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Post by Daij_Djan on Oct 19, 2021 22:29:31 GMT
Welcome to the Card of the Week Contest! To participate in this Contest you'll have to design a card along the contest guidelines and throw it into the arena with other competitors' entries! At the end of each week, a winner will be determined by forum poll. The winner's card will be rendered and featured on the Welcome page, and the winner decides the challenge for the next week's Contest! Here we go, competitors: our three-hundred and eighty-ninth challenge! The winner of the "But do not forget: they came as three." poll was sade612 with...And the challenge issued by our winner was... The color pie is tasty, but what is the crust made of? Design a card that uses the colorless mana symbol () somewhere. To increase your chances of winning and to also make creating the poll easier on whomever is doing so, please try to use a render. Additionally, please try to keep your entry edits all in one post - if you need to change it you can put your old entry in a spoiler marked "Old entry" and leave the newest rendition to be seen. Just use the edit button in the top/right of your original post.And now, time to begin the challenge! Best of luck, competitors!
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Post by hydraheadhunter on Oct 20, 2021 0:13:35 GMT
| Chain Squandering Two generic and a colorless Sorcery
Destroy target land. Its controller creates a wastes token. Then they may pay two colorless to copy this spell, choosing new targets for the copy. (Wastes are typeless basic lands with tap to add one colorless.)
Art: a photo of a clear cut forest. Art by: the John Murr Project. |
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Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on Oct 20, 2021 1:11:18 GMT
Was originally going to have a card with just the "memorial" mechanic, but realized I could do that, and still engage with the spirit of the challenge, rather than the word.
M emorial of the Beyond Artifact Whenever you cast a colorless spell, put a +1/+1 counter on each creature you control.
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damagicgeek
1/1 Squirrel
Posts: 77
Favorite Card: Venser, the Sojourner
Favorite Set: Innistrad: Midnight Hunt
Color Alignment: White, Blue
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Post by damagicgeek on Oct 20, 2021 1:27:56 GMT
I know that this is definitely WAY too good, but still wanted the nice symmetry with the other Power 9 moxen.
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inverness
3/3 Beast
Posts: 184
Favorite Card: Mystic Snake
Favorite Set: Kamigawa
Color Alignment: White, Green
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Post by inverness on Oct 20, 2021 2:05:49 GMT
I know that this is definitely WAY too good, but still wanted the nice symmetry with the other Power 9 moxen. It's broken, but considering it's filling out a cycle of the most broken cards ever, I think it's fine lol. I really like the simple approach you went with.
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Post by BinaryBolas on Oct 20, 2021 2:21:01 GMT
Edit: A new entry since I was not satisfied with the last one. {Spoiler}{Spoiler: Previous entry}
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spazlaz
6/6 Wurm
Posts: 335
Color Alignment: Blue, Black
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Post by spazlaz on Oct 20, 2021 2:38:02 GMT
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Post by viriss on Oct 20, 2021 2:57:38 GMT
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Post by Jartis on Oct 20, 2021 3:06:32 GMT
I just want to mention how much greater Processors become as they create more mechanics that interact with exile. Suspend, Adventure, Foretell, all give you beneficial targets for Processors, as well as fueling this ability without you even having to put any cards into your opponent's graveyard if you are playing those mechanics.
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Fermat
8/8 Octopus
Posts: 436
Favorite Card: Force of Will
Favorite Set: Guildpact (set when I started playing)
Color Alignment: White, Blue, Black
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Post by Fermat on Oct 20, 2021 7:26:00 GMT
Rev Guru Creature — Human Artificer When ~enters the battlefield, (three energy counters). , Pay : Until end of turn, artifacts you control get " : Add ." "Some things just need a little jolt for them to show their potential."1/3
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Post by bastardneko on Oct 20, 2021 8:04:59 GMT
Here's my entry. If anyone can help with wording to make it more cohesive, that would be greatly appreciated.New version of entry. Thank you for the advice hydraheadhunter Attachment DeletedNew card text {Spoiler} Enchant opponent At the beginning of the enchanted player’s upkeep, you and the enchanted player note your life totals. If you would lose the game, you and the enchanted player shuffle all cards from your hands, graveyards, and all other nonland permanents you and the enchanted player control into their owners libraries instead. When you do, the enchanted player’s life total each become the last life total they noted, then they draw seven cards. Your life total becomes the last number you noted and you draw seven cards. Exile this permanent.
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aquonn
1/1 Squirrel
Fun is a zero-sum game
Posts: 59
Favorite Card: Electrodominance
Favorite Set: Guilds of Ravnica
Color Alignment: Blue, Red
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Post by aquonn on Oct 20, 2021 11:09:41 GMT
I don't think this breaks anything. If it does let me know.
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Post by hydraheadhunter on Oct 20, 2021 11:57:33 GMT
Enchant opponent At the beginning of each upkeep of enchanted player, note you and the enchanted players life totals and the amount of lands you each control. If you would lose the game, exile this permanent instead. When you do, you and the enchanted player shuffle all cards from your hands, graveyards, and all permanents you and that player control into their owners libraries. Starting with you, you and that players life totals each become the last noted amount for you/them, then draw seven cards and reveal cards from your/their library until you/they reveal X lands where X was the last noted amount of lands controlled by you/them. Put the rest of the revealed cards onto the bottom of their owners library in a random order. Put all lands revealed this way onto the battlefield under their owners control tapped. {a whole lot of design critiques, as requested} The first clause is easy to clean up. "X of Y" is a posessive form and can be easily rewritten as "Y's X," so you go from each upkeep of enchanted player, to each enchanted player's upkeep, then because you can only have one 'enchanted player' each becomes redundant and can be dropped to get enchanted player's upkeep. This is a change I think most users on the site would agree is cleaner and doesn't change the card's effect at all. The second clause and beyond is a bit less straight forward, in part because its all inter-related and how we word the second clause is going to affect how we are able to word the entire third ablity. The question I want to ask is "who is noting the life totals and number of lands the player controls," and I'll argue that it's best for each player to note their lifetotal and number of lands as individuals, ei you and the enchanted player both note your life totals and the number of lands you each control, because it makes it possible for the third ability's wording to be more straight forward. I say more straight forward because your third ability is gonna be veritable minefield for rules language, especially if you want to change exactly nothing about how it works. Let's get the simple stuff out of the way - This permanent would typically be replaced by the card name (using MSE the ~ symbol or CARDNAME automatically update as you change the card's name), but because this card's name is so long, I'm gonna not push that particular convention here: just make you aware of it.
- Starting with you is typically reserved for 'auction'-esque effects where multiple players are making order sensitive decisions during the resolution process. (see Theives' Auction); as no players are making decisions during the resolution of the effect, it can be omitted entirely.
Assuming all of these changes, the text becomes:
Enchant opponent
At the beginning of the enchanted player's upkeep, you and the enchanted player note your life totals and the number of lands you each control.
If you would lose the game, exile this permanent instead. When you do, you and the enchanted player shuffle all cards from your hands, graveyards, and all permanents you and that player control into their owners libraries. You and that players life totals each become the last noted amount for you/them, then draw seven cards and reveal cards from your/their library until you/they reveal X lands where X was the last noted amount of lands controlled by you/them. Put the rest of the revealed cards onto the bottom of their owners library in a random order. Put all lands revealed this way onto the battlefield under their owners control tapped. |
The major sticking points here are the repeating you/they and the order of operations of the effect.
- You/they can be pretty cleanly resolved by saying everything you do, then saying the enchanted player does the same at the end of the effect or by describing everything the enchanted player does, then saying you do the same at the end. I will demonstrate the second option, and while this'll cost a lot of words, it'll look cleaner
- If you exile the card enchanting the player as part of the effect, it's no longer accurate to refer to them as the enchanted player. For this reason, I'll suggest you kick the exile clause to the end of the effect. This'll be unlikely to be able to affect any timings because what lands care about enchantments leaving the battlefield, except that all permanents you and that player needs to become all other permanents you and enchanted player.
Enchant opponent
At the beginning of the enchanted player's upkeep, you and the enchanted player note your life totals and the number of lands you each control.
If you would lose the game, you and the enchanted player shuffle all cards from your hands, graveyards, and all other permanents you and the enchanted player control into their owners libraries instead. When you do, the enchanted player's life total each become the last life total they noted, then they draw seven cards, and they reveal cards from the top their library until they reveal X lands where X was the last number of lands they noted. You do the same with the last numbers you noted. Put the rest of the revealed cards onto the bottom of their owners library in a random order. Put all lands revealed this way onto the battlefield under their owners control tapped. Exile this permanent. |
There's a bit of grammatic sensicalizing in that edit that I don't really know how to explain, so I'm not going to: that's just what feels right. - The last thing that I want to address is the underlined section. It's not in anyway wrong, just unconventional. Convention is the first thing you deal with when revealing cards is the cards you were looking for (in this case the lands), then you deal with the chaf, so I'mma swap that order to follow that convention.
- There's also still a minor hiccup with the wording the rest of the revealed cards which is typically worded the rest of the cards revealed this way.
Enchant opponent
At the beginning of the enchanted player's upkeep, you and the enchanted player note your life totals and the number of lands you each control.
If you would lose the game, you and the enchanted player shuffle all cards from your hands, graveyards, and all other permanents you and the enchanted player control into their owners libraries instead. When you do, the enchanted player's life total each become the last life total they noted, then they draw seven cards and they reveal cards from the top their library until they reveal X lands where X was the last number of lands them noted. You do the same with the last numbers you noted. Put all lands revealed this way onto the battlefield under their owner's control tapped, then put the rest of the cards revealed this way onto the bottom of their owners library in a random order. Exile this permanent. |
It's still a doozy of an effect and it looks very different, but I promise that in 99% of cases, it'll act exactly the same as I assume it was intended. - There's one liberty I took with the effect, because I assumed it was awkward wording. The effect as I worded it has both players drawing seven cards whereas the original effect only had the player who owned Killer Queen's drawing seven. If that's not the intent... well this'll do the trick for the original effect.
Enchant opponent
At the beginning of the enchanted player's upkeep, you and the enchanted player note your life totals and the number of lands you each control.
If you would lose the game, you and the enchanted player shuffle all cards from your hands, graveyards, and all other permanents you and the enchanted player control into their owners libraries instead. When you do, the enchanted player's life total each become the last life total they noted, then they reveal cards from the top their library until they reveal X lands where X was the last number of lands them noted. You do the same with the last numbers you noted. Put all lands revealed this way onto the battlefield under their owner's control tapped, then put the rest of the cards revealed this way onto the bottom of their owners library in a random order. Draw seven cards. Exile this permanent.
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Hope I explained my thought process well enough for you to understand and that it's helpful.
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Post by The Harlequin on Oct 20, 2021 13:44:05 GMT
Let's destroy the environment -- slowly but surely
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Post by ZephyrPhantom on Oct 20, 2021 14:52:43 GMT
Bold Plagiarist Artifact Creature - Phyrexian Rogue Flash Whenever an opponent puts one or more counters on a creature they control, they put the same number and kind of counters on Bold Plagiarist. 2/2 “I know a good idea when I see one.”this is a joke
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Post by zybourne on Oct 20, 2021 18:02:13 GMT
{Text} CC Gray Knight Creature - Mutant Knight First strike, protection from multicolored Whenever ~ attacks, detain up to one target creature that's one or more colors. 2/2 Detain seems like it works in colorless since we've seen a similar effect before with endbringer.
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Post by Daij_Djan on Oct 20, 2021 19:03:32 GMT
When in doubt..
EDIT: Added render!
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Nonagon Infinity
2/2 Zombie
Posts: 124
Favorite Card: Barren Glory
Favorite Set: Future Sight
Color Alignment: Blue, Black, Red
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Post by Nonagon Infinity on Oct 21, 2021 3:45:57 GMT
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Post by Jartis on Oct 21, 2021 5:07:59 GMT
Bold Plagiarist Artifact Creature - Phyrexian Rogue Flash Whenever an opponent puts one or more counters on a creature they control, they put the same number and kind of counters on Bold Plagiarist. 2/2 “I know a good idea when I see one.”this is a joke I get it
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Post by sdfkjgh on Oct 21, 2021 18:19:42 GMT
So, first we had Gauntlet of Might, then Time Spiral gave us Gauntlet of Power, then we got Caged Sun from Neil Patrick Harris, but in all this time, they never actually filled out the original cycle. Let's start fixing that, shall we? [/p]
Gauntlet of Artifice Artifact Colorless creatures get +1/+1. Whenever a land named Wastes is tapped for mana, its controller adds (in addition to the mana the land produces).
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inverness
3/3 Beast
Posts: 184
Favorite Card: Mystic Snake
Favorite Set: Kamigawa
Color Alignment: White, Green
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Post by inverness on Oct 22, 2021 1:15:22 GMT
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MonkeyChewToy
1/1 Squirrel
Back in the Saddle
Posts: 52
Favorite Card: Darksteel Relic
Favorite Set: Battlebond
Color Alignment: Blue, Green
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Post by MonkeyChewToy on Oct 23, 2021 5:58:07 GMT
Zone of Proximal Development Legendary Land All spells have assist. (A player other than that spell's controller can pay for some or all of that spell's generic mana costs.) : Add . ——————
We can achieve more together than we could ever imagine alone.
The ZPD is a concept developed by Lev Vygotsky to describe how people learn new things. In essence, it's the space just outside your comfort zone, with things you don't yet know but could learn with just a bit of "scaffolding"—that is, with a bit of help from someone who already knows the thing you're trying to learn. I saw an opportunity with Battlebond's assist mechanic to imagine the ZPD as a location where people can help each other achieve things that out just outside their reach. It occurs to me that, as written, it's an effective way to pay for Smothering Tithe triggers or Mana Leaks your opponents control, but I don't think it's terribly overpowered in that regard.
EDIT: Added flavor text. Thank you to everyone for helping me ensure this strange little land is working as best as it can!
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Post by sdfkjgh on Oct 23, 2021 15:27:11 GMT
Zone of Proximal Development Legendary Land All spells have assist. (A player other than that spell's controller can pay for some or all of that spell's generic mana costs.) : Add .
The ZPD is a concept developed by Lev Vygotsky to describe how people learn new things. In essence, it's the space just outside your comfort zone, with things you don't yet know but could learn with just a bit of "scaffolding"—that is, with a bit of help from someone who already knows the thing you're trying to learn. I saw an opportunity with Battlebond's assist mechanic to imagine the ZPD as a location where people can help each other achieve things that out just outside their reach. It occurs to me that, as written, it's an effective way to pay for Smothering Tithe triggers or Mana Leaks your opponents control, but I don't think it's terribly overpowered in that regard. If you want to be able to pay for additional costs to others, as you mentioned, you should prolly change the first ability to "All spells and abilities have assist", or mebbe even "All mana costs have assist."
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MonkeyChewToy
1/1 Squirrel
Back in the Saddle
Posts: 52
Favorite Card: Darksteel Relic
Favorite Set: Battlebond
Color Alignment: Blue, Green
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Post by MonkeyChewToy on Oct 23, 2021 17:51:07 GMT
If you want to be able to pay for additional costs to others, as you mentioned, you should prolly change the first ability to "All spells and abilities have assist", or mebbe even "All mana costs have assist." My main goal was to give spells assist, and initially I wrote the last ability as "This mana can't be spent to pay costs for spells you control." Then I realized that players would be able to use it for their abilities instead, like the bounce ability on Chulane, Teller of Tales. I didn't want that, so I added the "or abilities" rider. Now, if there's some way I haven't thought of to use that mana for your own stuff, it's likely some narrow corner case I'm not worried about.
I did a little digging in the comprehensive rules for mana costs, and assist does let you pay for additional costs, such as if your Two-Headed Giant teammate is casting a Combo Attack while your opponents control a Thalia, Guardian of Thraben. But assist doesn't apply to what I'll call 'penalty costs,' like if your opponent casts Spell Pierce targeting that same Combo Attack. I left ZPD's last ability open-ended, so while it doesn't allow you to pay for your own costs, it doesn't restrict you to only paying assist costs, or costs your teammates control—it lets you pay for your opponents' assist spells if your feeling generous, and it also lets you pay for penalty costs your opponents control, like that Spell Pierce earlier.
This same open-endedness, however, does have an unintended effect: it lets me pay for my opponents' Rhystic Studies and Ghostly Prisons even when they're affecting me directly, rather than affecting a teammate. While this runs counter to the theme and intent of the card, I think anything I do to prohibit it will make the card unnecessarily wordy without really improving anything, so I'm willing to accept this as an unexpected upside so the card it isn't just a Wastes-with-downside if you draw it in a 1-on-1 game.
All that said, though, I'm definitely intrigued by 'assist for abilities' and 'assist for all costs,' so I'm going to experiment with that a little bit in my set design. I wonder if an Invoker with an assist-able activation cost would be too powerful... Anyway, thanks for the input! I've been away from the forums for something like a decade, so I'm excited to get fresh perspectives on things again.
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Pixi-Rex
1/1 Squirrel
Why am I a 0/0 Germ
Posts: 62
Color Alignment: White, Green
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Post by Pixi-Rex on Oct 23, 2021 19:55:22 GMT
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the5lacker
3/3 Beast
Posts: 198
Favorite Card: The Reality Chip
Favorite Set: Kaladesh
Color Alignment: White, Blue
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Post by the5lacker on Oct 23, 2021 22:47:42 GMT
If you want to be able to pay for additional costs to others, as you mentioned, you should prolly change the first ability to "All spells and abilities have assist", or mebbe even "All mana costs have assist." My main goal was to give spells assist, and initially I wrote the last ability as "This mana can't be spent to pay costs for spells you control." Then I realized that players would be able to use it for their abilities instead, like the bounce ability on Chulane, Teller of Tales. I didn't want that, so I added the "or abilities" rider. Now, if there's some way I haven't thought of to use that mana for your own stuff, it's likely some narrow corner case I'm not worried about.
I did a little digging in the comprehensive rules for mana costs, and assist does let you pay for additional costs, such as if your Two-Headed Giant teammate is casting a Combo Attack while your opponents control a Thalia, Guardian of Thraben. But assist doesn't apply to what I'll call 'penalty costs,' like if your opponent casts Spell Pierce targeting that same Combo Attack. I left ZPD's last ability open-ended, so while it doesn't allow you to pay for your own costs, it doesn't restrict you to only paying assist costs, or costs your teammates control—it lets you pay for your opponents' assist spells if your feeling generous, and it also lets you pay for penalty costs your opponents control, like that Spell Pierce earlier.
This same open-endedness, however, does have an unintended effect: it lets me pay for my opponents' Rhystic Studies and Ghostly Prisons even when they're affecting me directly, rather than affecting a teammate. While this runs counter to the theme and intent of the card, I think anything I do to prohibit it will make the card unnecessarily wordy without really improving anything, so I'm willing to accept this as an unexpected upside so the card it isn't just a Wastes-with-downside if you draw it in a 1-on-1 game.
All that said, though, I'm definitely intrigued by 'assist for abilities' and 'assist for all costs,' so I'm going to experiment with that a little bit in my set design. I wonder if an Invoker with an assist-able activation cost would be too powerful... Anyway, thanks for the input! I've been away from the forums for something like a decade, so I'm excited to get fresh perspectives on things again. Something worth pointing out as far as formatting goes is that "pay for abilities" doesn't technically make sense. There are three types of abilities: Activated Abilities, Triggered Abilities, and Static Abilities. Activated abilities are the only abilities that can have "costs" (kinda, there are a few odd exceptions like Morph costs but lets just... not). Even if a Triggered or Static would require you to pay mana for some reason, that's still not a "Cost" per-se and could be paid for with that mana ability. My personal recommendation for a clean, concise wording would be "Spend this mana only to cast spells you don't control." That should correctly restrict the mana while working within the rules, but I'd have to double check. Assist is weird.
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MonkeyChewToy
1/1 Squirrel
Back in the Saddle
Posts: 52
Favorite Card: Darksteel Relic
Favorite Set: Battlebond
Color Alignment: Blue, Green
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Post by MonkeyChewToy on Oct 24, 2021 5:23:54 GMT
Something worth pointing out as far as formatting goes is that "pay for abilities" doesn't technically make sense. There are three types of abilities: Activated Abilities, Triggered Abilities, and Static Abilities. Activated abilities are the only abilities that can have "costs" (kinda, there are a few odd exceptions like Morph costs but lets just... not). Even if a Triggered or Static would require you to pay mana for some reason, that's still not a "Cost" per-se and could be paid for with that mana ability. My personal recommendation for a clean, concise wording would be "Spend this mana only to cast spells you don't control." That should correctly restrict the mana while working within the rules, but I'd have to double check. Assist is weird. While I was digging around in the Comp Rules, I found that the game defines a cost as "an action or payment necessary to take another action or to stop another action from taking place." It's an extremely broad definition—in fact, Rule 118.12 uses an example defining "sacrifice Standstill" as a "cost" for its ability, which is not something I expected. So there's a difference between "costs requiring a mana payment" (Rule 118.2) which the second mana ability on ZPD works for, "mana costs" (Rules 202.1 and 601.2f) which the assist ability (Rule 702.132) works for, and "activation costs" (Rule 602.1a) which only ZPD's first mana ability interacts with (since, for example, if I activate my opponent's Feral Hydra, I control the ability on the stack, so the from ZPD won't work.) Confusing, but in this case it works out in my favor, because I do want to be able to pay for a Mana Leak that's targeting another player's spell. I've probably learned more about costs while templating this card than I've ever had to know in 20 years of playing the game. Your template does bring to mind something I don't know the answer to, though: Can I cast spells I don't control? Rule 112.2 says a spell's controller is the player who put it on the stack, and rule 601.2 says casting a spell means moving it to the stack—do these definitions mean I can never be the caster but not the controller? I guess if I Mindslaver them...
I am going to make a slight change to my submission, though: the more I look at it, the more I feel it definitely needs some flavor text.
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the5lacker
3/3 Beast
Posts: 198
Favorite Card: The Reality Chip
Favorite Set: Kaladesh
Color Alignment: White, Blue
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Post by the5lacker on Oct 24, 2021 13:42:54 GMT
Something worth pointing out as far as formatting goes is that "pay for abilities" doesn't technically make sense. There are three types of abilities: Activated Abilities, Triggered Abilities, and Static Abilities. Activated abilities are the only abilities that can have "costs" (kinda, there are a few odd exceptions like Morph costs but lets just... not). Even if a Triggered or Static would require you to pay mana for some reason, that's still not a "Cost" per-se and could be paid for with that mana ability. My personal recommendation for a clean, concise wording would be "Spend this mana only to cast spells you don't control." That should correctly restrict the mana while working within the rules, but I'd have to double check. Assist is weird. While I was digging around in the Comp Rules, I found that the game defines a cost as "an action or payment necessary to take another action or to stop another action from taking place." It's an extremely broad definition—in fact, Rule 118.12 uses an example defining "sacrifice Standstill" as a "cost" for its ability, which is not something I expected. So there's a difference between "costs requiring a mana payment" (Rule 118.2) which the second mana ability on ZPD works for, "mana costs" (Rules 202.1 and 601.2f) which the assist ability (Rule 702.132) works for, and "activation costs" (Rule 602.1a) which only ZPD's first mana ability interacts with (since, for example, if I activate my opponent's Feral Hydra, I control the ability on the stack, so the from ZPD won't work.) Confusing, but in this case it works out in my favor, because I do want to be able to pay for a Mana Leak that's targeting another player's spell. I've probably learned more about costs while templating this card than I've ever had to know in 20 years of playing the game. Your template does bring to mind something I don't know the answer to, though: Can I cast spells I don't control? Rule 112.2 says a spell's controller is the player who put it on the stack, and rule 601.2 says casting a spell means moving it to the stack—do these definitions mean I can never be the caster but not the controller? I guess if I Mindslaver them...
I am going to make a slight change to my submission, though: the more I look at it, the more I feel it definitely needs some flavor text. Assist (702.132) is unfortunately vague on exactly the relationship between paying and casting, though on reflection my wording is probably wrong if only because of the implications with other interactions, i.e. "when you cast" triggers and whatnot. "pay for spells you don't control" might be as correct as we can get, as I'm not sure Magic even has a "correct" wording for something this weird. It's funny how trying to answer what on the surface seems to be simple questions occasionally leads to picking apart literally the entire engine looking for answers. One of the fun things of doing homebrew.
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Post by sade612 on Oct 24, 2021 23:11:52 GMT
{Text} It That Visits Creature - Horror Quarry (You may play this card face down as a land with " : Add .” Turn it face up any time for its quarry cost.) When It That Visits is turned face-up, exchange control of it and target land. 3/3
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