanks to vigilance, it's free to attack each turn. 3 damage isn't terribly threatening, but trading off a creature or risking more stun counters means it's not a fun creature to block. Perfect to help blue decks stabilize and grind down their foes!
💀 Black – Old Dead Gold Mole-Molded Mold
Black's monster is a bit of an outlier compared to the rest. Its stats are lower, making it less imposing as a brute force attacker than the others, but it comes bundled with a delayed reanimation effect. This synergizes great with a lot of what this color wants to do—Some decks just want a sticky body, some will see it as two potential sacrifice payoffs, and still others will try to cheat in an even bigger bomb from the graveyard, like Ans Fleurellian or Byss, Indigo Tyrant!
🔥 Red – Confounded Chimera
The Confounded Chimera costs an extra mana compared to the monsters listed above, but it's a fierce 5/5 body with unique versatility! The option to choose a different keyword each combat step means it can come out as a hasty attacker, soar over grounded enemies, or stomp its way through, depending on the current state of the game.
There will usually be an obvious best option (on opponent's turns, flying is the only one that matters at all), and that's okay! These big commons are designed to be straightforward to use to complement all the more complicated, decision-heavy effects across the rest of the set.
🌳 Green – Fungal Titan
Green decks love a big stompy trampler to push damage through and close out the game. The Fungal Titan is exactly that. While 5 power doesn't seem like the best deal for a 6 mana creature, it makes up for it with its ability to increase power for each creature blocking it. This lets it absolutely steamroll through small chump-blockers! The only way to stop it is by offering up larger defenders, and potentially lose crucial chunks of board presence.
⚙️ Colorless – Scrap Baby
Finally, the Scrap Baby stands (or crawls) as the most expensive colorless card in the entire set, costing a whopping 7 mana for a 6/5 trample body. Since colorless creatures can be played in any decks regardless of mana base, it's important to keep their stats slightly under rate. Otherwise, every deck would use them.
This can make them feel a bit like a consolation prize, but that's actually a good thing! I want Scrap Baby to be the sort of card that gets played as a "plan B"... If a player drafts a solid green deck but never manages to pull a Fungal Titan, they'd rather fall back on a slightly overpriced big body than nothing at all. For their troubles, the Scrap Baby also de-buffs opposing creatures with its terrifying size!
Staples, not Stars
My hope is that each of these creatures plays into the strategies of each color enough that they feel flavorful and different from each other... while also being straightforward enough that they keep games moving smoothly toward a conclusion!There are plenty of uncommons and rares in the set that require more nuanced strategies or offer more powerful synergies to build a deck around, but never underestimate the importance of simpler cards to glue it all together.
Our homebrew D&D campaign, The Unwell Kingdom, is coming to a close, 6 years to the day after it began. What an incredible journey it's been. I'm so glad to have shared this with some of my closest friends, and to see the creative ripples it inspired.
For now though, I've still got 150 cards left to draw in its honor!
A few months ago, I did a Deep-Dive on this set's tri-lands, and the inspirations behind their design. Since then, they've proven to be extremely successful... so much so that I decided to make more!
First, the good: after several rounds of playtesting, these lands have done exactly what I hoped they would. They feel fun, fair, and reliable! Their inclusion as commons means the official set cube has four copies of each, so players can expect to find several in a given draft.
They allow players to mana-fix into any 2-color combination, and even support some very solid 3-color decks (Black/Red/Green has been THE deck to beat so far), without letting games devolve into 5-color soup. As important as it is for lands to provide multiple colors for decks to function, it's crucial to maintain the restrictions of each color identity that are baked into the DNA of Magic.
So what's the problem? This original 5-card cycle was designed to ensure each color pair was represented, in much the way MtG has released triomes in their actual sets. However, This inherently means half of the pairs show up twice as often as others! This became a clear factor in pushing players toward certain colors and away from others when deckbuilding, more than I had expected.
It didn't help that one of these pairs, Red/Green, has been dominant so far, with a straightforward gameplan, tons of support, and some of the best top-end bombs the set has to offer (More on that in a future post). With both Bran Bramble and Cobbleston fueling these decks, it was was simply too good to pass up, while other archetypes like Blue/Red Wizards struggled to come together with only Glimmer to back them up.
With all that in mind, I set to work on an additional 5 lands to fully complete this cycle! With all 10 in the set, the math becomes much more stable -- each 3-color combination now has a dedicated land, and each color pair exists on 3 lands. My hope is that it will now feel more consistent for a player to build into any color combos they want.
This also introduces a new problem however... If these all remain Common, there are now DOUBLE the total tri-lands in the set cube. I don't have the wiggle room I'd need to shift all of them to Uncommons, but I liked the frequency of their appearance before. As a compromise, I've decided to keep them in the Common slot, but only include two copies of each. So players should expect to see them just as often as before, but now with a more even color distribution.
In all, I'm very excited about how these turned out! I haven't even touched on the art/theming, but it was a fun challenge to find 5 more fitting locations from our D&D campaign and illustrate them. I think they're visually some of my favorites in the whole set so far! Once it's time to print physical copies, there's a good chance our Commander pod will house-rule these to be legal outside of this homebrew set.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
Contraption is a goblin city on wheels, a hulking steel behemoth that roams the plains of Lyrea. Garp Garp grew up there, riding around and raiding the outskirts of Crestfall for food, until one day he ran away to become a bard.
This was no small decision. He knew if he left his clan, he would be shunned as an exile.
Years later, Garp Garp returned with his new friends, only to find that Contraption was under attack! And the threat was coming from within!
Scraps of metal from Contraption itself had started coming to life and attacking the goblin families who lived there! While Garp Garp's father, Blargg Blargg, wasn't eager to welcome him back after all this time, he reluctantly asked our heroes for help. At this rate, Contraption would soon be destroyed unless someone could get to the bottom of the mystery!
As the party navigated grimy corridors and precariously stacked homes in search of clues, the scrap monsters they encountered got bigger and more elaborate -- from formless balls of shrapnel, to fierce serpents that grew as they churned through steel walls, to the absolutely massive scrap baby which thrashed the city's engine room!
In their fight against the scrap baby, they finally discovered the true source of the attacks. The scrap monsters were being animated by a vengeful spirit, the ghost of a young girl who had been captured and eaten by the goblins!
Gin, the party's monk, spent his turns dodging the baby's attacks and calmly talking to the ghost. After considerable persuasion, she calmed down enough to lead the party to the goblins' storeroom, where they found a few other shivering kids.
Garp Garp negotiated with Contraption's elder, Queen Gnarlnash, to prevent future hauntings. She agreed that the goblins would no longer take townsfolk for food -- the city would instead transition to a pescatarian diet thanks to the abundance of nearby rivers and lakes. Gin was especially happy to hear this, as the news of missing children in Crestfall had weighed on him for some time. He ensured the surviving children were returned to their homes, and just like that, Contraption wheeled off into the sunset!
Tilde and Rose are two personal favorite NPCs from our campaign, a nurse and a florist in the quiet town of Cobbleston who are madly in love! Rose always finds excuses to hand-deliver medicinal flowers and herbs to Tilde's clinic. Together, they helped our heroes rescue an injured child after a run-in with the villainous Ans Fleurellian!
I knew from the start that I wanted to design these two as a pair, with clear synergies tying their effects together. After some playtesting, I realized that the "Partner With" mechanic would be a perfect fit! Here's where I landed:
Tilde, Nurse-In-Training
Creature — Elf Cleric (2/1)
009/275 Common
Partner with Rose, Devoted Florist (When this creature enters the battlefield, target player may put Rose, Devoted Florist into their hand from their library, then shuffle.)
When Tilde, Nurse-In-Training enters the battlefield, target player gains 3 life.
Rose, Devoted Florist
Creature — Dwarf Townsfolk (1/2)
141/275 Common
Partner with Tilde, Nurse-In-Training (When this creature enters the battlefield, target player may put Tilde, Nurse-In-Training into their hand from their library, then shuffle.)
At the beginning of your end step, if you gained 3 or more life this turn, draw a card.
Enchant creature, Concentration (If enchanted creature is dealt damage or targeted by a spell or ability, sacrifice this enchantment.)
Enchanted creature is goaded, cannot block, and has "Whenever this creature is dealt damage or targeted by a spell or ability, its controller discards a card."
Whenever enchanted creature attacks, its controller discards a card.
I won't lie, this card is MEAN. Black's twist on the Concentration mechanic is a highly disruptive curse to apply to an opponent's creature, and demands an immediate answer. Goading the creature and removing its ability to block is already irritating, but the clear threats are the discard triggers.
If a player is unable to deal with it, they'll lose a card a turn until they're put into desperate top-deck mode. But even if they're able to get rid of it right away — either with a targeted effect like an Equip or Inspiration token, or even replacing it with a Concentration aura of their own — they're guaranteed one last discard, making it a very safe 3-mana investment for the Crown of Madness player. The only clean way to avoid the discard would be to use direct enchantment removal!
Enchant creature, Concentration (If enchanted creature is dealt damage or targeted by a spell or ability, sacrifice this enchantment.)
When Press On enters the battlefield, draw a card.
You may play an additional land on each of your turns.
Green's twist on a Concentration spell is, naturally, a ramp spell. Press On may look like a power-crept Explore at first blush! After all, it immediately draws a card and lets you play an extra land, and you'll still be able to double up on lands in future turns if it sticks around.
However, in testing, the drawback to this card isn't the Concentration aspect of it... it's the fact that it's an aura in the first place! Without a creature in play, this card can't be played at all, making it less attractive for a traditional big green ramp deck, but more rewarding for a deck with 1-drops and token generators. I've even seen cases where the green player casts Press On on an opponent's creature and just hopes they can't break it!
Flash
Enchant creature, Concentration (If enchanted creature is dealt damage or targeted by a spell or ability, sacrifice this enchantment.)
Enchanted creature loses all abilities and becomes a blue Fish with base power and toughness 1/1 and flying. It phases out.
Fish Drop depicts a very specific moment during our campaign! Once, while fighting a monster out in the Painted Wastes, Garp Garp had a devious idea that would cost all of his remaining spell slots. First, he polymorphed the monster into an ordinary fish. Then, he cast Dimension Door to open a portal as high as he could directly upwards, grabbed the fish, and walked through. Once up in the sky, he dropped the fish and feather-fell away, cackling as it plummeted to the ground for maximum fall damage!
The card version of this is an example of a Concentration Aura designed to be placed on an opponent's creature. These variations require more immediate impact, since opponents will have a much easier time targeting their own creatures to break the spell (especially in a set filled with Inspiration tokens and Equipment). So in the case of Fish Drop, it acts as a Frogify-style debuff, but it also phases the creature out completely! This guarantees at least one turn with it out of the way before it has the chance to be targeted by anything!
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
Enchant creature, Concentration (If enchanted creature is dealt damage or targeted by a spell or ability, sacrifice this enchantment.)
Spells that target enchanted creature cost 1 more to cast.
Reduce any combat damage dealt to enchanted creature by 1.
Creating Concentration, one of this set's unique mechanics, opened up a brand new pocket of design space to explore. The flavor was there — like many spells in D&D, they should have some persistent effect until the caster's concentration is broken!
But there were still questions to answer. How should these feel different from an average Aura? How to mitigate the "feels-bad" scenarios where an opponent breaks Concentration immediately? What sorts of effects reward players for protecting their enchanted creatures over multiple turns? What effects might each color have to use this mechanic differently?
Mage Armor was one of the first of these spells designed, and it serves as a baseline. The effect is pretty tame compared to other, flashier options in the set, but it trades a scaling payoff for a solid, persistent layer of protection that makes it harder for opponents to break. This is a good option in blue to protect an under-statted Wizard or make any creature dominate combat against 1-power tokens and early game enemies!
Originally, this card gave Ward 1 instead of the wordier "Spells that target enchanted creature cost 1 more to cast," until I realized during a playtest that Ward is structured in an inconvenient way. Technically, players could still target the enchanted creature without paying the Ward cost. Their spell would be countered, but the creature would already have been targeted, breaking Concentration! Magic is a silly game.
Long ago, town of Bran Bramble was isolated from the rest of Lyrea, tucked away behind thorn-laden walls and ruled by a selfish lord. However, with the help of the new Queen's Royal Guard, he was overthrown, and felled by his own son, Gin!
Afterward, Gin took a vow of pacifism and left to travel Lyrea. He hoped to atone for his deed by helping others.
His brother Tomas stayed behind as Bran Bramble's steward. He believed he could make it a more welcoming place. But the following decades would prove more challenging than he could have imagined...
Tomas's approach was simple. His father had closed the town off from the world, so he would open it to all. Criminals, outcasts, and Resistance soldiers mingled among growing ranks of Royal Guard sent by the Queen.
Tensions hit a fever pitch when the Blind Berserker cleaved a path of ruin through the center of town. Our heroes, including Gin returning at last, arrived just in time to help Tomas and his local deputies fight back against the combatants on both sides of the smoldering crater!
After the conflict was settled, Fable, the catfolk cleric, cast Create Water to fill in the crater and extinguish the flames. And so Kittypaw Lake was formed!
Later on, Bran Bramble became a sanctuary for displaced wizards from the Painted Wastes, and finally began to rebuild into the town Tomas and Gin always hoped it could be.