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CardName: Sigil of the Longest Road Cost: BB Type: Enchantment Pow/Tgh: / Rules Text: At the beginning of your upkeep, if another player has more different names among lands he or she controls than any other player, that player gains control of Sigil of the Longest Road. At the end of your turn, each opponent loses 2 life and you gain that much life. Flavour Text: Set/Rarity: Multiverse Design Challenge Rare

Sigil of the Longest Road
{b}{b}
 
 R 
Enchantment
At the beginning of your upkeep, if another player has more different names among lands he or she controls than any other player, that player gains control of Sigil of the Longest Road.
At the end of your turn, each opponent loses 2 life and you gain that much life.
Updated on 08 Dec 2011 by Alex

History: [-]

2011-12-08 10:35:38: Alex created the card Sigil of the Longest Road
2011-12-08 10:37:16: Alex edited Sigil of the Longest Road

Created for Challenge # 024. Using the same approach as on Jenny, Marquisa of Catan - one of the very first home-made Magic cards I made, many years ago - I decided a "victory point" should correspond to "opponents lose 1 life". I decided to tweak that to "and you gain that much life" to make the card a bit more appealing.

How to represent "longest road" was an interesting question (much harder than Largest Army, which I'm sure was deliberate on jmgariepy's part). At first I thought "most lands", but I thought that might correspond to "most roads", which is not the same as "longest road". In the end I went for the slightly more unusual "most differently-named lands" to evoke the feel of a road stretching out across lots of different bits of territory, rather than having lots of little forks within one piece of territory.

I like the "differently-named" lands. I went the obvious route, but I think yours is more interesting. There's a little excuse to play as eccentric a mana base as possible (a little hard on monocolor decks, but that's probably ok).

I chose "20% of starting value" as the key number, but only had it happen once: I agree "every turn" gives a good reason for the change of control to matter. I'm not sure if I like the life gain or not: it can really draw games out, but OTOH, it works nicely with the concept of the longest road, in that if I have it for a turn, then you gain control for a turn, it cancels out, which sort of makes sense settlers-wise, rather than just driving everyone inexorably towards death.

Very solid card. For a second, I almost thought of this as being the natural conclusion for "Longest Road", when I had to check myself, and realize that this required a few leaps, and just looks natural since it comes together so well.

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