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CardName: Judged by Gods Cost: 1BB Type: Instant Pow/Tgh: / Rules Text: Put a fate counter on target creature. (If damage would be dealt to it, instead remove a fate counter from it. When the last is removed, destroy it.) Destroy target creature with a fate counter on. Flavour Text: Set/Rarity: Multiverse Design Challenge None

Judged by Gods
{1}{b}{b}
 
Instant
Put a fate counter on target creature. (If damage would be dealt to it, instead remove a fate counter from it. When the last is removed, destroy it.)
Destroy target creature with a fate counter on.
Updated on 02 Feb 2017 by Jack V

History: [-]

2017-02-01 23:24:57: Jack V created and commented on the card Judged by Gods

See Challenge # 155.

Did I see this mechanic somewhere else? The idea is, lots of gods meddling with fate in "theros gone phyrexian". And we have a new counter type for the block, instead of -1/-1.

Almost certainly there's no other counter type worth replacing +1/+1 or -1/-1. But I always want to explore ideas anyway.

The idea is, one fate counter is bad, since it effectively makes the creature more fragile, especially if you can put one on an opposing large creature. But multiples are good, especially if you can put them

I'm imagining simple instants like "curse" (put a fate counter on target creature, like needle drop) and "bless" (put two fate counters on target creature). And creatures that come with fate counters on, etc.

Gets the flavor across pretty well and seems to have has a lot of design space. Small burn could be relevant again. I wonder if sacrifice would be better than destroy.

Thank you.

I did consider sacrifice, but it was wordier, so I wanted to do it only if I was sure it was better.

Yeah, this is very interesting. Fascinating how one makes it worse but two or more will often make something better. Not only does it have lots of design space, it has all sorts of interactions and implications for all sorts of bits of its containing set. Burn, flicker, fight, 1/x creatures, x/1 creatures, Fate Transfer... I'm not certain, but I think there's a fair chance this could be the core mechanic of a large set.

Thank you!

I originally thought, maybe it could code different modes, like "cursed" was 1 counter, "blessed" was 2 counters, something else was three counters. But then I realised the natural implementation of curse and bless were similar to each other, and you could do it this way.

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