Unless the condition checks three things that are true simultaneously, not telegraphing anything is going to be mostly impossible. If anything, knowing whats coming is good because then your opponent has to play around whatever your plan is and you can try to take advantage of that.
Really like the idea. White one does seem like the least useful. I'd say they should be played and remain in exile facedown until all conditions are met. That way the opponent can't see what exactly is coming. If you have a few of them in each color then it could throw the opponent off and they may not guess correctly.
The challenge of it being face down is that the conditions would all have to be met simultaneously, to avoid memory issues, and that narrows what sort of conditions could be required.
A face up card (especailly if we dip into silver bordered territory) can have some kind of marker to denote when each different condition is met over multiple turns until they are all complete.
I did consider that reactive effects like a wrath might not work that well here but I also thought that wraths were an iconic big white effect and it might be interesting to try.
The specific issue with your wrath above is that the opponent has some control over when it happens. Depending on the boardstate, they could actually trigger it with a couple of evasive creatures while you are ahead. It also goes to how the actual casting/transforming is worded, if its a "must" or a "may".
The bigger point, though, was that for all these difficult conditions, "Destroy all creatures" just isn't as exciting a pay off. Something like "Destroy all creatures you don't control. You gain life equal to the number of creatures destroyed in this way." is the kind of thing that would make that big an investment exciting to chase.
I actually thought about exactly this idea, funnily enough. The question I came to was whether the reward effects would be complicated enough that you needed an extra face. It could also save a little space on the front side to do it this way, but dfcs are significantly more complicated to play with and perhaps the mechanic is complicated enough that aiming for simplicity with the rewards and avoiding dfcs is better.
The thing to think about is that, for Eldraine, the payoff cards were going to be Embercleave, The Great Henge, etc. If you made a card with a set of requirements that then flipped into one of those, what might it look like? Your 7/7 snake token could be a fully realized legendary creature instead, for instance.
The core idea is sound, but there are two big issues to solve. The structural issue is, how template the information in a way that is understandable and also fits on a card? The gameplay issue is, how do you make effects that are compelling enough to be worth all the hoops the player has to jump through to get them?
To the second point, the white card above is a wrath that you can't control when you cast (especially that one since it requires action from your opponent). Your would effectively have to build your deck around casting this card that is usually just a 5 mana sorcery. And given that your opponent can see it coming, it is easier for them to play around overcommitting to their board.
Interestingly, you might be able to solve for the second point with a solution to the first: Double-faced cards. If you make the "quest" one side of the card, it can transform when the quest is completed to be an actual legendary snake istelf of a token, or transformed and put on the stack as a sorcery for big one-shot spell effects.
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The challenge of it being face down is that the conditions would all have to be met simultaneously, to avoid memory issues, and that narrows what sort of conditions could be required.
A face up card (especailly if we dip into silver bordered territory) can have some kind of marker to denote when each different condition is met over multiple turns until they are all complete.
The specific issue with your wrath above is that the opponent has some control over when it happens. Depending on the boardstate, they could actually trigger it with a couple of evasive creatures while you are ahead. It also goes to how the actual casting/transforming is worded, if its a "must" or a "may".
The bigger point, though, was that for all these difficult conditions, "Destroy all creatures" just isn't as exciting a pay off. Something like "Destroy all creatures you don't control. You gain life equal to the number of creatures destroyed in this way." is the kind of thing that would make that big an investment exciting to chase.
The thing to think about is that, for Eldraine, the payoff cards were going to be Embercleave, The Great Henge, etc. If you made a card with a set of requirements that then flipped into one of those, what might it look like? Your 7/7 snake token could be a fully realized legendary creature instead, for instance.
To the second point, the white card above is a wrath that you can't control when you cast (especially that one since it requires action from your opponent). Your would effectively have to build your deck around casting this card that is usually just a 5 mana sorcery. And given that your opponent can see it coming, it is easier for them to play around overcommitting to their board.
Interestingly, you might be able to solve for the second point with a solution to the first: Double-faced cards. If you make the "quest" one side of the card, it can transform when the quest is completed to be an actual legendary snake istelf of a token, or transformed and put on the stack as a sorcery for big one-shot spell effects.