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Post by melono on Jan 5, 2019 21:19:39 GMT
Something that would work best in multiplayer, but should have some place in single player. You first play the card yourself, then you change it's owner and have it jump around as you see fit. Sleeper (Target player that is not controlling this card gains control of it. Only this card's owner can activate this ability.) Rotmouthed Rager Creature - Horror Whenever ~ attacks or blocks, you lose 1 life. : Sleeper (Target player that is not controlling this card gains control of it. Only this card's owner can activate this ability.) 3/2 Dovecote Informer Creature - Human Rogue At the beginning of each opponent's upkeep, that opponent creates a 1/1 white Bird creature token with flying. : Sleeper (Target player that is not controlling this card gains control of it. Only this card's owner can activate this ability.) 2/2 Jinxed Fetish Artifact At the beginning of your upkeep, ~ deals 2 damage to you. Sacrifice a creature: Sleeper (Target player that is not controlling this card gains control of it. Only this card's owner can activate this ability.) Pay 5 life: Sacrifice ~ War-Crazed Juggernaut Artifact Creature - Juggernaut Haste ~ is indestructible and attacks each turn if able. At the end of ~'s owner's turn: Sleeper (Target player that is not controlling this card gains control of it. Only this card's owner can activate this ability.) 5/2 Shoutout to Jinxed Idol
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Post by ameisenmeister on Jan 9, 2019 8:17:57 GMT
I think I'll judge in about 24 hours. Anyone want to veto?
Please feel free to use the remaining time to hand in your ideas.
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Post by mrlozano on Jan 9, 2019 14:58:44 GMT
Phyrexian Envoy Creature - Human Minion Sleeper (You may cast this creature for its sleeper cost. If you do, as it enters the battlefield an opponent of your choice gains control of it.) At the beginning of your end step you draw a card and you lose 1 life. If you don't own CARDNAME you draw a card and lose 3 life isntead. 2/2 Xantcha's Apprentice Creature - Human Minion Sleeper (You may cast this creature for its sleeper cost. If you do, as it enters the battlefield an opponent of your choice gains control of it.) When CARDNAME enters the battlefield you gain 3 life. If you don't own CARDNAME you lose 3 life instead. 1/1 Merciless Warleader Creature - Human Minion Sleeper (You may cast this creature for its sleeper cost. If you do, as it enters the battlefield an opponent of your choice gains control of it.) Creatures you control attack each combat if able. Whenever a creature you control attacks it gets +2/+0 until end of turn if you own CARDNAME. Sacrifice them at the beginning of the next end step. 3/4 Yawgmoth's Counsel Sorcery Target opponent gains control of any number of target creatures with sleeper you control. They lose 1 life for each creature they gain control of this way. Based in Xantcha, Sleeper Agent's ability.
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Post by ameisenmeister on Jan 10, 2019 11:58:50 GMT
It's time to judge!
{Tesagk} Having an ability that triggers whenever a permanent leaves the battlefield allows for a number of cool interactions (Ninjutsu comes to mind) but I don't really see the "Sleeper" flavor here. I don't judge individual cards but I must tell you that Lethal Dealer doesn't work because you have to choose the target before the ability resolves (before they lose hexproof) and Pond Scummer can just return itself over and over. Also black is usually not allowed to return any type of card, just creatures or planeswalkers.
{viriss} I totally get the Sleeper flavor here. Secret agents who infiltrate and cause harm. The mechanic can have a hard time to be used because your opponent knows what you're up to and whether you left mana open to flip the attacking creatures. Also, I'm a bit reluctant about having a mechanic that just works on the back of another e.g. your Sleeper variant and flip, but that's not to big of a criticism.
{kefke} Borrowing from conspiracies is actually a great idea and your mechanic really evokes a flavor of secrecy and surprise. I would say that the mechanic is not dependant on your opponent unless you happen to regularly play against people who don't play spells. My only issues are that the mechanic uses actually two mechanics, Sleeper and Transform, which limits its uses and could easily be avoided by writing everything on the front side, and that it will be an awkward mechanic in the commander format because you will most likely just choose the name of the commander, thereby punishing people for doing what the format is about. Oh, and your card is really overpowered, but I don't judge individual cards here.
{Jartis} I have to admit that I'm not really sold on your idea. The mechanic is workable, no doubt, but it doesn't really transport the flavor of a sleeper agent. Becoming active after a certain activation phrase (which is more of a Manchurian Candidate thing than a Sleeper) might be interesting but in this case just turns out to be a "do A, get B" mechanic. Having all cards care about different things doesn't help to consolidate what the mechanic is about and without your explanation I'd probably never understood why it's called Sleeper.
{melono} Your mechnic is similar to the one of mrlozano and also is somewhat like I came up with when thinking about the word. I usually don't take individual cards into account when judging mechanics but in this case it might help to reveal the flaws of this Sleeper variant. Rotmouthed Rager is basically a creature that costs you five mana so your opponent can have it. And if they have, they can just never attack or block with it, or they sacrifice it, or they trade it in combat when it's favorable for them. A very bad card that shows the limits of the keyword on the common rarity. Dovecote Informer is better but still costs you six mana to get started. And what if your opponent just attack you with it every turn? Do you block and kill it and let the invested time and mana go to waste or do you let it through an lose two life to a creature you yourself have given to the opponent? Jinxed Fetish is better and shows the (albeit small) potential of this Sleeper variant. Ironically, Sleeper usually refers to a person and Jinxed Fetish is not a creature. War-Crazed Juggernaut suffers basically the same problems of the other creatures but might be even worse. You play it and from the next turn onwards get your face bashed by your own 5/2 indestructible. Eeh, better not.
{mrlozano} Your mechanic seems like an improved version of melono's. I like it a lot better as it not only gives you a discount for giving it to your opponent but the cards also take into consideration whether they are controlled by their owner or not. I believe there is some design space but you have to be really careful with each individual card. Also, the mechanic will be useless 95% of the time as soon as your opponent has a sacrifice outlet.
{And the winner is...} kefke! We two seem to disagree more often than not, but your inspiration from conspiracies looks really appealing to me. I'd rather have everything happen on one side of a card and without trasform and I would like to see whether the mechanic is feasible at common but all in all, your mechanic was the best of the bunch.
Runners up are mrlozano and viriss.
Thanks you all for participating!
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Post by Tesagk on Jan 10, 2019 15:24:14 GMT
It's time to judge!
{Tesagk} Having an ability that triggers whenever a permanent leaves the battlefield allows for a number of cool interactions (Ninjutsu comes to mind) but I don't really see the "Sleeper" flavor here. I don't judge individual cards but I must tell you that Lethal Dealer doesn't work because you have to choose the target before the ability resolves (before they lose hexproof) and Pond Scummer can just return itself over and over. Also black is usually not allowed to return any type of card, just creatures or planeswalkers.
The "sleeper" bit comes from the idea that once they leave the battlefield, it's sort of like their sleeper state gets activated. They're no longer a sleeper and now do something else.
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Post by kefke on Jan 10, 2019 18:32:39 GMT
I'm honestly a bit surprised! Thanks for the win, ameisenmeister ...and to be perfectly honest, the card was overpowered. I took the stance that the card would have to be a bit better than normal since the mechanic would be difficult to use, what with both requiring knowledge of the opponent's cards, and needing to either keep them from guessing what was named, or pick something they won't be able to avoid playing. As for the next keyword, I choose... Siege
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Post by Tesagk on Jan 10, 2019 20:48:47 GMT
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Post by gateways7 on Jan 11, 2019 1:19:02 GMT
I tried to make an evergreen "nested" keyword, in the same style as reach, and how it has flying in it's definition.
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Post by viriss on Jan 11, 2019 1:59:11 GMT
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Post by Jartis on Jan 11, 2019 2:30:09 GMT
Siege. (Destroy target nonbasic land or fortification target player controls.)Enforcer of the Old Ways Creature - Giant Warrior The second time Enforcer of the Old Ways deals damage to a player each turn, siege. (Destroy target nonbasic land or fortification target player controls.) 3/3 Wallbreaker Cannon Artifact , Sacrifice a creature: Wallbreaker Cannon deals 2 damage to any target. If sacrificed creature’s power was 4 or more, siege. (Destroy target nonbasic land or fortification target player controls.) Property Damage Enchantment The first time you siege each turn, siege. (Destroy target nonbasic land or fortification target player controls.) Path of Ruin Land : Add one mana of any color for each land exiled with Path of Ruin. , Exile a land you control: Siege. (Destroy target nonbasic land or fortification target player controls.)
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Post by Tesagk on Jan 11, 2019 13:36:46 GMT
Siege. (Destroy target nonbasic land or fortification target player controls.)Enforcer of the Old Ways Creature - Giant Warrior The second time Enforcer of the Old Ways deals damage to a player each turn, siege. (Destroy target nonbasic land or fortification target player controls.) 3/3 Wallbreaker Cannon Artifact , Sacrifice a creature: Wallbreaker Cannon deals 2 damage to any target. If sacrificed creature’s power was 4 or more, siege. (Destroy target nonbasic land or fortification target player controls.) Property Damage Enchantment The first time you siege each turn, siege. (Destroy target nonbasic land or fortification target player controls.) Path of Ruin Land : Add one mana of any color for each land exiled with Path of Ruin. , Exile a land you control: Siege. (Destroy target nonbasic land or fortification target player controls.) Maybe include walls/defender?
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Post by Fleur on Jan 11, 2019 15:41:58 GMT
Siege - At the beginning of your end step, <effect> if this creature attacked this turn. Frontier Medic Creature - Human Cleric Siege - At the beginning of your end step, you gain 3 life if this creature attacked this turn. 1/3Darktongue Slicer Creature - Demon Assassin Siege - At the beginning of your end step, if CARDNAME attacked this turn, search your library for a card, reveal it and put it in your hand. Then shuffle your library. 2/3 Guardian Mantle Enchantment - Aura Enchant creature When CARDNAME enters the battlefield, draw a card. Whenever enchanted creature attacks, it gets +0/+2 until end of turn.
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Post by ameisenmeister on Jan 14, 2019 10:12:50 GMT
Spent some time to come up with this but what I thought was the following: A siege basically consists of two parts. First, the enemy city or fortress is encircled and cut off from supplies while the sieging army prepares for the attack. Second, the fortress is stormed with soldiers, siege engines and what have you.
My mechanic tries to encapsulate both, the preparation for the attack and the attack itself. You have your creatures and siege engines inactive until it's time to stike.
The handyman helps you to get your things set up a turn earlier. In his flavor text, I tried myself on "slang" English. Feel free to tell me where I failed.
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Post by kefke on Jan 18, 2019 5:21:50 GMT
Last call before judging. Probably going to look at these in the morning/afternoon, since I'm tired.
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Post by kefke on Jan 19, 2019 16:12:16 GMT
A wise man once said, "Nothing ever goes as planned." Time to judge before something else comes up. Tesagk - Great art and flavour on these. I like the idea that siege counters function as an additional resource, both requiring you to manage your army, and allowing for the opponent to disrupt your strategy. That's very thematic. I also like how you showed a wide range of ways to interact with it. I think what worries me, though, is the baked-in buff that the mechanic gives. It makes them hard to cost since a Siege 1 by itself is much less powerful than if you've already played a Siege 3 and another copy of the Siege 1. That without getting into the complexities on when it's better to spend or save your siege counters. Much as I like complexity, at best it's a very snowball-y mechanic, and at worst it's a very complicated and potentially confusing one to deal with. gateways7 - I think this might be the only interpretation that takes siege as being the besieged. Or perhaps the interpretation is that you're surrounding your opponent's forces and cutting them off. Either way, it's a very simple, elegant design. Nothing flashy, but very high pick-up-and-play ability. First strike is a very versatile and potentially powerful ability. Making it effectively only there when blocking (or in the case of "fights" abilities, I suppose) means it can be put on lower costed cards. Very neat design, in both senses of the word. viriss - This is another nice and simple mechanic. Things either get stronger when attacking, or make other things that are attacking stronger. It works best when you play a lot of Siege at once, but doesn't require it, nor does it have a snowballing problem. On the other hand, I think of a siege as being a wearing down of defences and keeping the pressure on. This leans a bit more to encouraging big, flashy, all out "cavalry charge" type attacks. Jartis - Thematically, this works well, though I'm going to have to agree with the feedback that it would make sense for it to care about walls. Also, you included fortifications in there, which I appreciate as they are at the top of my list of things from Future Sight that I wanted to see come back. That said, I'm not keen on the land destruction aspect. Being very careful about how much to use land destruction is one of the things I agree wholeheartedly with WotC R&D on. Land destruction is pretty much never fun to play against, and this mechanic would mean having repeatable forms of it. Yeah, it is only nonbasic, but even so I don't think you'd ever want to have enough repeatable land destruction that it needs its own keyword. Fleur - This one is kind of interesting. It's like a self-referential raid. Pretty flexible, as a ability words usually are, and doesn't require any big hoops to jump through. Thematically, it fits with wanting to keep the pressure up by attacking every turn to give the effects. It is a little limited, though, since it needs to have effects that are useful on your end step, after attacking. Also, the Slicer might be just a wee bit too powerful, and the Mantle, while a nice synergy, technically doesn't directly have anything to do with your mechanic. ameisenmeister - I see what you were going for here, and it's interesting. It works well to simulate a long, drawn-out siege, marshalling forces and making ready, then launching attacks to break the enemy, or conversely could even work for digging in your heels to hold back enemy forces as long as possible. I appreciate that you've taken an ability that is, in essence, a drawback (keeping your cards tapped when they don't have to be) and used the other abilities of the card to turn that into an advantage. Like with Yoshi, the last card is a nice synergy, but not technically related, though I understand why he's there. My one criticism here would be that while the cards as a whole have strong theming and really convey the idea of an army mustering for a siege, the mechanic itself doesn't seem very relevant. Cards with fying fly, cards with defender defend, cards with flash are quick, and so on...the mechanics of their keywords are directly relevant. The mechanics of your version of siege are sitting there and doing nothing. I applaud how well the rest of the design on the card draws out the intent, but taken on its own the flavour feels more like dormancy or preparation than besieging, and that makes it feel like your siege is having an identity crisis about whether it wants to be a keyword or ability word. And the winner is... gateways7 Sometimes, simplest is best.
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Post by gateways7 on Jan 19, 2019 19:13:53 GMT
Thanks so much kefke! Your next challenge is to create a keyword with the name divine or some form of it. Good luck!
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Post by Tesagk on Jan 20, 2019 0:32:50 GMT
Cards soon, here's the keyword: Divine Judgment 1 (If you lost life last turn, this gets +1/+1 until end of turn.)For those curious as to the flavor. The basic concept is a world where, flavor-wise, the colors are sort of swapped with their enemy color.
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Post by kefke on Jan 20, 2019 3:41:55 GMT
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Post by Jartis on Jan 25, 2019 3:26:32 GMT
Mine is a similar idea to kefke's, but I kept it in blue. Really just turning a rather popular mechanic that already exists into a keyword. (To the point that Cast the Bones is a functional reprint of Shimmer of Possibility) Divine X (Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.)Cast the Bones Sorcery Divine 4 (Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.) Probability Sphinx Creature - Sphinx Flying When Probability Sphinx enters the battlefield, divine 2 (Look at the top two cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.) 3/3 Gift of the Seer Enchantment - Aura Enchant creature. Enchanted creature has “Whenever this creature deals combat damage to a player, divine X,” where X is enchanted creature’s power.
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Post by ameisenmeister on Jan 28, 2019 21:15:32 GMT
"Divine" sounds to me like gods, and gods remind me of Theros. Therefore, I came up with an enchanted-matters mechanic that could fit into a possible revisit of the greek mythology plane: Divine Inspiration
So you see, your stuff gets better if you play auras. But to safe you from blow-out moments, any enchanted permanent that shares a card type with he respective card activates you Inspiration. The mechanic cares about different card types for balance reasons, as controlling an enchanted land is way easier (and it's harder to remove) than an enchanted creature.
And this is how some support could look like. Usually, enchanting a land with this would be the smartest move as it basically guarantees the 1 life gain per turn. However, enchanting a creature might yield higher rewards for your Divine Inspiration, so stay flexible!
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Post by Flo00 on Jan 28, 2019 22:36:50 GMT
Celestial Insight Sorcery Draw two cards. Divine — If you have seven or more cards in hand, untap up to two lands. Divine Messenger Creature - Human Cleric Divine — , Sacrifice Divine Messenger: Creatures you control gain indestructible until end of turn. Activate this ability only if you have seven or more cards in hand. 1/2 Thoughtfire Dragon Creature - Dragon Flying, trample Divine — Whenever Thoughtfire Dragon attacks, if you have seven or more cards in hand, Thoughtfire Dragon gets +X/+X until end of turn, where X is Thoughtfire Dragon’s power. 4/4 Feral Sphinx Creature - Sphinx Flying Divine — As long as you have seven or more cards in hand, you have hexproof and spells you control can’t be the target of spells and abilities. 5/5
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Post by somerandomtom on Jan 30, 2019 21:57:43 GMT
Hi! I had two ideas for this challenge. Both are quite simple and both could be primarily used in red and white.
{Divine Inspiration} Example1 1WW
Creature - Human Soldier - UC
Divine Inspiration (At the beginning of your upkeep, you may tap this creature. If you do, put a +1/+1 counter on it.) 3/2
Example2 1RR
Creature - Human Warrior - R
Divine Inspiration (At the beginning of your upkeep, you may tap this creature. If you do, put a +1/+1 counter on it.) Whenever one or more +1/+1 counters are put on CARDNAME, it deals 2 damage to any target.
2/2
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Post by FLAREdirector on Jan 31, 2019 19:01:19 GMT
I'll bite. Whenever a permanent with divinity would be destroyed, it becomes divine. It remains alive until the beginning of its controller's end step. It cannot attack while it's divine, but it CAN block, and its abilities can still be activated as appropriate. Think of it like a blessing from some higher power that causes the permanent with divinity to ascend to another plane of existence......in due time. Also, a permanent that becomes divine cannot become un-divine and remain on the board. It's still going to be destroyed. If you flicker it, it's now a new permanent, so it does lose its divine status that way. EDIT: In case this comes up, a divine permanent that is destroyed a second time is destroyed normally. Divinity only "rescues" a permanent once.
Legion Battlemancer Creature -- Human Wizard Prowess, divinity Whenever Legion Battlemancer blocks or becomes blocked by a creature, it deals 1 damage to that creature. If Legion Battlemancer is divine, it deals 2 damage to that creature instead. 1/4
The Lady-Flame Legendary Creature -- Human Elemental Wizard Divinity , : Reveal cards from the top of your library until you reveal an instant or sorcery card. Put that card into your hand and the rest on the bottom of your library in a random order. While The Lady-Flame is divine, instant and sorcery spells you cast cost less to cast. 3/4
Trostani's Caress Enchantment Divinity When Trostani's Caress enters the battlefield, populate, then give a creature you control Divinity. : Give a creature you control +1/+1 until end of turn. Activate this ability no more than three times each turn.
Coastline Shrine Land Divinity : Add or . , , Sacrifice Coastline Shrine: Create a 3/6 green and blue Elemental token with divinity. Activate this ability only if Coastal Shrine is divine. When Coastline Shrine becomes divine, untap it.
Dang. I really like this. I have no idea if it's any good, but I like it.
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Post by ameisenmeister on Feb 5, 2019 19:46:28 GMT
When will this challenge be judged?
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Post by gateways7 on Feb 13, 2019 4:26:59 GMT
Alright, after forgetting about this for three weeks straight, I'm gonna get on this. Let's go. {Judging} Tesagk: I like the idea of this mechanic, because it fits pretty well with the idea of white punishing other attacking creatures. However, the timing on the ability is weird, and I think it doesn't work in the rules as is. I think removing the "until the end of turn" text makes the ability works, however. That's only a minor issue, though, and this is a really good idea. kefke: Red already has an ability that functions better than this one (just exiling cards instead of choosing one), so this really is just a strictly worse version of that ability. Jartis: This is a simple and solid version of an existing mechanic. Since we've already seen the mechanic before unkeyworded, there isn't really much I can say. ameisenmeister: This is probably the most ingenuitive mechanic here, but it falls a little short based on the narrowness of the mechanic. Maybe if it was just if you control an enchanted permanent in general, or if was an enchanted permanent that shared a color. Also, this mechanic doesn't affect the enchantment creatures of Theros, which doesn't fit with those previous themes. Flo00: This is a good concept, but themes like these force players to not play their cards in order to gain advantage, leading to an unfun playstyle. somerandomtom: Nothing about this really feels divine or inspired, but as a general mechanic I think it's a pretty good one, allowing you to sacrifice time to gain incremental advantage. FLAREdirector: This is a really interesting mechanic, and I like that it functions as a second life. However, I don't like that it can't attack, as you're not going to be able to block with these creatures half the time (presuming you're blocking in those scenarios.) Also, some reminder text might help to see if your idea is good as is or too wordy. (Also, the Lady-Flame seems like a reference to The Adventure Zone, regardless of whether it is or not, so bonus points.) {Winners} 3rd place: ameisenmeister2nd place: FLAREdirectorFavorite Card: Witness of Victory (despite it not being an actual entry with the mechanic, it was just an elegant and thematic common and I liked it so I put it here.)1st place: Tesagk
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Post by Tesagk on Feb 13, 2019 11:25:53 GMT
Thanks, gateways7! Your next challenge is current-events topical, and a taboo subject that people don't talk about! You must use politics, political, or politic(k) in your keyword.
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Post by kefke on Feb 13, 2019 13:29:48 GMT
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Post by viriss on Feb 13, 2019 15:43:39 GMT
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Post by ameisenmeister on Feb 17, 2019 19:40:52 GMT
As far as I remembered, political behavior is every act that exerts influence above two or more other people. For that reason, I decided for a simple solution and made the keyword political make your stuff better as long as you have two opponents or more. Sometimes cards receive special features that can be used in multiplayer, sometimes the cards just get better in general. A card drawing engine like Serpent-Eye Scout would normally draw a lot of hate, even from people you don't attack with it, so granting it hexproof doesn't only seem reasonable but might even force an opponent to play a mass removal, hitting your other opponent too! The mechanic was (obviously) inspired by Battlebond and its dual lands.
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Post by kefke on Feb 17, 2019 20:05:10 GMT
ameisenmeister Changed Principles bugs me. I get why it's white mechanically, but with that art and name I keep thinking it should be black.
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