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CardName: Infectious Tendrils Cost: GG Type: Enchantment - Enemy Weapon Pow/Tgh: / Rules Text: The Enemy has infect. (The Enemy deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Flavour Text: Set/Rarity: Multiverse Design Challenge None

Infectious Tendrils
{g}{g}
 
Enchantment – Enemy Weapon
The Enemy has infect. (The Enemy deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Created on 31 May 2012 by Alex

History: [-]

2012-05-31 14:11:24: Alex created the card Infectious Tendrils

Created for Challenge # 035. The fundamental rule I'm changing is:

> 102.2. In a two-player game, a player's opponent is the other player.

In this alternate history version of Magic, the flavour of the game has always been that the players are like the teammates in Archenemy. The players are notionally working together to attack the imaginary enemy played by the game. It's a little bit like Horde Magic, except there's still competition between the human players, because the winner of a two-player game is the player who dealt the Enemy the most damage by the time the Enemy runs out of life.

So you're scrabbling among yourselves, countering and killing the other players' creatures not because they're actually going to help you, but because they might kill the Enemy before you do. But at the same time there's some ways in which the Enemy is fighting back and so you don't want to make the other player too weak, because if the two of you don't manage to kill the Enemy then nobody wins.

(In this history, the Archenemy casual product was notable for letting someone actually play the role of the Enemy, enabling direct combat between players for the first time.)

There are lots of forms that the Enemy attacks could take. I think it defaults to "2 damage to each player each turn". Infectious Tendrils and Prejudiced Attention illustrate one type of card possible in this new world: spells players can cast which change the form of that attack.

Wow. Oh, cool. I didn't think of anyone changing that rule! :)

I will confess I was reading down the earliest Comp Rules looking at each one to see if I could make any sense of ignoring it. This one struck me as the most fertile of the 101-103 section :) Closely followed by removing 103.3 (life total), which you already touched on in your comment on Challenge # 035.

Very interesting.

­:) Yeah, this is a case where looking for rules to break is a v good approach :)

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