Foregone Conclusion 2WG
Sorcery C
Target creature you control gains indestructible until end of turn. It fights target creature you don't control. (Each deals damage equal to its power to the other.) Is the fight even worth having when the victor is already known?
Swift Fecundity UG
Instant C
Counter target creature spell. Each player may search his or her library for a basic land card, put it onto the battlefield, then shuffle his or her library. Remember that the circle of life has no start and no end. It is a circle. You begin and end simultaneously.
Ineffectual Anger BR
Enchantment - Aura C
Enchant creature
Enchanted creature gets -2/-2 and attacks each turn if able. Rage often makes men run head first into a spear
Foregone Conclusion - Fine. Not much of a bleed since green now gets "damage equal to its power" straight-up. I like the flavor. Not positive as to whether this could be common, but at sorcery speed it's not exactly high-impact removal. As an instant, it would be an entirely different story.
Swift Fecundity - Nothing about this card is, mechanically, black. Hybrid is totally inappropriate here.
Ineffectual Anger - Nice Chemister's Trick variant. Very Chinese-menu and an appropriate duo of effects.
Thanks! I've changed SF to UG instead of hybrid. The black was a holdover from the design when it was straight up BG (the intention being that countering a creature spell was basically removal). I got rid of that idea, keeping it in the appropriate color pie, but forgot about taking black out of it entirely.
Foregone conclusion lets you fight with your biggest creature, then swing in indestructible, meaning they can't trade by chumping. This is too easily a two-for-one to fall at common.
Swift Fecundity is too complex for common, between countering, ramping, and instant speed deck searching.
I quite like Ineffectual Rage, although I feel like it might be more interesting if it gave -0/-2 instead of -2/-2. Not that I think the current version is a power concern, it seems pretty balanced as is. I just think the decision-making would be a bit more interesting if it didn't make the power smaller. It also feels more Rakdos, with the high-risk-high-reward aspect of it.
It also feels less bad for the other player and tends to be a bit less swingy and more interactive.
Say you have a 4/4 and your opponent has a 3/3. You have the upper hand and are content to stonewall the 3/3 attacker with your 4/4 blocker. They cast this, turning your 4/4 into a 2/2. Then they attack. You can either block and just lose the 2/2, or you can wait and just keep swinging back and forth, risking the 2/2 dying to a block anyway.
Or, they cast my suggested version, turning your 4/4 into a 4/2. Now they have to decide if they want to attack and risk killing it but losing the 3/3, or wait and block it to definitely lose the 3/3. They still have the decision-making power in this situation, whereas you must attack, but they're still at risk of giving you card advantage.
Again, it's just an adjustment I would make because it ups the ante a bit.
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Sorcery C
Target creature you control gains indestructible until end of turn. It fights target creature you don't control. (Each deals damage equal to its power to the other.)
Is the fight even worth having when the victor is already known?
Swift Fecundity UG
Instant C
Counter target creature spell. Each player may search his or her library for a basic land card, put it onto the battlefield, then shuffle his or her library.
Remember that the circle of life has no start and no end. It is a circle. You begin and end simultaneously.
Ineffectual Anger BR
Enchantment - Aura C
Enchant creature
Enchanted creature gets -2/-2 and attacks each turn if able.
Rage often makes men run head first into a spear
Swift Fecundity - Nothing about this card is, mechanically, black. Hybrid is totally inappropriate here.
Ineffectual Anger - Nice Chemister's Trick variant. Very Chinese-menu and an appropriate duo of effects.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Foregone conclusion lets you fight with your biggest creature, then swing in indestructible, meaning they can't trade by chumping. This is too easily a two-for-one to fall at common.
Swift Fecundity is too complex for common, between countering, ramping, and instant speed deck searching.
It also feels less bad for the other player and tends to be a bit less swingy and more interactive.
Say you have a 4/4 and your opponent has a 3/3. You have the upper hand and are content to stonewall the 3/3 attacker with your 4/4 blocker. They cast this, turning your 4/4 into a 2/2. Then they attack. You can either block and just lose the 2/2, or you can wait and just keep swinging back and forth, risking the 2/2 dying to a block anyway.
Or, they cast my suggested version, turning your 4/4 into a 4/2. Now they have to decide if they want to attack and risk killing it but losing the 3/3, or wait and block it to definitely lose the 3/3. They still have the decision-making power in this situation, whereas you must attack, but they're still at risk of giving you card advantage.
Again, it's just an adjustment I would make because it ups the ante a bit.