CardName: Rallying Clarion
Cost: 4W
Type: Sorcery
Pow/Tgh: /
Rules Text: Tap up to two target creatures you don't control. Up to two
target creatures you control get +2/+1 until end of turn.
Flavour Text:
Set/Rarity: Multiverse Design Challenge Common
Rallying Clarion
C
Sorcery
Tap up to two target creatures you don't control. Up to two target creatures you control get +2/+1 until end of turn.
1-5-1-5-6: white common sorcery, CMC 5, tempo.
Hmm. White does get a lot of common 5-CMC sorceries, but they're usually removal, which I think doesn't count as "tempo".
This feels like it wants to be something like Bond of Discipline, although that was uncommon. "Tap all X creatures" is basically always uncommon - the only exception is Ivory Giant. But "Tap two creatures" is easily common, often combined with some effect, such as Dizzying Swoop. This being a sorcery forces you to use it aggressively. I figure Dizzying Swoop + Ethereal Guidance/Rush of Battle might make a decent white common sorcery to let an aggressive deck push through.
Not sure I really fulfilled the "tempo" requirement, but it led me to an interesting place nonetheless.
Oh I like that. It feels very tempo-y to me. It doesn't make any permanent bonus, but it approaches the "let you push some more damage through" type card from both attacker and defender point of view. There might be a few too many things going on at once, but at sorcery speed, probably not, it doesn't need a lot of decisions by either player.
See Challenge # 167.
1-5-1-5-6: white common sorcery, CMC 5, tempo. Hmm. White does get a lot of common 5-CMC sorceries, but they're usually removal, which I think doesn't count as "tempo".
This feels like it wants to be something like Bond of Discipline, although that was uncommon. "Tap all X creatures" is basically always uncommon - the only exception is Ivory Giant. But "Tap two creatures" is easily common, often combined with some effect, such as Dizzying Swoop. This being a sorcery forces you to use it aggressively. I figure Dizzying Swoop + Ethereal Guidance/Rush of Battle might make a decent white common sorcery to let an aggressive deck push through.
Not sure I really fulfilled the "tempo" requirement, but it led me to an interesting place nonetheless.
Oh I like that. It feels very tempo-y to me. It doesn't make any permanent bonus, but it approaches the "let you push some more damage through" type card from both attacker and defender point of view. There might be a few too many things going on at once, but at sorcery speed, probably not, it doesn't need a lot of decisions by either player.