Vanguard cards are optional, noncompetitive avatars, very casual but classically overpowered and way too silly for Commander or any tournament formats. you can choose to have one in play at the start of the game which alters your starting attributes (handsize, health) and can give you extra abilities or penalties. They're like overcomplicated Conspiracies, if you've had the chance to play that! Here's an old school one: Mirri... note that she's just way too good with no drawbacks? There are MTGO ones, too, but I've never used any of those!
Having played lots of casual M:TG I've played plenty of custom Vanguard cards. pointers on making one include:
- make it underpowered! if one gives you an activated ability or a strong static effect, DEFINITELY reduce its starting handsize
- include "sideboard size" as a third attribute; this manipulates wishboard capacity, companions and misc other things (whammies?)
- basing it on an extant Legendary creature in Magic can help your design and resonate with other players
- adding a companion-like restriction to the card can be really exciting as well as being a balancing factor; check out this playtest card for grounds: Ral's Vanguard
an example:
Kaza, Assayer of Potentials
Vanguard
Requirement: Your starting deck includes no black or white cards and no Assassins.
Handsize: -1, Health: -5, Board:+3
Whenever a Wizard creature enters the battlefield, add one mana of any color. This mana can only be spent to cast instants and sorcery spells or to activate the abilities of Wizards.
(a.k.a. Kaza, Roil Chaser)
Next: Turn your favourite Legend into a vanguard card!
Vanguard card design game
Hmm. I always feel like I'm on ignore lately!
Garna
Vanguard
Handsize: +0, Health: +8, Board: -8
Requirement: No sorceries, enchantments, planeswalkers or artifacts unless they have Flash.
: The next time you play an ability of target creature you control, copy that ability and you may choose new targets for it. Play this ability only once each turn and only on an opponent's turn.
(a.k.a. Garna, the Bloodflame)
next: Turn your fave Legend into a vanguard card, still!
Garna
Vanguard
Handsize: +0, Health: +8, Board: -8
Requirement: No sorceries, enchantments, planeswalkers or artifacts unless they have Flash.
: The next time you play an ability of target creature you control, copy that ability and you may choose new targets for it. Play this ability only once each turn and only on an opponent's turn.
(a.k.a. Garna, the Bloodflame)
next: Turn your fave Legend into a vanguard card, still!
sorta mad at magic right now
- lookingupanddown
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Lazav
Vanguard
Handsize: -2, Health: -5, Board: -5
At the beginning of your upkeep, create a token that's a copy of target creature, except its legendary and its name is Lazav.
Next: turn a 5-color legend into a Vanguard
Vanguard
Handsize: -2, Health: -5, Board: -5
At the beginning of your upkeep, create a token that's a copy of target creature, except its legendary and its name is Lazav.
Next: turn a 5-color legend into a Vanguard
- OneAndOnly
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Niv-Mizzet the Omniscient
Vanguard
Handsize -7, Health +7, Sideboard +7
At the beginning of your upkeep, exile your hand, then draw seven cards.
If you would draw a card and your library contains no cards, you may put a card from your sideboard into your hand instead.
.
Next: A Vanguard that works well with basic lands
Vanguard
Handsize -7, Health +7, Sideboard +7
At the beginning of your upkeep, exile your hand, then draw seven cards.
If you would draw a card and your library contains no cards, you may put a card from your sideboard into your hand instead.
.
Next: A Vanguard that works well with basic lands