Can I get Cythare to confirm that? Because I'm pretty sure that's not how layers work
It will just be a 2/3. The presence of two or more of these effects in the same layer will form a dependency loop because they apply in the same layer and one instance of the effect would change the subset of permanents a second would apply to. Since the two effects are accomplishing the same thing, it doesn't really matter in this scenario, but they're applied in timestamp order for anyone who cares. Once the first copy of the effect is applied, the second will no longer apply to the 3/4.
EDIT: "Dependency loop" may not exactly be the right phrase here, but
EDIT AGAIN: It is. See rule 613.7 and its subrules.
If for some reason this thing had to exist, I would probably make it Legendary if only to avoid this exact scenario.
InverstoneX Artifact {R}
Inverstone enters the battlefield with X charge counters.
Each creature's power becomes equal to difference between its power and amount of charge counters on Inverstone.
IIW: gimmick cards // that one card that they totally forgot to add to block of your choice
This is a little too weird for me. I like what it does, but it's messing in an area of mechanics and flavour I don't feel need to be messed with. It also requires way more math then Magic normally has.
Brickwalling 10/10s with random dorks is pretty frustrating, and Raise the Alarm-type effects turn this card into a lot of power. It's too cheap and efficient for what it does. I don't have much appreciation for Pendelhaven either.
it feels like a joke entry without the usual charm of joke entries.
Story of my comedy career.
Serra's Aviary
Legendary Land (Rare)
Serra's Aviary enters the battlefield tapped unless you control a white creature.
T: Add W to your mana pool.
As long as you have 40 or more life, 1/1 creatures you control get +5/+5 and have flying.
IIW: #JustTibaltThings
Busted anthems being attached to lands doesn't feel right to me, even when achieving that condition is really hard. So hard that the text might as well not be there. Except in EDH, where this card is stupidly powerful and creates more unwanted Serra Ascendant-type scenarios. There's way too much going on here.
Trip2U
Instant (U)
Creatures you don't control get -2/-0 until end of turn. //Fuse// Break2B
Instant (U)
Destroy target creature if its power is 1 or less.
IIW: until
This wasn't really what I meant by "low power matters" - you're making it matter the wrong way. Anyways, Break seems way overcosted considering how narrow it is, and while the overall package is cute, I don't feel like either half is even close to being worth a card compared to the usefulness of other split cards.
Blessed are the Meek1W
Sorcery (U)
You gain 1 life for each creature you control with power 1 or less.
//
[Fuse (You may cast one or both halves of this card from your hand.)]
// They Shall Inherit the Earth1G
Sorcery (U)
Search your library for a basic land card and put that card into your hand. If your life total is greater than 20, put that card onto the battlefield instead.
IIW: URW
Blessed makes me sad as a card that's not only a pure-lifegain spell, but is a narrow pure-lifegain spell. Compare to the second half of Alive//Well. I never really liked Caravan Vigils's design - three extra lines of texts for something that often wouldn't matter - and I think Earth is a bit worse, because not only do you lose out on the minigame between you and your opponent of trying to stop Morbid from triggering, but 90% of the time you won't be able to get the extra effect until you cast it fused on turn 4 when ramping is less likely to matter. You also need a shuffle line. I don't like this way of doing split card cardnames either.
Sigil of the Serene1WW
Enchantment (R)
Each creature you control has protection from converted mana cost X or greater, where X is its power. "Worry not about the horrors of the dark. The thoughtweft will be your aegis, and triumphant, you will be rewarded for your purity of purpose."
—Donal Alloway, cenn of Kinscaer
IIW: Can you Dega it?
Can this not just be protection from creatures with power X or greater? I understand the reference, but in this specific scenario using one value to determine the range of an entirely different value seems unintuitive when you can just as easily use the first value for both. I say this because CMC matters (in this context, anyways) is really not my favourite thing. I think no matter what, though, this card is too swingy at this cost to see print; your opponents creatures are never going to block or attack past your guys if your deck is built right, and if it remains as CMC, your opponent won't be able to use spot removal to off your guys either.
Warden of the Worthless5
Artifact Creature - Golem {U}
Draft Warden of the Worthless face up.
Until the end of the event, the last nonland card you draft gains "When you cast this spell, you may search your graveyard, hand, and/or library for a card named Warden of the Worthless and put it onto the battlefield. If you search your library this way, shuffle it." 4/4
IIW: Bad jokes.
This would be fine if 100% of the time the card you draft last is also in your colours. If it's not, then you got an unplayable both when you picked the last card in the draft as well as when you picked this card. And even then, you have to put two mediocre cards in your deck and hope that you draw one of them in the right order for this card to have any value. This isn't worth the potential rules/memory issues.
Patron of the Meekx2WW
Creature — Avatar [M]
Patron of the Meek enters the battlefield with X +1/+1 counters on it.
When Patron of the Meek enters the battlefield, destroy each creature with power greater than it.
1/1
IIW: Cards with X in their mana costs that aren't instants or sorceries
This is interesting to compare to Day of Judgement; this gets you a 1/1 and is easier to recur, but some percentage of the time this isn't going to do what you want because your opponent has a bunch of 1/X's. I would either add +1 to the mana cost or remove the X entirely; otherwise it's a bit too easy to build around this card and turn it into Plague Wind. Without the X, there's also more encouragement to use pump effects to alter how much this card destroys, which is more interesting than just paying more mana.
Rise of the MeekBW
Enchantment (R)
Creatures with a power of 1 or less get +1/+1. Creatures with a power of 3 or greater get -1/-1. And the meek shall inherit the earth.
IWW: Your predictions for "Huey"
I think this card is too confusing as worded to see print, even if it's made legendary (which is not a catch-all solution, I'll add). You have a 1/1. You play this, making it a 2/2. You put a counter on this, making it a 3/3. Sure. Now you have another 1/1. You put a counter on it, making it a 2/2. You play this card, and since your creature is a 2/2, it doesn't affect it, right? Wrong. It's also a 3/3 because anthem effects apply before counter effects in the layer system. The average player doesn't need to know about layers to play magic, but they do with this card. This shouldn't need to exist.
I would reword this to:
"Whenever a creature with power 1 or less attacks or blocks, it gets +1/+1 until end of turn.
Whenever a creature with power 2 [or 3] or greater attacks or blocks, it gets -1/-1 until end of turn."
Multiples work the way you want them to (even though it's slightly confusing that they do), and most people will know how big their creatures actually are.
Revere the Nascent1WW
Enchantment (R)
At the beginning of your upkeep, put a +1/+1 counter on each creature with the lowest power or tied for the lowest power.
Sacrifice Revere the Nascent: You may put a creature card with power lower than that of the creature with the lowest power from your hand onto the battlefield. “Some believe the beginning of the cycle is the most important...”
-Ghave, Guru of Spores
IIW: Complete the above cycle for green or black, or fun with cycling.
So uhhhhh ... I'm not 100% sure on this, but I think you can just drop Emrakul into play with the second ability if there aren't any creatures on the field, which, if true, would obviously need to be fixed. I don't feel like that ability is necessary anyway; I understand why you want a sacrifice effect, but I think something relatively tame (i.e. "gain life equal to the number of +1/+1 counters among all creatures") would do, since the card is already pretty powerful.
Mating SeasonWG
Enchantment (R)
Phasing (yes phasing is back!!!)
Whenever a creature with power 1 or less enters the battlefield, you may search your library for card with the same name and put it into your hand. During this time of the year, the critters came out of the wilderness and call for their mates.
iiw: cards with Da Vinci's artwork
Hehe, everything is Squadron Hawk. While I understand the flavour of phasing here, I don't think bringing it back for this card is worth it, especially because the card seems perfectly balanced without it due to how narrow it is. I would change it so that it only triggers off of your creatures and not your opponents, and you also need a line that shuffles your library.
Ok, that's it, I'm starting to aggressively cost stuff in CF. Judges just don't see the elegance in overcosting stuff. "Will it reach 2% of limited decks?" Mmm, now that's a tingling sensation.
Streamlined HydraXG
Creature - Hydra [R]
Streamlined Hydra enters the battlefield with X +1/+1 counters on it.
1/1
(this would be a 'lightning bolt in standard' sort of deal.)
Stone of the Parish xWW
Artifact (R)
~ enters the battlefield with X charge counters on it.
The power and toughness of creatures you control are each equal to the number of charge counters on ~.
(I consider the combo with Donate effects a feature, not a bug)
Sarkhan the Certifably InsaneXRG
Planeswalker - Sarkhan (M)
[0]: Until end of turn. Sarkhan the Certifably Insane becomes a Dragon creature with power and toughness each equal to the number of loyalty counters on him and gains flying and indestructible. He's still a planeswalker. Until your next turn, creatures without flying can't attack him.
[-3]: Put a 5/5 red Dragon token with flying onto the battlefield.
[-6]: For each Dragon creature you control, put a token onto the battlefield that's a copy of it.
[X]
Ballad of the Fallen AngelsXWB Enchantment (R)
When you cast ~, put a song counter on up to X target creatures you control.
Whenever a creature with a song counter you control dies, put two +1/+1 counters on each other creature with a song counter you control.
Serenade of Roaring FlamesXUR Enchantment (R)
When you cast ~, put a song counter on up to X target creatures you control.
Tap X untapped creatures you control with a song counter on them: You may cast an instant or sorcery spell with converted mana cost X or less without paying its mana cost from your graveyard. When you do, exile it.
Aria of Blades UnbrokenXWR Enchantment (R)
When you cast ~, put a song counter on up to X target creatures you control.
Change all instances of "equipped creature" to "each creature with a song counter you control" on each equipment equipped on creatures you control with a song counter on them.
I also need to do:
Symphony of Spreading Shadows
IIW: songs, tales, books and scrolls // wide not high
Private Mod Note
():
Rollback Post to RevisionRollBack
Wizards can start putting booster packs inside dog poo and dog owners will still complain.
Mana GemX
Artifact (U)
Mana Gem enters the battlefield with X charge counters on it.
Remove a charge counter from Mana Gem, t: Add one mana of any color to your mana pool.
When Mana Gem has no charge counters on it, sacrifice it. If you do, draw a card.
EckstoneX
Artifact {R}
~ enters the battlefield tapped with X charge counters on it. T: Add one mana of any color to your mana pool for each charge counter on ~. Spend this mana only to cast spells with a converted mana cost equal to the number of charge counters on ~.
I am aware. That said, designing a planeswalker with X in its mana cost is not the easiest, and unfortunately having a variable ability requires the use of Y. I'll try to spend some extra time tinkering with it later.
Bonus Card: Double Dragon5RRR
Sorcery (M)
Put a 5/5 red Dragon creature token with flying onto the battlefield. Then, for each Dragon creature you control, put a token that's a copy of it onto the battlefield.
Excape Hatchx
Artifact (U)
Excape Hatch enters the battlefield with X charge counters on it.
Remove a charge counter from Excape Hatch: Untap target attacking creature you control and remove it from combat. It gains hexproof until end of turn. Activate this ability only before the combat damage step.
Infernal RothiveXBB
Creature - Zombie Insect (R)
Infernal Rothive enters the battlefield with X +1/+1 counters on it.
Deathtouch
You may cast Infernal Rothive from your graveyard. When you do, it gains “Pay X life, sacrifice a creature: Counter Infernal Rothive. Any player may activate this ability, but only if Infernal Rothive is on the stack.”
0/0
IIW: Interesting/unique triggers for triggered abilities
Vengrove HydraXG
Creature - Hydra (R)
~ enters the battlefield with X +1/+1 counters on it.
When ~ enters the battlefield, you may distribute the +1/+1 counters on it to any number of target creatures.
1/1
Also @ AsianInvasion (Theros Novel spoilers)
A white planeswalker did in fact die in the Theros novel, but it wasn't Ajani.
When Twink Tamer enters the battlefield, gain control of X target permanents until end of turn.
1/1
IIW: #JustTibaltThings
Twerk Tamer1RR
Creature — Human [R]
When Twerk Tamer enters the battlefield, choose target creature. Switch that creature's power and toughness until end of turn, then tap that creature, then switch that creature's power and tougness until end of turn, then untap that creature.
1/3
Private Mod Note
():
Rollback Post to RevisionRollBack
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It will just be a 2/3. The presence of two or more of these effects in the same layer will form a dependency loop because they apply in the same layer and one instance of the effect would change the subset of permanents a second would apply to. Since the two effects are accomplishing the same thing, it doesn't really matter in this scenario, but they're applied in timestamp order for anyone who cares. Once the first copy of the effect is applied, the second will no longer apply to the 3/4.
EDIT: "Dependency loop" may not exactly be the right phrase here, but
EDIT AGAIN: It is. See rule 613.7 and its subrules.
If for some reason this thing had to exist, I would probably make it Legendary if only to avoid this exact scenario.
Draft my cube! (630 cards)
Artifact (R)
Creatures with power no greater than 1 have indestructible.
IIW: crazy new mechanics from the future
Draft my cube! (630 cards)
This is a little too weird for me. I like what it does, but it's messing in an area of mechanics and flavour I don't feel need to be messed with. It also requires way more math then Magic normally has.
Brickwalling 10/10s with random dorks is pretty frustrating, and Raise the Alarm-type effects turn this card into a lot of power. It's too cheap and efficient for what it does. I don't have much appreciation for Pendelhaven either.
Busted anthems being attached to lands doesn't feel right to me, even when achieving that condition is really hard. So hard that the text might as well not be there. Except in EDH, where this card is stupidly powerful and creates more unwanted Serra Ascendant-type scenarios. There's way too much going on here.
This wasn't really what I meant by "low power matters" - you're making it matter the wrong way. Anyways, Break seems way overcosted considering how narrow it is, and while the overall package is cute, I don't feel like either half is even close to being worth a card compared to the usefulness of other split cards.
Blessed makes me sad as a card that's not only a pure-lifegain spell, but is a narrow pure-lifegain spell. Compare to the second half of Alive//Well. I never really liked Caravan Vigils's design - three extra lines of texts for something that often wouldn't matter - and I think Earth is a bit worse, because not only do you lose out on the minigame between you and your opponent of trying to stop Morbid from triggering, but 90% of the time you won't be able to get the extra effect until you cast it fused on turn 4 when ramping is less likely to matter. You also need a shuffle line. I don't like this way of doing split card cardnames either.
Can this not just be protection from creatures with power X or greater? I understand the reference, but in this specific scenario using one value to determine the range of an entirely different value seems unintuitive when you can just as easily use the first value for both. I say this because CMC matters (in this context, anyways) is really not my favourite thing. I think no matter what, though, this card is too swingy at this cost to see print; your opponents creatures are never going to block or attack past your guys if your deck is built right, and if it remains as CMC, your opponent won't be able to use spot removal to off your guys either.
This would be fine if 100% of the time the card you draft last is also in your colours. If it's not, then you got an unplayable both when you picked the last card in the draft as well as when you picked this card. And even then, you have to put two mediocre cards in your deck and hope that you draw one of them in the right order for this card to have any value. This isn't worth the potential rules/memory issues.
This is interesting to compare to Day of Judgement; this gets you a 1/1 and is easier to recur, but some percentage of the time this isn't going to do what you want because your opponent has a bunch of 1/X's. I would either add +1 to the mana cost or remove the X entirely; otherwise it's a bit too easy to build around this card and turn it into Plague Wind. Without the X, there's also more encouragement to use pump effects to alter how much this card destroys, which is more interesting than just paying more mana.
I think this card is too confusing as worded to see print, even if it's made legendary (which is not a catch-all solution, I'll add). You have a 1/1. You play this, making it a 2/2. You put a counter on this, making it a 3/3. Sure. Now you have another 1/1. You put a counter on it, making it a 2/2. You play this card, and since your creature is a 2/2, it doesn't affect it, right? Wrong. It's also a 3/3 because anthem effects apply before counter effects in the layer system. The average player doesn't need to know about layers to play magic, but they do with this card. This shouldn't need to exist.
I would reword this to:
"Whenever a creature with power 1 or less attacks or blocks, it gets +1/+1 until end of turn.
Whenever a creature with power 2 [or 3] or greater attacks or blocks, it gets -1/-1 until end of turn."
Multiples work the way you want them to (even though it's slightly confusing that they do), and most people will know how big their creatures actually are.
So uhhhhh ... I'm not 100% sure on this, but I think you can just drop Emrakul into play with the second ability if there aren't any creatures on the field, which, if true, would obviously need to be fixed. I don't feel like that ability is necessary anyway; I understand why you want a sacrifice effect, but I think something relatively tame (i.e. "gain life equal to the number of +1/+1 counters among all creatures") would do, since the card is already pretty powerful.
Hehe, everything is Squadron Hawk. While I understand the flavour of phasing here, I don't think bringing it back for this card is worth it, especially because the card seems perfectly balanced without it due to how narrow it is. I would change it so that it only triggers off of your creatures and not your opponents, and you also need a line that shuffles your library.
Mass indestructible needs to come at a hefty price, and 2 mana isn't it, even if it only affects small guys.
HM: Ink-Treader, iphanx
NEXT CHALLENGE: Cards with X in their mana costs that aren't instants or sorceries.
Streamlined Hydra XG
Creature - Hydra [R]
Streamlined Hydra enters the battlefield with X +1/+1 counters on it.
1/1
(this would be a 'lightning bolt in standard' sort of deal.)
IIW: until
Monstrous Baloth XX6G
Creature — Beast {C}
Monstrous Baloth enters the battlefield with X +1/+1 counters on it.
7/7
IIW: Some filler card. But make it interesting.
Stone of the Parish xWW
Artifact (R)
~ enters the battlefield with X charge counters on it.
The power and toughness of creatures you control are each equal to the number of charge counters on ~.
(I consider the combo with Donate effects a feature, not a bug)
Planeswalker - Sarkhan (M)
[0]: Until end of turn. Sarkhan the Certifably Insane becomes a Dragon creature with power and toughness each equal to the number of loyalty counters on him and gains flying and indestructible. He's still a planeswalker. Until your next turn, creatures without flying can't attack him.
[-3]: Put a 5/5 red Dragon token with flying onto the battlefield.
[-6]: For each Dragon creature you control, put a token onto the battlefield that's a copy of it.
[X]
EDIT: This is no longer really black at all.
IIW: Can you Dega it?
Draft my cube! (630 cards)
Enchantment (R)
When you cast ~, put a song counter on up to X target creatures you control.
Whenever a creature with a song counter you control dies, put two +1/+1 counters on each other creature with a song counter you control.
Serenade of Roaring Flames XUR
Enchantment (R)
When you cast ~, put a song counter on up to X target creatures you control.
Tap X untapped creatures you control with a song counter on them: You may cast an instant or sorcery spell with converted mana cost X or less without paying its mana cost from your graveyard. When you do, exile it.
Aria of Blades Unbroken XWR
Enchantment (R)
When you cast ~, put a song counter on up to X target creatures you control.
Change all instances of "equipped creature" to "each creature with a song counter you control" on each equipment equipped on creatures you control with a song counter on them.
I also need to do:
Symphony of Spreading Shadows
IIW: songs, tales, books and scrolls // wide not high
This is filthy and you should feel filthy.
It was originally just [-Y], but that was too strong, and [-YY] was cleaner than any other way of doing halves.
I have other ideas if this is a sticking point.
Draft my cube! (630 cards)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
1. You don't design planeswalkers.
2. You DON'T design planeswalkers.
I ignore those rules just for AA.
EDIT: There. "Fixed".
Draft my cube! (630 cards)
Artifact (U)
Mana Gem enters the battlefield with X charge counters on it.
Remove a charge counter from Mana Gem, t: Add one mana of any color to your mana pool.
When Mana Gem has no charge counters on it, sacrifice it. If you do, draw a card.
IIW: returns on investments
Artifact {R}
~ enters the battlefield tapped with X charge counters on it.
T: Add one mana of any color to your mana pool for each charge counter on ~. Spend this mana only to cast spells with a converted mana cost equal to the number of charge counters on ~.
IIW: Bluffing cards in the vein of Liar's Pendulum.
I actually like a well-designed planeswalker.
inb4 "meticulously designed, perfect planeswalker"
I am aware. That said, designing a planeswalker with X in its mana cost is not the easiest, and unfortunately having a variable ability requires the use of Y. I'll try to spend some extra time tinkering with it later.
Bonus Card:
Double Dragon 5RRR
Sorcery (M)
Put a 5/5 red Dragon creature token with flying onto the battlefield. Then, for each Dragon creature you control, put a token that's a copy of it onto the battlefield.
Draft my cube! (630 cards)
Artifact (U)
Excape Hatch enters the battlefield with X charge counters on it.
Remove a charge counter from Excape Hatch: Untap target attacking creature you control and remove it from combat. It gains hexproof until end of turn. Activate this ability only before the combat damage step.
IIW: Pancake breakfasts
Draft my cube! (630 cards)
Creature - Zombie Insect (R)
Infernal Rothive enters the battlefield with X +1/+1 counters on it.
Deathtouch
You may cast Infernal Rothive from your graveyard. When you do, it gains “Pay X life, sacrifice a creature: Counter Infernal Rothive. Any player may activate this ability, but only if Infernal Rothive is on the stack.”
0/0
IIW: Interesting/unique triggers for triggered abilities
Rude.
Creature - Hydra (R)
~ enters the battlefield with X +1/+1 counters on it.
When ~ enters the battlefield, you may distribute the +1/+1 counters on it to any number of target creatures.
1/1
Also @ AsianInvasion (Theros Novel spoilers)
Twerk Tamer 1RR
Creature — Human [R]
When Twerk Tamer enters the battlefield, choose target creature. Switch that creature's power and toughness until end of turn, then tap that creature, then switch that creature's power and tougness until end of turn, then untap that creature.
1/3