CardName: Allegiance Transferal Cannonade
Cost:
Type: Effect
Pow/Tgh: /
Rules Text: Both you and an opponent choose a creature you control.
Exchange control of those creatures.
Flavour Text:
Set/Rarity: Multiverse Design Challenge Common
Allegiance Transferal Cannonade
C
Effect
Both you and an opponent choose a creature you control. Exchange control of those creatures.
For Challenge # 031. Effects are cards you set aside in a separate pile of 10 cards (not your sideboard). When a card asks for you to play an effect, you flip one of them face up. If you have no more effects, you shuffle them and put them face down in a pile again.
I intend effects to be drafted, probably taking up the token slot or basic land slot of the deck its in. Also, the rules state that if you don't have enough effects, you may put basic lands in your effect deck, but they don't do anything when the resolve. Also, also, there's no upper limit to the amount of cards you can play in your effect deck.
Granted, drafting only one effect and having to shove 9 non-effects in your effect deck would kind of suck... but imagine if it flipped up just when you needed it...
Yeah, maybe this is the way to create a new card type: imagine a Magic variant, then think about what cards would have to exist to make that variant work :)
Yeah, I like this idea. I think I'd make it so the effect happened periodically (in upkeep? when you deal combat damage to a player?) so it didn't need a creature to enable it, but you could still have creatures that triggered effects if you wanted.
I was tempted to suggest that the effect decks of both players were shuffled together, although I think that would be too complicated to extricate again afterwards.
Originally, I had it at the beginning of upkeep, but I didn't want people thinking that it needed to be at the beginning of upkeep. Really, I imagine an enchantment with the ability ": Play an effect." kicking around. The new part is playing effects, not what triggers it. I assume there's 101 ways to trigger it.
As for the shuffling together... I thought of that too, but I think it works better this way for another reason: People need a rules justification to play it this way. They need the rules to say "It's okay to make your own effects deck and play with it" so their opponent doesn't complain when they do that. It's the rules. They don't, however, need a justification to shuffle their effects decks with their opponents. Archenemy pretty much shows us this in practice.
For Challenge # 031. Effects are cards you set aside in a separate pile of 10 cards (not your sideboard). When a card asks for you to play an effect, you flip one of them face up. If you have no more effects, you shuffle them and put them face down in a pile again.
I intend effects to be drafted, probably taking up the token slot or basic land slot of the deck its in. Also, the rules state that if you don't have enough effects, you may put basic lands in your effect deck, but they don't do anything when the resolve. Also, also, there's no upper limit to the amount of cards you can play in your effect deck.
Granted, drafting only one effect and having to shove 9 non-effects in your effect deck would kind of suck... but imagine if it flipped up just when you needed it...
Impressively different, at least.
Yeah, maybe this is the way to create a new card type: imagine a Magic variant, then think about what cards would have to exist to make that variant work :)
Yeah, I like this idea. I think I'd make it so the effect happened periodically (in upkeep? when you deal combat damage to a player?) so it didn't need a creature to enable it, but you could still have creatures that triggered effects if you wanted.
I was tempted to suggest that the effect decks of both players were shuffled together, although I think that would be too complicated to extricate again afterwards.
Originally, I had it at the beginning of upkeep, but I didn't want people thinking that it needed to be at the beginning of upkeep. Really, I imagine an enchantment with the ability "
: Play an effect." kicking around. The new part is playing effects, not what triggers it. I assume there's 101 ways to trigger it.
As for the shuffling together... I thought of that too, but I think it works better this way for another reason: People need a rules justification to play it this way. They need the rules to say "It's okay to make your own effects deck and play with it" so their opponent doesn't complain when they do that. It's the rules. They don't, however, need a justification to shuffle their effects decks with their opponents. Archenemy pretty much shows us this in practice.