Ikoria return
Ikoria return by Pierce
210 cards in Multiverse
85 commons, 79 uncommons, 41 rares, 5 mythics
3 colourless, 32 white, 29 blue, 28 black, 37 red,
31 green, 31 multicolour, 5 hybrid, 4 artifact, 10 land
85 comments total
A return to the world of Ikoria
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Remove all counters from all permanents.
Cycling
Cycling

Whenever a creature you control dies, put a +1/+1 counter on target creature.
Cycling
(
, discard this card: draw a card)
Cycling
(
, discard this card: draw a card)Target creature gets +2/+2 until end of turn. Scry 1.
Target creature gets +1/+0 until end of turn. If it has first strike, it gains double strike until end of turn. Otherwise, put a first strike counter on it.
Whenever you discard a card, you may exile target creature. If you do, return it to the battlefield at the beginning of the next end step. Put a +1/+1 counter on that creature and a +1/+1 counter on Astral Protection Legend.
2/4
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Even with cycling, this seems to niche to print
You know what would make this more black and would work well with Human Sentry, another white-black card in the set? If this counted creatures you control and also creature cards in your graveyard.
I think this could point to a neat white-black theme of go-wide but also aristocrat-style sacrifice.
Why is this black? Adding cycling certainly doesn't make Hope Against Hope black.
While not unheard of, large common white creatures are somewhat of a rarity. This partly relates to the differentiation between green's and white's creature focus where green likes large creatures more and white has more of a focus on the smaller creatures. Looks like there might have been a bit few of more them in the recent years.
It would IMO be a good candidate for an uncommon upshift, yes.
do you think it should be moved up to uncommon?
The general red-flag rule for text amounts is 4+ lines at common. Given this is a common, in the limited environment it means that the players should become somewhat aware that at any point an opponent having 1 white mana up potentially means they can give a creature +1/+1 and have it deal combat damage equal to its toughness rather than power.
Being aware of the common combat tricks is pretty critical for any competitive limited play. In the case of one of those combat tricks being this, that adds a lot of (often unnecessary) combat match evaluations for opponents - and some for the white-color player playing opponent as well in the case of bluffing having the combat trick (ie. representing it as if you had it even if you don't).
Then also as a common you have to think of the scenarios where this card is showing up in multiples relatively frequently. That is most certainly going to give the combat math that non-NWO angle with extra board complexity that has the potential to lead to all kinds of bad scenarios such as analysis paralysis.
There are currently only two common cards ever printed with "use-toughness-instead" abilities, one which was from modern horizons and another which required the creature to have/get vigilance from an external source (or for the creature have it) for that particular ability to be active. It's definitely red-flagged, dunno what your red-flags stats are currently (>20% is ok).
The wording btw should be like:
> Enchanted creature assigns combat damage equal to its toughness rather than its power.
its not that complicated, two of the lines of text: flash and enchant creature dont mean much. It's a combat trick that is also a payoff for the toughness subtheme. Maybe I could remove vigilance, but I like how a combat trick giving vigilance makes you think about whether to cast it before or during combat to catch your opponent off guard or to have your creature untapped.
Seems pretty complex and wordy for a common.
maybe change it to vigilance counter