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CardName: Extract Vitality Cost: 2S Type: Sorcery Pow/Tgh: / Rules Text: Perpetual {1}{S} (When this resolves, exile it instead of putting it in a graveyard. At the beginning of your upkeep, if this is exiled, you may cast it for its perpetual cost.) Put a -1/-1 counter on target creature. You gain 1 life. Flavour Text: Set/Rarity: Multiverse Design Challenge Uncommon

Extract Vitality
{2}{s}
 
 U 
Sorcery
Perpetual {1}{s} (When this resolves, exile it instead of putting it in a graveyard. At the beginning of your upkeep, if this is exiled, you may cast it for its perpetual cost.)
Put a -1/-1 counter on target creature. You gain 1 life.
Updated on 20 Oct 2011 by Alex

History: [-]

2011-10-20 13:04:40: Alex created the card Extract Vitality
2011-10-20 13:05:36: Alex edited Extract Vitality

Created for Challenge # 018.

I think Perpetual cards would probably need to be quite carefully designed so that they don't become uninteractive - or at least, not both uninteractive and powerful. Things that target creatures are good, because every colour can respond by making the target invalid (white gives it protection or exiles it, blue bounces it, black kills it, red burns it, green gives it hexproof) and then the whole perpetual spell is countered and goes to the graveyard.

You could remove the "You may" to bring down the power and controlledness of the effect and make it feel more untameable.

I definitely like the idea. (I'm worried that repeatable effects need to be quite weak to be printable, but they managed to make rebound and retrace ok, just about)

Really, this is an enchantment with a number of drawbacks, so it feels fine by me. It would require testing to get right, but I can't see why a card like, say, Dragon Roost would be a more broken mechanic than a Sorcery doing roughly the same thing.

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