Quote from ReapThaWhirlwind »I think you guys are misinterpreting the context "one-up".
I mean, a design that does the exact opposite, or counter-balances the effect of another.
I think you do not understand the meaning of one-up. Kinda wish I could downvote you.
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I like the flavor of the second one, though it could probably be structured a little more tightly.
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Its easy to word this differently to close that loophole
Wolfgang Jack R
Legendary Creature - Human Bard
Haste
xURW, t: Create a token that's a copy of another target permanent with mana value X, except it's a legendary Song artifact.
Whenever a Song would enter the battlefield under your control, you may have it enter the battlefield under another player's control instead. When you do, create a treasure token, draw a card, and gain 1 life.
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Now the replacement effect doesn't give you a window to sac the artifact while giving it away, but you also have a choice to keep it if you want to.
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https://markrosewater.tumblr.com/post/711548773452726272/looking-at-which-commander-legends-products-to
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There’s probably a way to template it as a trigger that copies the spell or ability and makes you choose a new mode, so I’ll see if I can write that out when I get to my desktop later.
Edit, you can make it work in black border like this
Gerald, Mage of Many Paths GWU
Legendary Creature - Wizard (Mythic Rare)
Ward 2
Whenever you choose a mode for a spell or ability you control that isn't a copy, you may copy that spell or ability. If you do, you must choose a different mode and you may choose new targets.
Whenever you cast a spell that is green, white and blue you gain 5 life.
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The biggest challenge I see with designing and balancing these effect is making the pay off worth the hoops you jump through to get it. In the above, for instance, is the 2 cards and a utility land worth paying 4 mana and then having to send creatures off from attacking my opponent? Planeswalkers give benefit and then your opponent has to decide if stopping you from getting the benefit is worth "wasting" their attacks on killing it. I feel like in the case of battles you'd either need to way undercost the battle or make the pay-off way higher.
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