Political Power XXWR
Enchantment (M)
Political Power enters the battlefield with X Influence counters on it
At the beginning of your upkeep, chose one-
-Put an Influence counter on Political Power
-Create X 1/1 white Soldier creature tokens, where X is the number of Influence counters on Political Power
-Deal X damage to any target, where X is the number of Influence counters on Political Power
At the end of your upkeep, each player votes for a player other than themselves. The player with the most votes gains control of Political Power
This may be a bit wordy, but I think that it would make for some interesting campaigning around the table, and would simply stir up chaos.
If you didn't realize already, I LOVE chaos.
So, anything that you guys feel like this needs?
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Some people call me Deuce. I prefer to be called Deuce
GENERATION 11: The first time you see this, copy and paste it into your signature and add 1 to the generation number. It's a social experiment.
Political Power XXWR
Enchantment (M)
Political Power enters the battlefield with X Influence counters on it
At the beginning of your upkeep, chose one-
-Put an Influence counter on Political Power
-Create X 1/1 white Soldier creature tokens, where X is the number of Influence counters on Political Power
-Deal X damage to any target, where X is the number of Influence counters on Political Power
At the end of your upkeep, each player votes for a player other than themselves. The player with the most votes gains control of Political Power. If the result is a tie, the player that currently has control of Political Power wins the vote. Why get there the way I'm supposed to? There are many dirty moves everyone else could take, I'm just the smart one.
-Szarzo, President of Aenyr
Private Mod Note
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Some people call me Deuce. I prefer to be called Deuce
GENERATION 11: The first time you see this, copy and paste it into your signature and add 1 to the generation number. It's a social experiment.
I offer an alternate wording:
Political Power enters the battlefield with X Influence counters on it.
At the beginning of your upkeep, choose one —
• Put an Influence counter on Political Power.
• Create a 1/1 white Soldier creature token for each Influence counter on Political Power.
• Political Power deals damage to any target equal to the number of Influence counters on Political Power.
At the end of your upkeep, each player votes for a player other than themselves, then choose a player with the most votes. The chosen player gains control of Political Power.
Avoid having multiple X values on the same card, and if you do, they absolutely cannot have different defining values (mana vs counters in this case)
I also reworded the control switching ability to be a bit more streamlined where the current controller basically gets a tie breaker vote (that can be for themselves) rather than remaining in control of it even if nobody voted for them.
and after mocking the card up, you absolutely do not have room for flavor text
Aa another note, the first option being able to add or remove an influence could be a cool change, and I might also recommend it be indestructible.
Alright, I guess it does look a lot better now. And I think indestructible AND shroud would work just fine. Version 2:
Political Power XXWR
Shroud, Indestructible
Political Power enters the battlefield with X Influence counters on it.
At the beginning of your upkeep, choose one —
• Put an Influence counter on Political Power.
• Create a 1/1 white Soldier creature token for each Influence counter on Political Power.
• Political Power deals damage to any target equal to the number of Influence counters on Political Power.
At the end of your upkeep, each player votes for a player other than themselves, then choose a player with the most votes. The chosen player gains control of Political Power.
So overall, thank you for the streamlining!
Any other suggestions as far as power level or formatting?
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Some people call me Deuce. I prefer to be called Deuce
GENERATION 11: The first time you see this, copy and paste it into your signature and add 1 to the generation number. It's a social experiment.
I would drop shroud and indestructible. They feel like a sincere cop-out. Helix Pinnacle has shroud to stop "cheating" via counter doubling as well as to provide a measure of protection to what would otherwise be a fragile and difficult wincon. Other enchantments usually should not have it.
I thought some evasion would help, because "Political Power" Is not really something that can be destroyed easily. You can't just go up to a government and say they don't exist anymore, right?
But I feel like it needs the evasion, as it shouldn't really be destroyed. But less evasion couldn't hurt.
I do need to add something as well-
Political Power XXWR
Shroud
Political Power enters the battlefield with X Influence counters on it.
At the beginning of your upkeep, choose one —
- Put an Influence counter on Political Power.
- Remove an Influence counter on Political Power
- Create a 1/1 white Soldier creature token for each Influence counter on Political Power.
- Political Power deals damage to any target equal to the number of Influence counters on Political Power.
At the end of your upkeep, each player votes for a player other than themselves, then choose a player with the most votes. The chosen player gains control of Political Power.
I feel like it should keep shroud because, alike Helix Pinnacle, it deals with counters, and counters CAN get out of hand.
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Some people call me Deuce. I prefer to be called Deuce
GENERATION 11: The first time you see this, copy and paste it into your signature and add 1 to the generation number. It's a social experiment.
I done a quick test render of your card and quickly realised how wordy it actually was.
Here's a couple of points.
Firstly, there isn't a need to have Xs in the mana cost. It's much to inefficient. 7 mana for three 1/1 tokens? Crazy!! A lightning bolt can do 3 damage for R at instant speed. Just cost it a one hybrid {w/r} mana, remove the starting counters and let the fun begin.
Secondly, no one would ever choose the "remove a counter option" so let's remove that.
Thirdly, the last ability could be much shorter since it doesn't actually need to specify what happens in the result of a tie if you template the ability correctly.
Fourth, for EDH shenanigans, I'd give it indestructible over shroud.
Fifth, why the hell is this an upkeep trigger??
Finally, the card is shorter it you combine both triggers into one trigger with a modal choice in the middle.
Ok, great tips. I guess it doesn't matter a whole lot if it triggers at upkeep or not.
But i do feel like I need to increase the cost, so that it CAN enter with counters and not take 3 turns to start doing its thing. So let's try this card one more time:
Political Power 1WR
Shroud, Indestructible
Political Power enters the battlefield with 1 Influence counter on it.
At the beginning of your end step, choose one —
- Put an Influence counter on Political Power.
- Create a 1/1 white Soldier creature token for each Influence counter on Political Power.
- Political Power deals damage to any target equal to the number of Influence counters on Political Power.
Then, each player votes for a player other than themselves, then the player with the most votes gains control of Political Power
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Some people call me Deuce. I prefer to be called Deuce
GENERATION 11: The first time you see this, copy and paste it into your signature and add 1 to the generation number. It's a social experiment.
I might propose simplifying things by collapsing all of the choices into one trigger:
"When ~ comes under your control and at the beginning of your upkeep, put an influence counter on ~, then create X 1/1 white Soldier creature tokens and ~ deals X damage to any target, where X is the number of influence counters on ~.
At the beginning of each opponent's upkeep, each other player votes Yay or Nay. If Yay gets more votes, the opponent gains control of ~."
Edit: Actually, just making this monowhite and dropping the damage ability would make this a lot cleaner and, frankly, a bit more flavorful.
"When ~ comes under your control and at the beginning of your upkeep, put an influence counter on ~, then create a 1/1 white Soldier creature token for each influence counter on ~."
It absolutely doesn't need shroud or indestructible. Adding those on to cards just because you personally want them to stay around is just creator bias.
You can't just go up to a government and say they don't exist anymore, right?
By that logic 90% of enchantments should be indestructible, since most of them are intangible ideas. Magic is meant to be evocative, not necessarily congruent. It's the same reason you can murder a golem and why the graveyard represents both memories and a literal graveyard.
This card represents an increasingly powerful effect potentially disruptive to the game, and for balance there needs to be a way to easily deal with it. Especially if the current controller gets to keep it in case of a tie, which makes it very strong in 1v1 games.
Then each player votes for another player. The player with the most votes gains control of Political Power.
If the event of a tie, there ISN'T a player with the most votes so control doesn't change.
This is still ambiguous both in terms of game rules and semantics (and semantics are important here because they help players understand what a card does when they read it the first time, rather than forcing them to pause the game in order to go look up rulings.)
I might propose simplifying things by collapsing all of the choices into one trigger:
"When ~ comes under your control and at the beginning of your upkeep, put an influence counter on ~, then create X 1/1 white Soldier creature tokens and ~ deals X damage to any target, where X is the number of influence counters on ~.
At the beginning of each opponent's upkeep, each other player votes Yay or Nay. If Yay gets more votes, the opponent gains control of ~."
I actually like this... A lot cleaner.
It absolutely doesn't need shroud or indestructible. Adding those on to cards just because you personally want them to stay around is just creator bias.
I'm keeping shroud though...
Political Power 1WR
Shroud
Political Power enters the battlefield with 1 Influence counter on it.
When ~ comes under your control and at the beginning of your upkeep, put an influence counter on ~, then create X 1/1 white Soldier creature tokens and ~ deals X damage to any target, where X is the number of influence counters on ~. Will of the Council -At the beginning of each opponent's upkeep, each other player votes Yay or Nay. If Yay gets more votes, the opponent gains control of ~.
Thank all of you for the help by the way
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Some people call me Deuce. I prefer to be called Deuce
GENERATION 11: The first time you see this, copy and paste it into your signature and add 1 to the generation number. It's a social experiment.
According to existing cards the ability should read "When you gain control of ~..." rather than "When ~ comes under your control..."
The way this is designed the 'correct' move is no always vote Nay, which makes this a very boring card. There is meta value to voting Yay, but there is no dilemma, unless the player that currently has it is by far in the lead. In which case it would be a bad play to play it at all.
On the note of shroud, it shouldn't have it simply because of its colors. Red doesn't get shroud and white almost exclusively grants it to others. Though the notion of Political Power would make a lot more sense as granting Shroud or Hexproof to stuff.
According to existing cards the ability should read "When you gain control of ~..." rather than "When ~ comes under your control..."
The way this is designed the 'correct' move is no always vote Nay, which makes this a very boring card. There is meta value to voting Yay, but there is no dilemma, unless the player that currently has it is by far in the lead. In which case it would be a bad play to play it at all.
On the note of shroud, it shouldn't have it simply because of its colors. Red doesn't get shroud and white almost exclusively grants it to others. Though the notion of Political Power would make a lot more sense as granting Shroud or Hexproof to stuff.
Using the wording "comes under your control" (as seen in the Haste reminder text) ensures that you also get the trigger after the spell resolves under your control, which does not count as "gaining control of" it. Or, at least, that's how I understand it.
As for the 'correct' move to vote Nay, that depends on how many players are in the game and how comfortable they are with one player getting all of the tokens. In a two-player game, this card is pretty one-sided, but in a four-player game, for example, players might be more comfortable with the tokens being spread around than all being piled onto the same player. They may also just want to keep it out of one player's hands. Honestly, the most problematic part about this design is that it may never make it back to its owner, which can feel pretty bad, but I don't know a way to fix that off the top of my head. Maybe:
"At the beginning of each opponent's upkeep, each other player votes Yay or Nay. If Yay gets more votes or the opponent owns ~, they gain control of ~."
Reminder text is not rules text. Don't use it to template real rules text.
The correct answer is always Nay because the ability grows far too fast otherwise. In the new version it's not even just correct to vote Nay it is actually wrong to ever vote Yay. The scary part of this card is getting multiple counters a turn rotation. Preventing this is the priority unless you have built in ways of abusing the large numbers.
The correct answer is always Nay because the ability grows far too fast otherwise. In the new version it's not even just correct to vote Nay it is actually wrong to ever vote Yay. The scary part of this card is getting multiple counters a turn rotation. Preventing this is the priority unless you have built in ways of abusing the large numbers.
I actually have an idea to stop that abuse:
Political Power1WR
Shroud
Political Power enters the battlefield with 1 Influence counter on it. Will of the Council -At the beginning of each opponent's upkeep, each other player votes Yay or Nay. If Yay gets more votes, remove 1 Influence counter from ~, then that player gains control of ~.
At the beginning of your upkeep, put an influence counter on ~, then create X 1/1 white Soldier creature tokens and ~ deals X damage to any target, where X is the number of influence counters on ~.
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Some people call me Deuce. I prefer to be called Deuce
GENERATION 11: The first time you see this, copy and paste it into your signature and add 1 to the generation number. It's a social experiment.
Still busted in 1v1, and now you've made it useless in multiplayer. You play it, then on each new player's turn everyone votes 'yay' and you never actually end up creating any soldiers or dealing any damage.
Change the second trigger to 'at the beginning of your end step' so that you benefit on the same turn you play or gain control of it, and make it so that you lose control in the event of a tie.
Political Power 1WR
Shroud
Political Power enters the battlefield with 1 Influence counter on it.
Will of the Council -At the beginning of each opponent's upkeep, each other player votes Yay or Nay. If Yay gets more votes, remove 1 Influence counter from ~, then that player gains control of ~.
At the beginning of your end step, put an influence counter on ~, then create X 1/1 white Soldier creature tokens and ~ deals X damage to any target, where X is the number of influence counters on ~.
And there we go.
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Some people call me Deuce. I prefer to be called Deuce
GENERATION 11: The first time you see this, copy and paste it into your signature and add 1 to the generation number. It's a social experiment.
Absolutely drop shroud. There is no reason at all to have it. Anachronity is right in saying that enchantments are almost all meant to represent something conceptual and not physical and just being a concept is no reason to have shroud. user_938036 is right in that it's a color pie violation. Also, it's a deprecated keyword. There's no reason to waste a line in an already-cramped text box.
Political Power WR
Political Power enters the battlefield with 1 Influence counter on it.
Will of the Council -At the beginning of each opponent's upkeep, each other player votes Yay or Nay. If Yay gets more votes, remove 1 Influence counter from ~, then that player gains control of ~.
At the beginning of your end step, put an influence counter on ~, then create X 1/1 white Soldier creature tokens and ~ deals X damage to any target, where X is the number of influence counters on ~.
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Some people call me Deuce. I prefer to be called Deuce
GENERATION 11: The first time you see this, copy and paste it into your signature and add 1 to the generation number. It's a social experiment.
Still incredibly busted 1v1, but at this point I take it that you don't care.
I actually meant to fix that:
Political Power WR
Political Power enters the battlefield with 1 Influence counter on it.
Will of the Council -At the beginning of each opponent's upkeep, each other player votes Yay or Nay. If Yay is tied for votes or gets more votes, that player gains control of ~.
At the beginning of your end step, put an influence counter on ~, then create X 1/1 white Soldier creature tokens and ~ deals X damage to any target, where X is the number of influence counters on ~.
Private Mod Note
():
Rollback Post to RevisionRollBack
Some people call me Deuce. I prefer to be called Deuce
GENERATION 11: The first time you see this, copy and paste it into your signature and add 1 to the generation number. It's a social experiment.
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Enchantment (M)
Political Power enters the battlefield with X Influence counters on it
At the beginning of your upkeep, chose one-
-Put an Influence counter on Political Power
-Create X 1/1 white Soldier creature tokens, where X is the number of Influence counters on Political Power
-Deal X damage to any target, where X is the number of Influence counters on Political Power
At the end of your upkeep, each player votes for a player other than themselves. The player with the most votes gains control of Political Power
This may be a bit wordy, but I think that it would make for some interesting campaigning around the table, and would simply stir up chaos.
If you didn't realize already, I LOVE chaos.
So, anything that you guys feel like this needs?
What happens in a tie, which is always the case in 2 players? (or multiplayer with only 2 players left)
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
I also added flavor text
Political Power XXWR
Enchantment (M)
Political Power enters the battlefield with X Influence counters on it
At the beginning of your upkeep, chose one-
-Put an Influence counter on Political Power
-Create X 1/1 white Soldier creature tokens, where X is the number of Influence counters on Political Power
-Deal X damage to any target, where X is the number of Influence counters on Political Power
At the end of your upkeep, each player votes for a player other than themselves. The player with the most votes gains control of Political Power. If the result is a tie, the player that currently has control of Political Power wins the vote.
Why get there the way I'm supposed to? There are many dirty moves everyone else could take, I'm just the smart one.
-Szarzo, President of Aenyr
Political Power enters the battlefield with X Influence counters on it.
At the beginning of your upkeep, choose one —
• Put an Influence counter on Political Power.
• Create a 1/1 white Soldier creature token for each Influence counter on Political Power.
• Political Power deals damage to any target equal to the number of Influence counters on Political Power.
At the end of your upkeep, each player votes for a player other than themselves, then choose a player with the most votes. The chosen player gains control of Political Power.
Avoid having multiple X values on the same card, and if you do, they absolutely cannot have different defining values (mana vs counters in this case)
I also reworded the control switching ability to be a bit more streamlined where the current controller basically gets a tie breaker vote (that can be for themselves) rather than remaining in control of it even if nobody voted for them.
and after mocking the card up, you absolutely do not have room for flavor text
Aa another note, the first option being able to add or remove an influence could be a cool change, and I might also recommend it be indestructible.
Political Power XXWR
Shroud, Indestructible
Political Power enters the battlefield with X Influence counters on it.
At the beginning of your upkeep, choose one —
• Put an Influence counter on Political Power.
• Create a 1/1 white Soldier creature token for each Influence counter on Political Power.
• Political Power deals damage to any target equal to the number of Influence counters on Political Power.
At the end of your upkeep, each player votes for a player other than themselves, then choose a player with the most votes. The chosen player gains control of Political Power.
So overall, thank you for the streamlining!
Any other suggestions as far as power level or formatting?
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I thought some evasion would help, because "Political Power" Is not really something that can be destroyed easily. You can't just go up to a government and say they don't exist anymore, right?
But I feel like it needs the evasion, as it shouldn't really be destroyed. But less evasion couldn't hurt.
I do need to add something as well-
Political Power XXWR
Shroud
Political Power enters the battlefield with X Influence counters on it.
At the beginning of your upkeep, choose one —
- Put an Influence counter on Political Power.
- Remove an Influence counter on Political Power
- Create a 1/1 white Soldier creature token for each Influence counter on Political Power.
- Political Power deals damage to any target equal to the number of Influence counters on Political Power.
At the end of your upkeep, each player votes for a player other than themselves, then choose a player with the most votes. The chosen player gains control of Political Power.
I feel like it should keep shroud because, alike Helix Pinnacle, it deals with counters, and counters CAN get out of hand.
Ok, great tips. I guess it doesn't matter a whole lot if it triggers at upkeep or not.
But i do feel like I need to increase the cost, so that it CAN enter with counters and not take 3 turns to start doing its thing. So let's try this card one more time:
Political Power 1WR
Shroud, Indestructible
Political Power enters the battlefield with 1 Influence counter on it.
At the beginning of your end step, choose one —
- Put an Influence counter on Political Power.
- Create a 1/1 white Soldier creature token for each Influence counter on Political Power.
- Political Power deals damage to any target equal to the number of Influence counters on Political Power.
Then, each player votes for a player other than themselves, then the player with the most votes gains control of Political Power
"When ~ comes under your control and at the beginning of your upkeep, put an influence counter on ~, then create X 1/1 white Soldier creature tokens and ~ deals X damage to any target, where X is the number of influence counters on ~.
At the beginning of each opponent's upkeep, each other player votes Yay or Nay. If Yay gets more votes, the opponent gains control of ~."
Edit: Actually, just making this monowhite and dropping the damage ability would make this a lot cleaner and, frankly, a bit more flavorful.
"When ~ comes under your control and at the beginning of your upkeep, put an influence counter on ~, then create a 1/1 white Soldier creature token for each influence counter on ~."
By that logic 90% of enchantments should be indestructible, since most of them are intangible ideas. Magic is meant to be evocative, not necessarily congruent. It's the same reason you can murder a golem and why the graveyard represents both memories and a literal graveyard.
This card represents an increasingly powerful effect potentially disruptive to the game, and for balance there needs to be a way to easily deal with it. Especially if the current controller gets to keep it in case of a tie, which makes it very strong in 1v1 games.
This is still ambiguous both in terms of game rules and semantics (and semantics are important here because they help players understand what a card does when they read it the first time, rather than forcing them to pause the game in order to go look up rulings.)
- Rabid Wombat
I actually like this... A lot cleaner.
I'm keeping shroud though...
Political Power 1WR
Shroud
Political Power enters the battlefield with 1 Influence counter on it.
When ~ comes under your control and at the beginning of your upkeep, put an influence counter on ~, then create X 1/1 white Soldier creature tokens and ~ deals X damage to any target, where X is the number of influence counters on ~.
Will of the Council -At the beginning of each opponent's upkeep, each other player votes Yay or Nay. If Yay gets more votes, the opponent gains control of ~.
Thank all of you for the help by the way
The way this is designed the 'correct' move is no always vote Nay, which makes this a very boring card. There is meta value to voting Yay, but there is no dilemma, unless the player that currently has it is by far in the lead. In which case it would be a bad play to play it at all.
On the note of shroud, it shouldn't have it simply because of its colors. Red doesn't get shroud and white almost exclusively grants it to others. Though the notion of Political Power would make a lot more sense as granting Shroud or Hexproof to stuff.
As for the 'correct' move to vote Nay, that depends on how many players are in the game and how comfortable they are with one player getting all of the tokens. In a two-player game, this card is pretty one-sided, but in a four-player game, for example, players might be more comfortable with the tokens being spread around than all being piled onto the same player. They may also just want to keep it out of one player's hands. Honestly, the most problematic part about this design is that it may never make it back to its owner, which can feel pretty bad, but I don't know a way to fix that off the top of my head. Maybe:
"At the beginning of each opponent's upkeep, each other player votes Yay or Nay. If Yay gets more votes or the opponent owns ~, they gain control of ~."
The correct answer is always Nay because the ability grows far too fast otherwise. In the new version it's not even just correct to vote Nay it is actually wrong to ever vote Yay. The scary part of this card is getting multiple counters a turn rotation. Preventing this is the priority unless you have built in ways of abusing the large numbers.
I actually have an idea to stop that abuse:
Political Power 1WR
Shroud
Political Power enters the battlefield with 1 Influence counter on it.
Will of the Council -At the beginning of each opponent's upkeep, each other player votes Yay or Nay. If Yay gets more votes, remove 1 Influence counter from ~, then that player gains control of ~.
At the beginning of your upkeep, put an influence counter on ~, then create X 1/1 white Soldier creature tokens and ~ deals X damage to any target, where X is the number of influence counters on ~.
Change the second trigger to 'at the beginning of your end step' so that you benefit on the same turn you play or gain control of it, and make it so that you lose control in the event of a tie.
- Rabid Wombat
Political Power 1WR
Shroud
Political Power enters the battlefield with 1 Influence counter on it.
Will of the Council -At the beginning of each opponent's upkeep, each other player votes Yay or Nay. If Yay gets more votes, remove 1 Influence counter from ~, then that player gains control of ~.
At the beginning of your end step, put an influence counter on ~, then create X 1/1 white Soldier creature tokens and ~ deals X damage to any target, where X is the number of influence counters on ~.
And there we go.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Political Power WR
Political Power enters the battlefield with 1 Influence counter on it.
Will of the Council -At the beginning of each opponent's upkeep, each other player votes Yay or Nay. If Yay gets more votes, remove 1 Influence counter from ~, then that player gains control of ~.
At the beginning of your end step, put an influence counter on ~, then create X 1/1 white Soldier creature tokens and ~ deals X damage to any target, where X is the number of influence counters on ~.
- Rabid Wombat
I actually meant to fix that:
Political Power WR
Political Power enters the battlefield with 1 Influence counter on it.
Will of the Council -At the beginning of each opponent's upkeep, each other player votes Yay or Nay. If Yay is tied for votes or gets more votes, that player gains control of ~.
At the beginning of your end step, put an influence counter on ~, then create X 1/1 white Soldier creature tokens and ~ deals X damage to any target, where X is the number of influence counters on ~.