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 Post subject: contest - tempt fate
PostPosted: Tue Aug 20, 2024 10:57 am 
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Make a card named Tempt Fate


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 Post subject: Re: contest - tempt fate
PostPosted: Tue Aug 20, 2024 12:20 pm 
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Tempt Fate
:b::b::r::r:
Sorcery
An opponent chooses a card name other than that of a basic land. Then, reveal the top card of your library. If it has the chosen name, you lose the game. Otherwise, put it into your hand and you may repeat this process. (A new name may be chosen each time)
"Everything will be fine as long as it's not -" High Warlock Skaros, last words.

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 Post subject: Re: contest - tempt fate
PostPosted: Tue Aug 20, 2024 1:34 pm 
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Tempt Fate-
Sorcery
Return target creature card from your graveyard to the battlefield. It gains "All spells and abilities must target this creature if able." and "When this creature becomes the target of a spell or ability, exile it."
The Sisters of the Loom have a sharp eye for loose threads.

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 Post subject: Re: contest - tempt fate
PostPosted: Tue Aug 20, 2024 8:46 pm 
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Tempt Fate
Creature - Bear
2/2

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 Post subject: Re: contest - tempt fate
PostPosted: Tue Aug 20, 2024 10:11 pm 
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Tempt Fate :r:
Enchantment

:1::r:: Target creature you control deals 1 damage to another target creature. If that creature dies this turn, exile ~. Activate only when you could cast a sorcery.

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Last edited by Tekkahedron on Fri Aug 23, 2024 4:57 am, edited 1 time in total.

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 Post subject: Re: contest - tempt fate
PostPosted: Wed Aug 21, 2024 12:01 am 
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Tempt Fate -
Sorcery
Target opponent creates a 5/5 red Dragon creature token with flying.

I envision an edh kinda situation.

Elden memes live rent-free in my head


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 Post subject: Re: contest - tempt fate
PostPosted: Wed Aug 21, 2024 7:00 am 
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Tempt Fate
Enchantment (R)
At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
You can't play cards that share a name with a card exiled with ~ unless you play them from exile

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 Post subject: Re: contest - tempt fate
PostPosted: Thu Aug 22, 2024 10:41 am 
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Tempt Fate
Sorcery (R)
Discard your hand, then flip a coin. If you win the flip, draw seven cards.

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 Post subject: Re: contest - tempt fate
PostPosted: Sat Aug 24, 2024 4:11 pm 
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Preferred Pronoun Set: he/him/his/his/himself
Tempt Fate
Sorcery (R)
Until end of turn, target creature gains +4/+4, Trample, and "When this creature dies, discard your hand".
"Not even the gods can stop me now!"

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War of the spark will have so many Planeswalkers, they won't even be planeswalking anymore.


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 Post subject: Re: contest - tempt fate
PostPosted: Mon Aug 26, 2024 9:36 am 
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Tevish Szat - I like how this rewards playing a deck full of singletons while still potentially backfiring, but it could also take a long time to resolve. I guess if you were trying to go infinite with it, the opponent could just name your win condition / next combo piece every time. You'd have to sideboard between games to keep them guessing. Interesting minigame

razorborne - I get the flavor reference. That drawback could be partly blue. Since it doesn't use Flagbearer text, you could make everything immune to single target spells by playing this twice. I think eternal formats might use this as another undercosted zombify, mostly on stuff that already has shroud

purple shrimp - This meets the criterion

Tekkahedron - I don't really get this card, flavorwise or mechanically. What's the point of dealing damage to something if you're not expecting it to die? This just becomes a Goblin Cannon

Confused - I think Death by Dragons does this sort of thing better and doesn't become useless when you're down to your last opponent. This is more politics than fate

EpicLevelCommoner - I guess the intention is that you could reveal a card, not be able to play it, and then be locked out of using copies that were already in your hand. In practice this probably gets used in aggro decks with low-cost cards

purplebackpack89 - Is this merely tempting fate or abandoning yourself to it completely? This is probably a fair cost, not so strong to make vintage players want to have it as a backup plan, but I could be wrong

UselessCommon - At first this doesn't read that well. The criterion wants you to put yourself in danger, but risking your whole hand for trample (compared to baseline effect like might of old krosa)? But in practice, these sorts of spells are already tempting fate - you could die on a counterattack to a failed Overrun even though it has no drawback at all - so it's probably worth it


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