My original idea was "choose one - destroy target enchantment; or return target enchantment card in a graveyard to its owner's hand" but I think this is better for complexity's sake.
I dunno what the flavor is here. Is the eagle drawn to Mexican standoffs? Is there something about bullets that attract it? Who knows. But, a lonely vanilla flier seemed a bit boring.
Not sure if this should be one line or two lines. Since they are thematically related abilities I feel like they can be one line, but at the same time the text on a lot of cantrips points to two separate abilities on instant and sorceries being separate lines.
I like it a lot, it has a good feel, and is simple to understand even if not to work out all the implications. And there's a lot of potential fun around planning a deck around what you're going to give away. But I agree, it's hard to make balanced and also interesting. You could also consider making it more consistent by allowing land, or only allowing creatures, or don't make it a permanent at all, say "you may have target opponent draw a card".
Not sure about the power level on this one. Inherent card disadvantage is pretty bad so the power level has to be worth it, but some decks will just donate a random 1/1 token so the power level can't be too crazy either.
My original idea was "choose one - destroy target enchantment; or return target enchantment card in a graveyard to its owner's hand" but I think this is better for complexity's sake.
I dunno what the flavor is here. Is the eagle drawn to Mexican standoffs? Is there something about bullets that attract it? Who knows. But, a lonely vanilla flier seemed a bit boring.
Not sure if this should be one line or two lines. Since they are thematically related abilities I feel like they can be one line, but at the same time the text on a lot of cantrips points to two separate abilities on instant and sorceries being separate lines.
Another sedge scorpion variant. Woo!
No shooting and bartering allowed.
The Oregon Trail was a pretty good game.
Now a different kind of exploitable
Funky!
The name is flavourful, but probably unprintable. Just imagine trying to trade for it: "Has anyone got any Marked Cards going spare?"
I like it a lot, it has a good feel, and is simple to understand even if not to work out all the implications. And there's a lot of potential fun around planning a deck around what you're going to give away. But I agree, it's hard to make balanced and also interesting. You could also consider making it more consistent by allowing land, or only allowing creatures, or don't make it a permanent at all, say "you may have target opponent draw a card".
Not sure about the power level on this one. Inherent card disadvantage is pretty bad so the power level has to be worth it, but some decks will just donate a random 1/1 token so the power level can't be too crazy either.