Here is a challenge I thought of: design cards that can only exist on Magic Online.
Here's an example:
Afterimage Assault3WU
Enchantment
Whenever a non-token creature you control attacks, create 2 identical copies of the attacking creature. Prevent all damage that would be dealt by any copies of an attacking creature you control, and any activated or triggered abilities from these creatures do not occur. Exile these copies at the end of combat or if they would leave the battlefield.
The idea of the card is that opponents won't know which creature is the original, which will make blocking a nightmare. This card wouldn't work in paper magic because the opponent would know which one was the original, and ignore the copies, but in a digital game the cards could look identical.
There is a ton of design space out there for digital only cards, what else can we come up with?
So if I had Cradle to Grave in my hand I could still brute force the solution?
The issue here is that actually the card text doesn't imply to me any of the ideas you put forward - there are already copy effects and they don't work like you describe this. You would need something that actually randomly reassigns the property of copy/original after creation instead - timestamps still should be public information. At least one manifest card plays with such randomization.
Private Mod Note
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Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Elder scrolls legends has a lot of fun online only cards.
For example Skeever Infestation2R
Sorcery
Create 2 Skeever creature tokens with power and toughness equal to the number of times you've played Skeever Infestation. Then shuffle two copies of Skeever Infestation into your deck.
So It'd make two 1/1's, then two 2/2s, then two 3/3s etc. Each time shuffling more and more copies of the spell into your deck.
Your sample card is much more complicated than you may think.
They are copies, but public information is well, public. If the opponent asks you to point out which is the original, you have to answer the truth. This is the same reason why if you have several facedown creatures in play, you have to distintctly identify which is which, and that includes which one entered the battlefield first. Let's say you have your enchantment and a creature in play, You attack and generate copies. The opponent can ask you which is the original, or which was in the battlefield first, and you have to answer honestly. You can't say "guess".
Second, tokens represent permanents that aren't cards. The game doesn't have rules that support permanents that are neither cards nor tokens. You can argue that you can make rules that do, but then you're sill stuck with public information -- "which of these permanents is a real card?"
As for the topic:
soldier of misfortune1R
creature -- goblin mercenary R: target player shuffles his or her library.
3/2
soldier of fortune, but a bit more playable, but will not see real-life printing due to griefing/stalling potential.
Anyone that's played Shandalar will recognize this card.
What's Going On? XUU
Sorcery
Play X random effects.
A random effect is... anything.
Edit:
White Santa W
Enchantment
At the beginning of each player's upkeep, that player exchanges control of a permanent they control with another permanent an opponent controls, that hasn't changed control this game.
Here's an example:
Afterimage Assault 3WU
Enchantment
Whenever a non-token creature you control attacks, create 2 identical copies of the attacking creature. Prevent all damage that would be dealt by any copies of an attacking creature you control, and any activated or triggered abilities from these creatures do not occur. Exile these copies at the end of combat or if they would leave the battlefield.
The idea of the card is that opponents won't know which creature is the original, which will make blocking a nightmare. This card wouldn't work in paper magic because the opponent would know which one was the original, and ignore the copies, but in a digital game the cards could look identical.
There is a ton of design space out there for digital only cards, what else can we come up with?
The issue here is that actually the card text doesn't imply to me any of the ideas you put forward - there are already copy effects and they don't work like you describe this. You would need something that actually randomly reassigns the property of copy/original after creation instead - timestamps still should be public information. At least one manifest card plays with such randomization.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Time Walk(not the one from alpha)1U
Sorcery
Revert the gamestate to the way it was at the beginning of your last upkeep.
Ancestral Beating R
Instant
Deal damage to any target equal to the number of creatures that has entered the battlefield under your control this game.
Random Summons XUG
Sorcery
Create a token copy of a creature legal in your format with converted mana cost equal to X+1.
For example
Skeever Infestation 2R
Sorcery
Create 2 Skeever creature tokens with power and toughness equal to the number of times you've played Skeever Infestation. Then shuffle two copies of Skeever Infestation into your deck.
So It'd make two 1/1's, then two 2/2s, then two 3/3s etc. Each time shuffling more and more copies of the spell into your deck.
Concur.
I'd look to ESL and Hearthstone for a basis for these.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
They are copies, but public information is well, public. If the opponent asks you to point out which is the original, you have to answer the truth. This is the same reason why if you have several facedown creatures in play, you have to distintctly identify which is which, and that includes which one entered the battlefield first. Let's say you have your enchantment and a creature in play, You attack and generate copies. The opponent can ask you which is the original, or which was in the battlefield first, and you have to answer honestly. You can't say "guess".
Second, tokens represent permanents that aren't cards. The game doesn't have rules that support permanents that are neither cards nor tokens. You can argue that you can make rules that do, but then you're sill stuck with public information -- "which of these permanents is a real card?"
As for the topic:
soldier of misfortune 1R
creature -- goblin mercenary
R: target player shuffles his or her library.
3/2
soldier of fortune, but a bit more playable, but will not see real-life printing due to griefing/stalling potential.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
What's Going On? XUU
Sorcery
Play X random effects.
A random effect is... anything.
Edit:
White Santa W
Enchantment
At the beginning of each player's upkeep, that player exchanges control of a permanent they control with another permanent an opponent controls, that hasn't changed control this game.