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CardName: Sceptre of the Veil Cost: 3 Type: Artifact Pow/Tgh: / Rules Text: {3}, {T}, sacrifice Sceptre of the Veil: Destroy all creatures. {3}, {T}, sacrifice Sceptre of the Veil: Regenerate all creatures you control. Flavour Text: Set/Rarity: Multiverse Design Challenge Rare

Sceptre of the Veil
{3}
 
 R 
Artifact
{3}, {t}, sacrifice Sceptre of the Veil: Destroy all creatures.
{3}, {t}, sacrifice Sceptre of the Veil: Regenerate all creatures you control.
Created on 13 Mar 2013 by Jack V

History: [-]

2013-03-13 11:29:31: Jack V created the card Sceptre of the Veil

For Challenge # 071

OK, after a lot of mulling, how about this?

The abilities are obviously related, they're mirrors of each other. In some ways they're opposites: each could be the counter to the other in an opposing deck.

And they would be synergistic if you could combine them, except that you explicitly can't play them together, and it's fairly clear that you can't so people are hopefully not going to try and get disappointed that they can't.

In any given situation you're likely to want one or the other. And you're likely to put it in your deck for one or the other. But somehow, perhaps because (i) the other one may be useful sometimes and (ii) the flavour justifies two mirrored but opposite abilities, I hope it doesn't fall into the usual trap of "ability A is awesome for my deck but I can't play it because ability B is anti-synergistic".

I'm not sure about the costing.

Mmm. Yes. Mirrored abilities are a nice take on this. More normally mirrors are spread across two cards, but you do get occasional ones where one card has two mirrored abilities on it; and making them both require sacrifice of the card is one good way to enforce that they don't work together.

(And indeed as you point out, they very much would have synergy if it weren't for that fact. I guess if you had two of these, popping them both on the same turn for a 1-sided Wrath is pretty nice :) )

Cost-wise, I think I'd be inclined to keep casting cost and Wrath cost as they are, but make the regenerate cost just "{1}, {t}, Sac" or maybe just "{t}, Sac".

Heh. I'm evil. One of my first thoughts was "You know, this card should put the sacrifice abilities after the colon. That way you can get extra value out of the card when you Twiddle it..."

Does that defeat the point of the card and the exercise, though? I don't know.

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How much damage does this card deal? Searing Wind
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