Faith vs Science DD challenge

Faith vs Science DD challenge by Doombringer

204 cards in Multiverse

9 with no rarity, 106 commons, 47 uncommons,
36 rares, 6 mythics

46 white, 38 blue, 39 red, 38 green,
12 multicolour, 21 artifact, 10 land

741 comments total

A Duel Deck design challenge by the hosts of Re-Making Magic. See the MTGS forums for details

Faith vs Science DD challenge: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Skeleton

Welcome to the Faith vs Sciene Duel Deck challenge. Hosted by Dan Felder and Reuben Covington from Re-Making Magic

For full details be sure to listen to episode 31 of re-making magic!

The idea is for everyone to submit cards to fit the duel deck skeletons. Each duel deck will be 60 cards, and feature no more than 2 copies of an individual custom design. Submit cards for any slot you like, just focus on slots not already filled. When we've got a full draft, we'll talk about our favorite card of each rarity on the podcast.

Doombringer and I did a full analysis of the mechanics we chose in Episode 31 of the Remaking Magic Podcast. We ended up choosing two main mechanics: one of which is named. The faith mechanic we're currently exploring is called "Pray".

5WW: Pray (gain 1 life for each creature you control).

The idea behind Pray is that we'll have a lot of cards with effects that trigger when you Pray. Such as "When you pray, put a a 1/1 white human token onto the battlefield" or, "When you pray, scry 1." Then all your believers will trigger their abilities when you pray. Pray should always be 7 mana to activate, though it might not always be white. It might be green for green cards, both green and white, or hybrid green/white on all the cards. Point is, keep your pray submissions at 7 mana for now. The number will probably get tweaked in development.

The science mechanic is as yet unnamed, and I'd very much like to get suggestions for it. It works like this.

"When ~ enters the battlefield, you may sacrifice an artifact."

This is exploit for artifacts. It should mostly go on artifacts themselves, and represents the engineering side of tinkering with what you already have and making new things with the spare parts.

The faith deck also wants to use an angel version of the dragon mechanic from dragons of tarkir. It goes like this.

"As an additional cost to play ~, you may reveal an angel card in your hand. If you revealed an angel card or controlled an angel when you cast ~ [effect]" Just like Draconic Roar, but with angels instead o dragons. This represents the feeling of an angel watching over you and having faith in a higher power.

Science also is going to want artifacts that like being sacrificed. Bear that in mind. It feels very clever to sacrifice an artifact that already wants to be sacrificed.

Finally, the Science deck will be Red/Blue to represent the mad science we've got going here. Mythbusters science. Let's make some stuff, then blow it up to make more stuff or just watch it go boom! The faith deck is green/white, to take advantage of the spirituality and community aspects of the colors

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The set creator would like to draw your attention to these comments:

On Vinetouched Clergy (reply):

agreed this needs changing

On Faith vs Science DD challenge (reply):

Great job with taking the initiative to do your own playtest. Me and Dan will be playtesting this weekend and will add additional notes.

On Faith vs Science DD challenge (reply):

First PLAYTEST results. The cards were already a few days old yesterday since the playtest was originally planned for the weekend, so a few results were not entirely up-to-date, but I could make some general observations:

  1. Both decks have slight mana issues even with just one copy of every card in a card slot. I think there were already some cuts that are not represented in the decks I played, so more after today.

  2. Tinker works, but plays entirely different on nonartifact creatures which sometimes - lacking the artifact in play - are simply "turned off"; not necessarily a bug, but we want to be certain to have artifacts at the cheap end of the spectrum.

  3. More importantly: Tinkering is fun. You always seem to be able to do something even on a stalled board. You get to feel clever, so thematically this is a good sign.

  4. Pray causes a strange transformation in the Faith deck once you reach the magical amount of seven mana: You want to pray, but you might also need to put down additional creatures to make pray better or defend. This cuts into the good feeling over finally being able to activate pray.

  5. The Faith deck seems notbly more reliant to hit both colors twice to avoid being stuck with dead cards. Possibly too much.

  6. The Science deck seems to handle Angels well with removal/Thopters, but the Thopters are ironically now pressuring the Faith deck a bit too efficiently early on.

The many different singletons result in a high variance, so some cards never showed up and some almost every game. I'll comment on individual cards that stood out.

On Reverberating March (reply):

what is this card doing?

On Cogwork Sorcerer (reply):

this card makes no sense to me

On Scrapyard Sneak (reply):

Obsoletes Phantom Warrior now - other options:

U, 1/1, tinkers for a +1/+1 counter 1U, 1/1, tinkers for two +1/+1 counters 3U, 2/2, tinkers for a +1/+1 counter

Recently active cards: (all recent activity)

Artifact Creature – Golem
Spare Golem enters the battlefield with a +1/+1 counter on it for each artifact card in your graveyard.
When Spare Golem dies, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on Spare Golem.
last 2022-07-30 17:54:53 by SecretInfiltrator
Creature – Bird
Scrapyard Flock can't attack unless you have three or more artifact cards in your graveyard.
"It's a pet project of mine. I work on it on my spare time and with spare parts."
-Ivor, Stronghold Machinist
1 comment
2022-07-30 17:52:49 by SecretInfiltrator
Enchantment – Aura
Enchant permanent (Target a permanent as you cast this. This card enters the battlefield attached to that permanent.)
Enchanted permanent's triggered abilities don't trigger. If enchanted permanent is a creature, it can't attack or block.
last 2021-08-17 13:15:10 by SecretInfiltrator
Creature – Human Knight
First strike
At the beginning of each end step, if you gained 3 or more life this turn, put a +1/+1 counter on Lifebond Paladin.
last 2020-10-19 10:18:04 by SecretInfiltrator
Creature – Human Cleric Archer
{t}: Add {g} to your mana pool.
Any servant of the God of the Hunt will adopt the talents of using her sacred weapon.
last 2017-01-14 13:19:49 by SecretInfiltrator

Recent comments: (all recent activity)
On Spare Golem:
On Scrapyard Flock:
On Lost in Awe:
On Lifebond Paladin:
On Priest of Nylea:

This plays well when I test it as a replacement, but the Faith deck has mana problems - including getting white mana. So I suggest changing this to either "add {w}" or one of "{g} or {w}".

On Sylvan Spiritualist:

I think that the mana ability is honestly the most important part of the card.

Getting to seven mana is extremely critical for the Faith deck. This is the only dork currently on file. If there is anything not to cut it is the mana ability.

On Sylvan Spiritualist:

No, I mean the mana ability. I mean, cutting the triggered ability makes it feel a little wonky, buy probably better fit curve reasons.

On Sylvan Spiritualist:

Do you mean triggered ability?

The original card was just the mana effect and pray. I like that as it were.

Now were are praying to do other things while praying. Which is fine.

Currently there are only two green common prayers, I would actually hesitate to cut one.

On Sylvan Spiritualist:

Does it need the activated ability?

On Sylvan Spiritualist:

We are then down a common pray card... Is this potentially worth the red flag?

(All recent activity)
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