My ideas for this cycle are as follows: 1. Very useful creatures. Rank up there with the most useful creatures printed. I like quality creatures. 2. Multicolor creatures. Puts a limitation on things, multicolor creatures being a little more intensive to play. 3. 4cc. Its one of the clunkiest casting costs, more than the quick creatures, and less than the big ones. Not a lot of really useful 4cc. 4. Abilities based on the shared abilities of the two colors, generally 2 in number. 5. Abilities tend to be mana intensive. 6. Keep the creatures powerful, but reasonably balanced. Here's the list: Spawn of the Underdark Creature-Demon 2BR 4/2 If Spawn of the Underdark deals combat damage to a player, that player sacrifices a land. BR: Deal 1 damage to each creature without flying and each player, play this ability as a sorcery. Old Man Willow Creature-Treefolk 2BG 3/3 BG: Old Man Willow gains +2/+2 until end of turn. BG: Regenerate Old Man Willow. Paladin of the Pale Beyond Creature-Skeleton Knight 2BW 3/4 First Strike Protection from Black, Protection From White Knife in the Dark Creature-Human Rogue 2BU 3/1 During your Upkeep, lose 1 life and draw 1 card. BU: Knife in the Dark is Unblockable this turn. Troll Berzerker Creature-Troll 2RG 4/3 Haste Trample Chaos Duelist Creature-Human Warrior 2RW 3/3 Double Strike RW: Chaos Duelist gains Provoke until end of turn. Dragon Magi Creature- Dragon Wizard 2RU 2/3 Flying R: Dragon Wizard gains +1/+0 until end of turn. RU, Tap: Dragon Wizard deals 2 damage to target creature. Lady of the White Tree Creature-Spirit 2GW 3/4 Attacking doesn't cause Lady of the White Tree to tap If Lady of the White Tree would deal combat damage this turn, you gain that much life. Mist Elemental Creature-Elemental 2GU 3/4 When Mist Elemental comes into play, draw a card. Mist Elemental may not be the target of spells or abilities. Guardian of the Tower Creature- Golem 2WU 1/4 Reduce all combat damage dealt to Guardian of the Tower to zero. WU: Tap target creature.