Contract of GuardiansW Enchantment
If at least two players were targeted and/or any spells or permanents they control were targeted this turn, you may exile Contract of Guardians. If you do, each of those players may flip a coin. Each player that wins his or her flip may put a shield counter on target permanent.
At the end of turn, if Contract of Guardians is exiled, you may put it on the top of your library.
Contract of MagiciansU Enchantment
If at least two players have cast an instant or sorcery spell this turn, you may exile Contract of Magicians. If you do, each of those players may flip a coin. Each player that wins his or her flip creates a clue token.
At the end of turn, if Contract of Magicians is exiled, you may put it on the top of your library.
Contract of FiendsB Enchantment
If at least two players discarded a card this turn, you may exile Contract of Fiends. If you do, each of those players may flip a coin. Each player that wins his or her flip creates two blood tokens.
At the end of turn, if Contract of Fiends is exiled, you may put it on the top of your library.
Contract of SorcerersR Enchantment
If at least two players had a permanent they control put into their graveyard, you may exile Contract of Sorcerers. If you do, each of those players may flip a coin. Each player that wins his or her flip may create two treasure tokens.
At the end of turn, if Contract of Sorcerers is exiled, you may put it on the top of your library.
Contract of HuntersG Enchantment
If at least two players have a creature in combat, you may exile Contract of Hunters. If you do, each of those players may flip a coin. Each player that wins his or her flip creates three food tokens.
At the end of turn, if Contract of Hunters is exiled, you may put it on the top of your library.
Not too long ago, I mentioned that I was working on something dynamic that ended up cascading into another cycle of enchantments. I think I may have finally finished that concept. It began with Contract of Magicians, which the drafting of quickly developed into the idea of an Oath-like cycle rebirth. This cycle does something unique, but revolves around both players, and gives both players a fair opportunity for gain based on the shared trigger. With this, using players can use the Contracts to grind for the hopeful bonus. It was a really challenging cycle to round off, and do something unique for each one, and with a unique trigger. I almost backed myself into a corner. Interestingly enough, the cycle that cascaded off this one later became inspiration for honing the benefactors for each Contract; granting excellent synergy for some of them to work together. Sadly, I couldn't get them all to work together, but they don't have to either.
I really wanted more interactive benefactors, but being so tight on text space, I knew that it would have to be simplified for the best. I also wanted them to have alternative conditions for if players lose their flip, but once again that concept had to give way to finish what was started. The capabilities to "renew" the contract adds enough flair to make up for anything lost their. It was yet another challenge to make sure the benefactors would be worth the place of the card in the deck, and the chance of losing against for what you get for the costs.
Why are these contracts recursive? It seems frivolous.
Your disdain for proper activated and triggered abilities is confusing. Decide which you want and use proper formatting. Otherwise your cards simply don't work.
The coin flip and symmetrical bonus makes these awful. Other than blue and black the activation clause is too difficult for so little payoff.
I'm not saying their impossible. I'm saying that for the value they generate the requirements are too severe. No possible changes, these are just underwhelming to the point of being bad.
If you're super desperate for winning, sure, you may not think of these.
But if you want to show a token of good faith to your friends, with something fun and interactive, no doubt this is what you'll be reaching for.
I have been questioning if the shield counter should become an indestructible counter instead, but that seems over the top. Possibly, it could become two shield counters, but once again that also kinda seems over-the-top. You're obsoleting removal very quickly, except exile of course, which is I think (in white) the beauty of it.
You gotta get better at wording your cards, because they don't work the way you want them to.
Contract of Magicians U
Enchantment
If at least two players have cast an instant or sorcery spell this turn, you may exile Contract of Magicians. If you do, each of those players may flip a coin. Each player that wins his or her flip creates a clue token.
At the end of turn, if Contract of Magicians is exiled, you may put it on the top of your library.
CARD: Hey, I see you guys have both cast instants, you wanna exile me now?
YOU: No, I wanna use the effect later.
CARD: Okay. By the way, since ya'll both cast instants, would you like to exile me now?
YOU: I just said no.
CARD: No problem. Also, you've both cast some instants, would you like to exile me?
YOU: No dammit, stop asking me!
CARD: I can't. I'm badly worded so that I create a choice you have to answer as long as a certain game state exists. Also - and I don't know if you know this - ya'll both cast instants this turn, so would you like me to exile myself?
YOU: Why am I even playing this card?....
Bad wording aside, why bother with the coin flips? Just have the effect happen, though probably reducing some of the numbers of tokens.
The green one is the only one that can never be triggered by more than 2 players (unless its a 2 headed giant game) but all the others could potentially effect 3 or 4 players if they set themselves up.
Also, the recursion is just silly and would make the card need to cost more than 1 mana.
Here's a actual version of these cards that work.
Contract of Magicians U
Enchantment
At the beginning of the end step, if at least two players cast an instant or sorcery spell this turn, you may exile Contract of Magicians. When you do, each of player that cast an instant or sorcery spell this turn investigates.
At the beginning of the end step, if Contract of Magicians is exiled, you may put it on the top of your library.
Since you have to exile them, there's no worry about single copies going infinite or lopping themselves.
As has been explained before, "At" denotes a triggered ability which must be applied at a discrete point in tim ("At the beginning of your upkep..." etc")
If you want it to happen just whenever, you need an activated ability.
Contract of Magicians U
Enchantment
Exile Contract of Magicians: When you do, each of player that cast an instant or sorcery spell this turn investigates. Activate this ability only if at least two players cast an instant or sorcery spell this turn.
At the beginning of the end step, if Contract of Magicians is exiled, you may put it on the top of your library.
Once each turn has already broken this ground, giving player the ability to choose when the ability it applied.
This would be in the same vein, except the context of "once each turn" is irrelevant, due to the contracts exiling themselves.
As Foretold is a replacement effect, it requires something else to be happening for you to use that ability. It is a completely irrelevant example to the effect you are trying to create.
These cards feel very difficult to make work. not only do you need to have this certain condition be met by both you and your oponent, but then you get a symetrical effect, meaning that your deck needs to be made in a way where you get more value from it than your opponent. And even then, you have to win a coinflip. The other issue is with the exile clause near the end. Exile serves as a sort of check to cards, because almost no card can come back from being exiled. The fact that these cards break that rule feels strange and unnesecary.
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Enchantment
If at least two players were targeted and/or any spells or permanents they control were targeted this turn, you may exile Contract of Guardians. If you do, each of those players may flip a coin. Each player that wins his or her flip may put a shield counter on target permanent.
At the end of turn, if Contract of Guardians is exiled, you may put it on the top of your library.
Contract of Magicians U
Enchantment
If at least two players have cast an instant or sorcery spell this turn, you may exile Contract of Magicians. If you do, each of those players may flip a coin. Each player that wins his or her flip creates a clue token.
At the end of turn, if Contract of Magicians is exiled, you may put it on the top of your library.
Contract of Fiends B
Enchantment
If at least two players discarded a card this turn, you may exile Contract of Fiends. If you do, each of those players may flip a coin. Each player that wins his or her flip creates two blood tokens.
At the end of turn, if Contract of Fiends is exiled, you may put it on the top of your library.
Contract of Sorcerers R
Enchantment
If at least two players had a permanent they control put into their graveyard, you may exile Contract of Sorcerers. If you do, each of those players may flip a coin. Each player that wins his or her flip may create two treasure tokens.
At the end of turn, if Contract of Sorcerers is exiled, you may put it on the top of your library.
Contract of Hunters G
Enchantment
If at least two players have a creature in combat, you may exile Contract of Hunters. If you do, each of those players may flip a coin. Each player that wins his or her flip creates three food tokens.
At the end of turn, if Contract of Hunters is exiled, you may put it on the top of your library.
Not too long ago, I mentioned that I was working on something dynamic that ended up cascading into another cycle of enchantments. I think I may have finally finished that concept. It began with Contract of Magicians, which the drafting of quickly developed into the idea of an Oath-like cycle rebirth. This cycle does something unique, but revolves around both players, and gives both players a fair opportunity for gain based on the shared trigger. With this, using players can use the Contracts to grind for the hopeful bonus. It was a really challenging cycle to round off, and do something unique for each one, and with a unique trigger. I almost backed myself into a corner. Interestingly enough, the cycle that cascaded off this one later became inspiration for honing the benefactors for each Contract; granting excellent synergy for some of them to work together. Sadly, I couldn't get them all to work together, but they don't have to either.
I really wanted more interactive benefactors, but being so tight on text space, I knew that it would have to be simplified for the best. I also wanted them to have alternative conditions for if players lose their flip, but once again that concept had to give way to finish what was started. The capabilities to "renew" the contract adds enough flair to make up for anything lost their. It was yet another challenge to make sure the benefactors would be worth the place of the card in the deck, and the chance of losing against for what you get for the costs.
Your disdain for proper activated and triggered abilities is confusing. Decide which you want and use proper formatting. Otherwise your cards simply don't work.
The coin flip and symmetrical bonus makes these awful. Other than blue and black the activation clause is too difficult for so little payoff.
I don't think they're that hard to trigger though. They're pretty prominent game interactions.
The green one might be the most difficult one, and that can't be helped possibly. Commander could still welcome it with open arms.
The red one definitely isn't hard to trigger when you consider things like Hellspark Elemental and all nonbasic killer fetch Ghost Quarter, Field of Ruin, Wasteland, etc. That's instant qualification.
If you're super desperate for winning, sure, you may not think of these.
But if you want to show a token of good faith to your friends, with something fun and interactive, no doubt this is what you'll be reaching for.
I have been questioning if the shield counter should become an indestructible counter instead, but that seems over the top. Possibly, it could become two shield counters, but once again that also kinda seems over-the-top. You're obsoleting removal very quickly, except exile of course, which is I think (in white) the beauty of it.
YOU: No, I wanna use the effect later.
CARD: Okay. By the way, since ya'll both cast instants, would you like to exile me now?
YOU: I just said no.
CARD: No problem. Also, you've both cast some instants, would you like to exile me?
YOU: No dammit, stop asking me!
CARD: I can't. I'm badly worded so that I create a choice you have to answer as long as a certain game state exists. Also - and I don't know if you know this - ya'll both cast instants this turn, so would you like me to exile myself?
YOU: Why am I even playing this card?....
Bad wording aside, why bother with the coin flips? Just have the effect happen, though probably reducing some of the numbers of tokens.
The green one is the only one that can never be triggered by more than 2 players (unless its a 2 headed giant game) but all the others could potentially effect 3 or 4 players if they set themselves up.
Also, the recursion is just silly and would make the card need to cost more than 1 mana.
Here's a actual version of these cards that work.
Contract of Magicians U
Enchantment
At the beginning of the end step, if at least two players cast an instant or sorcery spell this turn, you may exile Contract of Magicians. When you do, each of player that cast an instant or sorcery spell this turn investigates.
At the beginning of the end step, if Contract of Magicians is exiled, you may put it on the top of your library.
"At any time ... this turn "
Since you have to exile them, there's no worry about single copies going infinite or lopping themselves.
If you want it to happen just whenever, you need an activated ability.
Contract of Magicians U
Enchantment
Exile Contract of Magicians: When you do, each of player that cast an instant or sorcery spell this turn investigates. Activate this ability only if at least two players cast an instant or sorcery spell this turn.
At the beginning of the end step, if Contract of Magicians is exiled, you may put it on the top of your library.
This would be in the same vein, except the context of "once each turn" is irrelevant, due to the contracts exiling themselves.