ABOMINATION
4WWW Summon Abomination 8/8
Trample, First Strike
Destroy all creatures attacking or blocking with Abomination
Abominations don't care between friend or foe, or just don't care

First of all, at the time of creation for this card, I was not aware that an official "Abomination"-named card existed. Given my limited resources and small circle of players I interacted with, this info totally escaped my awareness. Not that I much care - Abomination fits my card design better, IMO, and gains a unique distinction for being the only card in my set to be non-uniquely named!

Secondly, concerning the card design itself. As with many games of its ilk, MtG attracts its number of "munchkins". While perusing the various game-related newsgroups, I noticed an inordinate number of card ideas which offered forth "summon 100/100 colorless creature with all special abilities. Costs 2W" Such ludicrous suggestions rather annoyed me, and I wanted to design powerful creatures that were actually usable in the game. Hence, Abomination was born. A powerful summoning, without doubt, but tempered by a nasty side-effect.


ASCENDANCY

One of those cards whose style took form, yet its substance never gained a foothold. The "stairway to heaven" image was pleasing to me, and the card is most likely to be a White sorcery, instant, or interrupt. As with the rest of my collection of cards yet to be fulfilled, anyone with a suggestion as to what "Ascendancy" means should drop me an email.

BEER ELEMENTAL
3WW Summon Another Round 3/4
After damage-dealing, any creatures blocking or blocked by Beer Elemental become tapped and may not be untapped during their controller's next untap phase.

This card was an idea by my friend Sean Lester, sent to Bing who then made the actual card. I'm not a fan of humorous MtG cards, but I hang onto this one due to the odd origin.

BEAUTIFUL DANCER

Yet another unfinished card idea to join the ranks. I'm not even sure that this image belongs on a white card; it could easily be a green idea as well. However, I found that the green surroundings clashed with the green template, so white won by default.

DRAGONSLAYER
1WW Summon Slayer 2/2
T: Flip a coin with opponent calling heads or tails while coin is in the air. If the flip ends up in the opponent's favor, bury Dragonslayer. Otherwise target dragon is buried.

Bearing a unique distinction among my cards, there are two different images for Dragonslayer. When working on this card, I realized that I possessed two images that fit the design equally well, and was having a difficult time choosing between them. Then, a burst of inspiration. Why not two cards? This was about the time that WotC started making card designs with variant images, so why couldn't I do the same? Worked out pretty nicely, I think.

GLORY

This unfinished card was one of the first to earn that honor; the image was evovative, but the idea behind it proved elusive.

HEALING TOUCH

Another magnificent work of fantasy art. If only there was more room to see the giant walking off in the background of the original, unclipped art :) Too bad a card idea never materialized.

MAIDEN OF THE WIND
2WW Summon Maiden */*
Upon summoning, the Maiden acquires all the characteristics except color of any one flying creature in play on either side. During controller's upkeep, Maiden may take on the characteristics of a different creature in play. Maiden may continue that copy even after that creature leaves play.

This was to be the first card of a set of Maidens, one for each color. There really wasn't going to be much of a theme beyond the name, but it sounded like a good idea at the time. Still, this specific card was a pretty good variant design, IMO. A doppleganger with an unusual limitation (only flying creatures can be mimicked) is cool, again IMO.

MARTYRED CHAMPION
1W Enchant Creature
When target creature leaves play, all your creatures gain +2/+2 during your next attack phase.
"Fight... to the death!"

Another late card design, I like the image, the card mechanics, and the overall dynamics of the card design. What I don't like is the flavor text. Now I wished I'd phrased it better. The point was the text was being spoken by the dying champion, urging the troops onward. Something like "fight... to... the death!" would've portrayed the dying gasp better; as it stands, it looks like a healthy warcry. Oh well.

THE STAND
1W Instant
Choose one of your creatures and have your opponent choose one of his or her creatures. Both target creatures become tapped. Your creature does its power in damage to your opponent's creature, and your opponent's creature does its power in damage to yours.

Yes, I'm fully aware that this card is a variant of Arena. I know that. If you're itching to show off your observant nature by dropping me an email informing me of this fact, feel free to pat yourself on the back and just forget the email. The card was an intentional usage of the Arena mechanics, only in Instant form instead of as a special land power. A potent little card, when you consider it. Essentially the white equivalent of Terror, with its own strengths and limitations. I really like this card.

And yes, I am a Stephen King fan!

SACRED TRIBUTE
W Enchant Creature
Give control of your target creature to the opponent until enchantment is discarded or game ends. If target creature is destroyed, but it in the owner's graveyard.

Surprisingly, ths card has just about the sharpest image of all my designs. My skill at cropping and resizing images isn't masterful, but I do the best I can; this image came out looking pretty good. Anyway, I'm commonly asked, "What good is this card? Why would you want to give one of your creatures away?" Well, think about it for a moment. There are several creatures in MtG that have nasty downsides to ownership. If you can summon one of those creatures and get it onto the opponent's side, much trouble can be caused.