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CardName: Fortress Sanctuary Cost: UW2 Type: Tribal Enchantment - Wall Pow/Tgh: / Rules Text: Persist. All creatures have defender. Creatures with defender may attack as if they didn’t have defender as long as Fortress Sanctuary doesn’t have a -1/-1 counter on it. If Fortress Sanctuary would be countered, instead put it onto the battlefield with a -1/-1 counter on it. Flavour Text: Set/Rarity: My Universe, My Rules Common |
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Intention: If you let it stand, then it powers up all your tribal walls (which is actually quite scary in the right deck, I may have undercosted this) and animates all walls.
If you kill it once, then all creatures are walls (and that is scary enough in the right deck) - but walls aren't animated any more.
Kill it again to get rid of it completely.
And yes, way undercosted on a rethink - upping it from UW to UW2
I had no idea what "the second effect" referred to until I read your comment. I might suggest templating it as:
Persist.
All creatures have defender.
Creatures with defender may attack as if they didn't have defender as long as ~ doesn't have a -1/-1 counter on it.
If ~ would be countered, instead put it onto the battlefield with a -1/-1 counter on it.
(That's using "Persist" as a shortcut for the reanimate-with-counter-if-no-counter effect, with the slight oddness that you have an enchantment with -1/-1 counters. This works fine, it's just unusual, although not without precedent: Afiya Grove. You could use a more sensible counter type if you spelled out the rules text of persist instead.)
(and Llanowar Reborn)