Having impossible luck means having All the luck, which means there’s no luck at all- anything chance related breaks your way. Which I choose to model as any time the main source of randomness, a card draw, would occur, you get to get lucky and find what you want.
It’s the same effect as Archmage’s Ascension, except with a more hideous mana cost and without the need to wait to get it online. It remains to be seen whether it’s too much or too little.
Man, the memos were hilarious. This card isn’t really all that great, but it’s a starting point. I wanted to make it so things got more and more batshit and hard to deal with the more people and things got involved with the memo. Other ideas I had were too much text- tracking across turns requires an escape valve, something that causes the memo to either be sacrificed or be reset. So to cope with this being on the weaker side it’s pretty cheap to cast.
Here I take the step Zendikar and Worldwake chose not to take- making Quest an actual subtype for Enchantments. This means I can’t do any direct reprints of their quests, though I can do functional ones with the Quest subtype.
This gives you a bonus for completing other quests. I had to have it reference itself by name, otherwise having two of these out causes an infinite loop that ends the game in a draw unless someone has a naturalize.
This card is likely to be changed once I actually have other Quests out there, but for now it’s a good starting point. Another option I considered was to have it be able to copy other quests, which I will still consider, especially if this seems too strong (it minimizes the number of times you can copy a “sac this quest” quest’s ability, for instance).
Candle Light Hate Date
This one was a little tricky. I spent a while on the fence about whether or not the creatures targeted by this card should be likely to die. In the end I decided to let it go both ways, at least for now.
The previous version of this card was 1G and didn’t have the “if G was spent to cast” line. This made it a relative of “Mutant’s Prey”, which I thought was a nice thing to base on since Mutant is a Karkat reference and +1/+1 counters are a thing in this set. I liked the idea of a card that both had a fight and +1/+1 counters. But the word ‘hate’ is right there in the title, and both hate and to some extent dates are more red things, so I made it red and gave it the extra ‘if green’ boost.
My first idea, for the record, was “Target creature fights target other creature. Put a +1/+1 counter on each of those creatures.” This, however, would be played wrong 90% of the time, as the intent is to take advantage of the fact that you don’t check for lethal damage until the card finishes resolving. So two 3/3 critters targeted would both survive as 4/4s with 3 damage on them. Obviously, most people would play it that the counters only go on survivors, which is what the “at the beginning of the next end step” delayed trigger is meant to emulate.
I won’t be at all surprised if I change this later, but at least it is something now, for now.
Going through the set I realized Naptime and Blood Pact did basically the same thing at the same mana cost and rarity. So this is a revamped Naptime that actually incorporates a nap.
Here it is, with both corrections- reminder text removed, target added.
Just a little note, Blood pact doesn't actually target the creatures it's affecting since you don't actually use the word "target". It should read "on each of two target creatures" rather than " on each of two creatures"
Son of a… you’re absolutely right, I’ll fix that when I get home from work. Thanks!
Not entirely wedded to the name. Also, happy to take suggestions for quotes for flavor text. But I think I really enjoy the effect. :)
A response to the comment about the reminder text on regenerate: interestingly, the default reminder text in the Magic Set Editor includes the “remove damage and remove it from combat” if the card it’s on has p/t, and just says “tap it” if it doesn’t. Presumably this is so it doesn’t remind about removing damage when you regenerate a land or something, but it winds up being weird when one card that doesn’t have p/t regenerates another that does. Real Magic uses the “remove damage” version of the reminder text in this case, but the Set Editor doesn’t allow you to edit the reminder text for standard magic keywords.
As such, I am going to circumvent the problem by just removing the reminder text from the card. :)
Obvious closest relative is Travel Preparations, where that had flashback and this instead has the ability to cast it as an instant. I didn’t really want this to just sit at W1 and two counters, so I upped the cost slightly and added the regeneration. Honestly while it fits ok in white it fits somewhat better in green, but flavorwise the pact is definitely not a green concept so white it is for now.
While on the expensive side for a defensive combat trick it’s pretty devastating on blockers.