Go make some cool cards.
Your wish is my command, sweet sister.
I'd be very surprised if they didn't finally print a cycle of four-colored generals in next years' Commander product. It's just the logical next step.
Wizards knows we've been wanting them, and they've known that for quite a while. They always give the players what they ask for, within reason. MaRo knows that it's human nature to want every feasible option available. Now that they've finally done a wedge set, I think the time to fill the hole is now.
That said, four-color cards are notoriously difficult to design. I decided, primarily as a design exercise for myself, to make a cycle of four-colored generals, all with the following format:
Paragon of [quality present in all colors except the one that's missing] — ABCD
Legendary Creature — AvatarFlying, protection from [the missing color]
Whenever ~ enters the battlefield or attacks, choose one —
• Color B effect
• Color C effect that is the inverse of color B's
• Color D effect
• Color A effect that is the inverse of color D's
4/4
For the names, it was important that I use a word that was a positive discriptor, not merely a negative prefix followed by the embodiment of the missing color. For example, it would have been lazy to call the one that lacks green "Paragon of Unnaturalness"—so I had to find the one thing common to each color except one. I actually put about as much effort into choosing the best five words as I did designing each Paragon's four abilities.
As for the abilities themselves, you'll notice I chose to do a pair of opposite effects between B/C and D/A, rather than A/C and B/D. This is because across the cycle, the effects would be bound to repeat themselves if every enemy pair were represented twice, rather than each of the 10 pairs represented once. I had to find 20 effects total: a pair of mirrored effects for each 2-color combination, none of which could repeat, and each of which was simple enough and weak enough to make sense on a common instant/sorcery @ 1 CMC.
Here's what I came up with under the parameters I just described:
Paragon of Obsession —
Legendary Creature — AvatarFlying, protection from green
Whenever Paragon of Obsession enters the battlefield or attacks, choose one —
• Target player draws a card.
• Target player discards a card.
• Paragon of Obsession deals 3 damage to target creature.
• Prevent the next 3 damage that would be dealt to target creature this turn.
4/4
The most straightforward to design by far, and yet clearly the most powerful.
Paragon of Change —
Legendary Creature — AvatarFlying, protection from white
Whenever Paragon of Change enters the battlefield or attacks, choose one —
• Each player puts the top three cards of his or her library into his or her graveyard.
• Each player draws three cards, then discards three cards at random.
• Put a 1/1 green Saproling creature token onto the battlefield.
• Return target creature to its owner's hand.
4/4
The least straightforward to design by far. You have no idea how hard it was for me to come up with something for black/red. The only options were this and your dudes get +1/+0 / their dudes get -0/-1, and I wasn't satisfied with that one because I felt like I needed to save the pump/drain dichotomy for black / green. The repeatable
Unsummon would probably be mad unfun to play against, but the cleverness of the fact that it counteracts the token is too delicious for me to pass up.
Paragon of Simplicity —
Legendary Creature — AvatarWhenever Paragon of Simplicity enters the battlefield or attacks, choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Target player gains 3 life.
• Target player loses 3 life.
4/4
Demystify may be white, but
green gets enchantment-specific removal more than you might expect. This is definitely the most underwhelming one to me.
Paragon of Resolve —
Legendary Creature — AvatarFlying, protection from black
Whenever Paragon of Resolve enters the battlefield or attacks, choose one —
• Attach all Auras on the battlefield to Paragon of Resolve.
• Attach all Equipments on the battlefield to Paragon of Resolve.
• Up to two target creatures can't be blocked this turn.
• Up to two target creatures can't block this turn.
4/4
This is the one I'm most proud of. Can you imagine how many people would jump at the chance to play this as their Commander? Nothing better than an Anti-Voltron Voltron.
Paragon of Temperence —
Legendary Creature — AvatarFlying, protection from red
Whenever Paragon of Temperence enters the battlefield, choose one —
• Target creature gains protection from permanents until end of turn.
• Target creature gains protection from instants and sorceries until end of turn.
• Tap target creature. Put a -1/-1 counter on it.
• Untap target creature. Put a +1/+1 counter on it.
4/4
Wizards never used +1/+1 counters and -1/-1 counters in the same
block, much less
card… But I think that's a total shame, because they often combine in the Standard environment, and I think players would be able to deal.
So, what do you guys think? How did I do?