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CardName: Break Spirit Cost: 4GWB Type: Sorcery Pow/Tgh: / Rules Text: Double Dip when a permanent enters the battlefield under an opponent's control (If you cast this spell from your hand, exile it when it resolves. When the double dip condition is met, you may cast it from exile without paying its mana cost.) Destroy target permanent. Flavour Text: Set/Rarity: Mashup: the Gathering Workbench Rare

Break Spirit
{4}{g}{w}{b}
 
 R 
Sorcery
Double Dip when a permanent enters the battlefield under an opponent's control (If you cast this spell from your hand, exile it when it resolves. When the double dip condition is met, you may cast it from exile without paying its mana cost.)
Destroy target permanent.
Updated on 13 Nov 2013 by jmgariepy

History: [-]

2013-11-13 02:31:39: jmgariepy created the card Break Spirit

Random generator gave me Spine of Ish Sah and Double Dip... which is pretty friggin' awesome... but what does one do with that, if they don't want to go wandering through un-land.

Without un-land, the obvious choice is... fine... (Change the Spine to gain 5 life) but underwhelming. I'd be happy to have that card but it kind of misses the point of doing mashups in the first place.

So I worked to get a 'now and later' thingy that was appropriate, and eventually settled on Double Dip. I like the mechanic, though, I admit, it's a bit wonky. Not counting the reminder text, "Double Dip when a permanent..." infers that something already happened. Oddly, Double Dip is operating as both a Keyword ability (It exiles this spell after it's cast the first time), and operates as a keyword action (Double dip's second ability only works when you write it out in a sentence).

Technically, what this card needs is some sort of syntax rider. I know people have monkeyed around with things like "Protection {Blue, Green}" but I never thought it was particularly relevant. It seems relevant on this card, though... I could really use "Double Dip {When a permanent enter the battlefield...}" and make this an official keyword ability.

Um, is it intentional that this card doesn't exile itself?

Currently, it looks like if you CAN exile this; you win. Oh wait, you still need the mana; ok, not quite a complete lock then.

I'd go with the wording: Double Dip - When a permanent enters the battlefield under an opponents control, you may cast ~ from exile.

I guess this is playing in the same space as Rebound, as in Distortion Strike and Cast through Time. That offers some suggestions for the reminder text.

So I think this does exile itself (assuming you cast it from your hand, rather than from some strange place); but... it doesn't actually say "without paying its mana cost" for the double dip casting. I assume that was how it was meant though.

Oh, it certainly makes more SENSE if it exiles itself. But if it then casts without cost, it's a complete win condition. Which is a bit harsh for a 7-cost that isn't even a permanent so most colours can't deal with it at all.

2013-11-13 11:52:03: jmgariepy edited Break Spirit

Ah, yes, multiple problems. Fixed. I didn't intend for the card to be a Johnny riddle of "How do I exile it." It was supposed to be more like Rebound from the start. Why I didn't think to just go and steal Rebound's text is beyond me.

You bring up a good point, Vitenka. I wasn't really sure if this card was fair, even at 7 with 3 colors. The best I could rationalize was that the second casting of this card wasn't really a guarantee. I mean, if the game is even, this card should provide the lock. But, if you're behind, it just takes out the oppoent's best permanent. Then they swing for two turns and win. They don't really have to cast another spell if they would win otherwise...

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