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CardName: Salvation // Perdition Cost: 2WW // 6BB Type: Sorcery // Sorcery Pow/Tgh: / // / Rules Text: Gain 7 life. // Each player sacrifices 13 permanents. Flavour Text: Set/Rarity: Multiverse Design Challenge Rare

Salvation
{2}{w}{w}
 
 R 
Sorcery
Gain 7 life.
Perdition
{6}{b}{b}
 
 R 
Sorcery
Each player sacrifices 13 permanents.
Created on 13 Mar 2013 by jmgariepy

History:

2013-03-13 02:47:28: jmgariepy created the card Salvation // Perdition

For Challenge # 071. This is a sneaky and tricky challenge, neh? Exactly how much connection can be made between the cards before the card breaks is in the eye of the beholder. My first thought when making this card was to choose two numbers that one couldn't make a pattern out of, then move forward from there. But even 7 and 13 feel related to each other, just because their both prime. And, of course, there needs to be a flavor connection...

I get the impression that I can stretch the boundaries better than this... though this is a good first stab.

Heee. I like it. Unconnected, sure... but not as unconnected as some split cards - Assault // Battery springs to mind. 7 and 13 are nice numbers to play with: one that symbolises perfection, one that symbolises betrayal. (Or I suppose it's just the "lucky 7 / unlucky 13" thing. The religious names here made me think of the religious symbolism though.) There's also that 7 + 13 = 20, a significant number in Magic for being the starting life total.

The black side is actually more of a red effect; it's like Obliterate, or a massively overcranked Crack the Earth. But clearly for the flavour it needs to be black not red. And the white side - sure, it's Angel's Mercy, but nobody's going to be excited by a rare sorcery-speed Angel's Mercy. It feels like Cyclonic Rift or Mizzium Mortars: one half of the card is common, but the card as a whole needs to be rare because the other half is definitely rare.

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How much damage does this card deal? Searing Wind
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