Leyline of Authority 2WW
Enchantment
If Leyline of Authority is in your opening hand, you may have an opponent begins the game with it on the battlefield.
Activated abilities of nonland permanents you control cost 1 more.
I like it. But I like the idea of leylines in general.
It takes a certain play style but in any control that has white it would be great. Jeskai, Bant, Esper control or enchantment matters decks would run it. Some of the 2 color combos and mono decks could make use of it too.
You should call it something other than a Leyline. I immediately missed the "opponent" in the first rules block because I'm so used to the rules text on leylines and then I was confused why I'd want to tax my own abilities.
I like the card but agree with rowanalpha. This shouldn't be called a leyline. It should almost certainly have the word curse in its name as well. Or just a brand new word that is used for this type of effect.
I like the card but agree with rowanalpha. This shouldn't be called a leyline. It should almost certainly have the word curse in its name as well. Or just a brand new word that is used for this type of effect.
I thought about suggesting the Curse type, but all the effects that refer to Curses assume that the are enchant player auras. Notably, the card above isn't written that being cast after the beginning of the game gets it under the opponent's control, so that needs to be addressed anyway.
SOMETHING of Authority
Enchantment - Aura Curse
Enchant Player
If SOMETHING of Authority is in your opening hand, you may begin the game with it on the battlefield attached to and opponent of your choice.
Activated abilities of non-land permanents the enchanted player controls cost 1 more to activate.
I don't mind it being called a Leyline. Just should say your opponent's activated abilities of nonland permanence cost 1 more to activate.
Leyline of Authority 2WW
Enchantment
If Leyline of Authority is in your opening hand, you may begin the game with it on the battlefield.
Activated abilities of nonland permanents your opponents control cost 1 more to activate.
I don't mind it being called a Leyline. Just should say your opponent's activated abilities of nonland permanence cost 1 more to activate.
Leyline of Authority 2WW
Enchantment
If Leyline of Authority is in your opening hand, you may begin the game with it on the battlefield.
Activated abilities of nonland permanents your opponents control cost 1 more to activate.
You can't just say ALL activated abilities your opponents control cost 1 more, because tapping a land for mana is an activated ability. It would turn all their lands off. You have to specify nonland, or at least nonmana abilities.
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Leyline of Authority 2WW
Enchantment
If Leyline of Authority is in your opening hand, you may have an opponent begins the game with it on the battlefield.
Activated abilities of nonland permanents you control cost 1 more.
It takes a certain play style but in any control that has white it would be great. Jeskai, Bant, Esper control or enchantment matters decks would run it. Some of the 2 color combos and mono decks could make use of it too.
I like the card though.
I thought about suggesting the Curse type, but all the effects that refer to Curses assume that the are enchant player auras. Notably, the card above isn't written that being cast after the beginning of the game gets it under the opponent's control, so that needs to be addressed anyway.
SOMETHING of Authority
Enchantment - Aura Curse
Enchant Player
If SOMETHING of Authority is in your opening hand, you may begin the game with it on the battlefield attached to and opponent of your choice.
Activated abilities of non-land permanents the enchanted player controls cost 1 more to activate.
Leyline of Authority 2WW
Enchantment
If Leyline of Authority is in your opening hand, you may begin the game with it on the battlefield.
Activated abilities of nonland permanents your opponents control cost 1 more to activate.
That's another good solution to the problem.
That would provide way more unique domain influence for the game, and force players to adapt more grounded strategies.