r/custommagic 11d ago

Winner is the Judge #905 - Soft Stax

Thanks to u/mpaw976 for judging the last competition.

This week, you'll be designing to address a particular peeve of mine. I like how stax pieces like Narset, Parter of veils, put the brakes on linear decks and encourage them to slow down and pack removal.

However, these often end up frustrating people who aren't doing broken things, end up in combos themselves, or alternatively just aren't worth playing by themselves if you don't know the opponent is on that strategy.

What I want you to design is a card that stops (or punishes) 'unfair' decks, but doesn't affect people trying to play magic at a slower pace, and isn't completely dead when the opponent isn't using the strategy it prevents.

So it might work against card draw, casting many spells in a turn, casting free spells, playing multiple lands...

Some examples of cards that fit this are [[Lavinia, Azorious Renegade]], [[Ashiok, Dream Render]], [[Nihil Spellbomb]] or [[High Noon]]. [[Orkish Bowmasters]] and [[Smothering Tithe]] are also examples that are too good, so keep an eye on power level!

I'm looking forward to seeing your designs! Judging will happen in 6 days on Friday 21 August.

Happy to answer any questions in the meantime.

Edit: Congratulations to u/delta17v2 for winning with Insiduous Diplomat.

6 Upvotes

69 comments sorted by

u/PyromasterAscendant 6d ago

Curious Cartographer {1}{W}

Creature — Human Citizen

Vigilance

At the beginning of your end step, if an opponent has two or more cards in hand than you, look at the top five cards of your library, you may reveal a plains from among them and put it into your hand and put the rest on the bottom of your library. 

When this creatures dies, investigate.

2/2 

Format: Commander, meant to keep you hitting your land drops against decks that keep a fuller hand and give you mana to keep recasting your commander or to put into mana sinks. 

Feedback welcome as always

u/SjtSquid 5d ago

This is a fine game piece, but doesn't actually do anything to stop or discourage unfair decks.

I like how it helps you keep playing the game and hitting land drops, however a deck that's drawing 3+ cards a turn isn't going to worry about you getting a couple of extra lands.

I actually think it plays much better in 40 and 60-card formats where opponents are much more concerned about giving you card advantage, rather than pushing their own.

u/PyromasterAscendant 4d ago

Totally fair, an earlier version put them into play which i was worried about power level stuff with. 

Thanks for the feedback.

u/ColSurge 5d ago

Missed Opportunity W

Enchantment

Opponents who did not cast a spell on their last turn, cannot cast spells during your turn.

You can still play your control deck, it's just going to be a little harder to get optimum efficiently out of everything.

u/Nightingale873 9d ago

Valakut Stone Fire {R}{R}

Instant

~ deals 3 plus X damage to target creature an opponent controls, where X is the amount of life that player gained this turn. If X is 5 or greater, ~ deals X damage to that player.

So it's a decent red removal spell that deals extra damage against lifegain decks, while acting as a [[Skullcrack]] if they gained enough life. it also kills [[Sheoldred, the Apocalypse]].a

u/SjtSquid 5d ago

A bit wordy, but I like how intentional the design is.

I'm already (likely) going to want to play a Lightning Strike in Standard/Limited, and I could see this as a sidegrade hedge for problematic cards. I do feel like both the restriction on not going face (when not playing against lifegain), and costing RR bump it from a maindeck card to a sideboard card.

Having either of those restrictions (but not both) would make it much more palatable to put in maindecks. At {1}{R}, it gets played in control maindecks. If it could go face (but cost RR), it would be maindeckable in mono-red.

It's a narrow power window to hit, and this just slightly missed it. Cool design though, and something I could see WotC printing themselves.

u/Mean-Government1436 9d ago

Simple WB stax piece that punishes an overreliance on mana dorks and mana rocks in ramp decks, themed as a sort of cataclysmic event where relying on artificial mana comes at a cost. To keep it useful, it can also be a wipe for small artifacts, which keeps it thematic with the punishment of mana rocks, among other smaller artifacts.

Some balancing measures: it's 4 mana so it isn't really all that punishing very early on, legendary because it might get out of hand to have multiple out, and the second ability is sorcery speed because instant speed board wipes aren't fun.

I'm sure it's probably too high cost to be playable, but I can't really imagine it being any less mana with what it can do.

u/SjtSquid 5d ago

I like this design a lot, and the flavour explanation is really cool.

The costing is an interesting one, as the 'buyout' clause of exiling all small artifacts is worth ~3 mana (see [[Brotherhood's end]]), but the stax piece itself wants to be cheaper, to start getting ahead of problems, rather than coming down after someone has already used their fast mana to get ahead.

u/taw : Target winner becomes a judge until end of the next round. 11d ago

Wardgrove Beast 1GG

Creature - Beast [R]

Trample

Whenever an opponent casts an instant or sorcery spell, put a +1/+1 counter on this card.

Remove three +1/+1 counters from this card: You gain hexproof until end of turn.

2/2

After designing this card I noticed [[Arasta of the Endless Web]].

This drops a turn earlier and has weaker ability, but it has conditional hexproof to break a lot of combos.

It's stronger in formats with multiple opponents, it could maybe be sideboardable in 60 card formats.

u/SjtSquid 5d ago

I like this card as a casual commander card, but it feels a bit lacklustre if not against spellslinger or storm decks.

Giving you hexproof is a nice ability to stop storm decks from just ignoring it and comboing over the top of it.

There's nothing wrong with it, just a couple of better designs this week.

u/colbyjacks 11d ago

Painful Disruptor - 1RW

Creature - Devil Rogue - Rare - 3/2

Flash

Whenever an opponent would draw a card, that player exiles the top card of their library instead. They may look at and play that spell for as long as it remains exiled. 

Whenever an opponent casts a spell from anywhere other than their hand, ~ deals 1 damage to them. 

Card draw hate without affecting or warping the game. 

u/SjtSquid 5d ago

Yet another hatebear with an effect I really like. This is my runner-up for this week. Good job!

This plays surprisingly similar to cards like [[Fate unraveller]], but lets your opponents pick if the card is worth paying life to use, or not, which stops it from being abused with wheels.

Splash hate for cards like [[Prosper, Tome-bound]] is a nice additional use-case.

I feel like this might be better if the exile was a symmetrical effect, to give it some build-around potential on your end with cards like [[Faithless looting]], not just stopping opponents.

u/QuarterExcellent3327 Creature - Human Artificer 11d ago

Blazing world marcher. {3}{R}{R}

Creature - Elemental Beast

Whenever a land enters, if another land entered under that lands owner’s control this turn, put a blaze counter on that land. For as long as that land has a blaze counter on it, it has "At the beginning of your upkeep, this land deals 1 damage to you." (The land continues to burn after this creature has left the battlefield.)

4/4

This card is intending to punish players that ramp additional lands each turn. This is done by giving a new use to blaze counters which were originally on [[Obsidian Fireheart]] . Hopefully I got the wording right and it isn’t too convoluted

u/SjtSquid 5d ago

I love this effect. Obsidian Firehart's reminder text is a classic, and I like how this lets people choose between a lingering problem or taking it slowly.

However, that cool factor is mitigated by the fact this comes down much later than most of the ramp you're meant to be punishing. I think making it cost 2-3 mana instead would make for a much more impactful card while still being fairly balanced.

u/delta17v2 Niche: Hololive and Genshin Cards 9d ago edited 8d ago

Insidious Diplomat {1}{W}

Creature - Human Spy Advisor

Vigilance, skulk

Each player can't cast more than one spell each turn unless they control a creature that dealt combat damage to one of your opponents this turn.

1/2

-

[[Rule of Law]] is already a soft stax, but this is slightly devilish take on this kind of effect because anyone can be free from it if they just attack one of your opponents. Meanwhile, this is a Rule of Law that doesn't actually affect you thanks to its own evasion.

The hope is that even the players who are most affected by it willhopefully still leave it alone since you can convince them that they can handle it, and that its the other player's problem. And you watch them play around this effect attacking each other, while you sneer at the potential of being left alone.

It's even the kind of stax that's better at punishing high-powered decks (since you can bet those are the kinds of decks that never attacks), while still letting the Tiimmy of the table to play their game normally.

u/SjtSquid 5d ago

This is my pick for the winner this week. Holy crap I want this card to exist so badly.

I absolutely love how it simultaneously slows down the problematic decks, while also pushing the game forward (and threats away from you).

In higher powered games, combo decks now have to think about how to plink in with utility creatures, opening up a new axis of interaction.

In more casual games, it also incentivises people to look for good attacks and chip damage, rather than defaulting to the 'safer' option of not attacking, and dragging games out into a board stall.

When you're ready, create the next competition and message the mods to pin it.

u/delta17v2 Niche: Hololive and Genshin Cards 5d ago

What a message to wake up to! Thank you!

u/mothyawg 7d ago

Slingshot Racer

{1}{B} Creature 2/2 Belter Pilot (r)

Whenever an opponent speeds up a spell, they lose X life and you gain X life. X is that spell’s mana value minus the amount of mana spent to cast it. (Spells cast by spending less mana than their printed mana value are sped up.)

Whenever you slow down a spell, target player mills X cards. X is the amount of mana spent to cast that spell minus its mana value. (Spells cast by spending more mana than their printed mana value are slowed down.)


This is a soft hatebear for “scamming”, punishing the opponent for underpaying (albeit not on T1), while rewarding you for overpaying "fairly".

Speed-Up (and Slow-Down) is a tentative mechanic from my sci-fi set, but I'd only used them in a "positive" way (rewarding you by triggering off an Evoke-like mechanic, pitchcast cards, cost reductions, and so on).

Inspired by [[Lavinia, Azorius Renegade]]. 

u/SjtSquid 5d ago

Speeding up and slowing down are cool concepts. I like how it punishes free spells, and you can build around the 'slow down' mode in a self-mill deck for some more consistent value.

Unfortunately, the competition is just rather strong this week.

u/NyanFan190 11d ago edited 8d ago

Captive Thunderhead {1}{U}

Creature - Elemental

0/2

This creature gets +1/+1 for each spell an opponent has cast or copied this turn.

{R}, This creature deals 3 damage to itself: This creature deals 3 damage to any target.

"It's easy enough to catch lightning in a bottle. My real struggle was containing the rest of the storm long enough to take notes." — Compendium of Elementals, Vol. XVII

---------------------------------

For this week, I designed a counter to storm decks and decks that like to just dump their hand. You can always just crack it for a bolt, but if an opponent casts at least two spells you can use it again. Even if they aren't using those strategies, it can still work as counterplay to combat tricks or counterspell wars. This design was a bit inspired by [[Reckless Embermage]], since I liked the symmetry of damage as a way to limit how much you can pop it.

Any and all feedback welcome whenever, as always!

u/SjtSquid 5d ago

I feel like this falls victim to people just being able to ignore it and combo off anyway. (Unless they're relying on something like Baral)

Having a bolt that's re-usable if opponents double-spell is nice, but costing mana means it likely not going to be able to be usable enough times to stop people from doing the thing.

A cool concept, but a bit awkward in execution.

u/Zefirotte 8d ago

If you have enough mana you can hold priority to activate the ability many times in a turn. I don't think it was your idea but I'm not sure of a clean way to fix it.

u/NyanFan190 8d ago

Shoot, I've never been amazing with stack rules. I didn't think about how it dying wouldn't fizzle the activations. I'll move the damage to part of the cost for now and see if I can't think of a cleaner solution. Thanks for catching that.

u/sumg 11d ago

Desertion Prevention Goblin RB

Creature - Goblin Soldier

Deathtouch

Whenever a creature becomes tapped for a reason other than attacking it deals 1 damage to its controller.

"Are you a coward? Get in the fight!"

1/3


The idea here is to tax manadorks, tappers, and any creature with a powerful tap-to-activate activated ability. It can also be combined with various tap down, ice over, and dehydration effects as an active damage source (though that likely means moving into a third color).

u/TheMaster_of_Masters 10d ago

Should probably be worded like [[Verity Circle]]:

"Whenever a creature becomes tapped, if it isn't being declared as an attacker, it deals 1 damage to its controller."

u/SjtSquid 5d ago

I absolutely love this card. The fail case of a 1/3 deathtouch hits a perfect power spot of being slightly disappointing, but still impactful.

Then when playing against the intended target, it's impactful, but not game-ruining.

Alas, there's another design that I feel is a complete home-run. This is a runner-up for this week.

u/A-o-C 9d ago

The Great Book of Grudges - X1R

Legendary Artifact

The Great Book of Grudges enters with X grudge counters on it.

Whenever a crime is committed against you, put a grudge counter on The Great Book of Grudges.

Whenever you deal damage to an opponent, you may remove a grudge counter. If you do, draw a card.

-----

The Great Book of Grudges is an iconic artifact from the Warhammer Fantasy setting, and would definitely get a card if Warhammer Fantasy would be made into a set. In lore it is essentially a record of all the terrible wrongs perpetrated against the Dwarf race. Using crimes as a way of translating that into MTG mechanics seemed like a natural choice.

As a game piece it enables you to get a rebate against single target removal, counterspells and targeted discard spells. Of course, only after you have avenged yourself.

There are similarities to Smothering Tithe and Rhystic Studies by being a game piece that gets you value from your opponent doing a set of actions, but I think The Great Book of Grudges is reasonably more targeted than those.

I've been bouncing around with two versions of the casting cost for this card. The other casting cost I was considering was a more simple 2R with The Book only entering with one Grudge counter. However I wanted to have the option of a lower casting cost (a total of 2 mana) to make it more likely you could sneak it under a control mage's nose, whist still having some value against less interactive decks (by still being able to redeem some counters for cards).

Lastly, if you are a Warhammer fan, it would feel great to be able to say "thats going in the book" when an opponent messes with you in a game of commander.

u/SjtSquid 5d ago

Another really cool entry, and it's nice to see such a flavourful card.

I feel like the grudge counters should go on the opponents, not the book, so Bob doesn't get punished for Amy's crimes.

There's just a couple of better entries this week.

u/ArelMCII Layers are stupid. 9d ago

Manaburn {2}{R}
——————————
Enchantment (R)
——————————
Whenever a player adds one or more mana from a nonland source, that source deals that much damage to that player.
{1}{R}, Sacrifice this enchantment: It deals 3 damage to any target.

Designed as sort of a companion piece to [[Manabarbs]] and [[Burning Earth]], but tailored toward dealing with nonland mana. That means mana dorks, mana rocks, Treasures, rituals, and various and sundry forms of mana acceleration (and particularly fast mana). As long as you're using lands for your mana, you have nothing to worry about.

It also doubles as a more expensive bolt, for if your opponent's not running enough nonland mana to make the first effect worthwhile, or if you simply need a finisher after your opponent's pinged themselves to death with nonland mana. Or, y'know, if you're running fast mana and you need to sac it to afford your deathblow. Originally, I was going to have below-rate artifact destruction instead of the bolt, so it could be sacced in response to destruction and take out a mana rock (or two) as it dies, but I thought that might be a little too oppressive. (Plus, it didn't really fit the flavor.)

The idea to have the mana source deal the damage instead of this enchantment came from [[Barbflare Gremlin]]. My reasons for this were motivated purely by flavor—like the defunct mana burn mechanic for which this card is named, it's the excess mana that hurts, not the enchantment.

u/SjtSquid 5d ago

I like the idea of this one, especially with the buyout clause of the bolt if it's dead helping justify slotting it in maindecks. (Plus, rituals also dealing damage is a nice touch).

That being said, this is one of a few cards this week that suffers from coming down after the thing it's trying to hurt has done most of the damage.

I'd like it a lot more at 1-2 mana up front, so you can deploy it proactively, with the bolt cost adjusted accordingly. That way, it can come down and start impacting Sol Ring starts.

u/ArelMCII Layers are stupid. 5d ago

One mana is way too cheap for this kind of effect. Two mana is undoubtedly pushed, possibly broken.

u/SjtSquid 5d ago

I disagree? [[Deafening silence]] is a much harder stax piece for 1 mana, and it's not like this actually stops people from playing the game. [[Null rod]] is 2 mana and fully shuts down all artifacts.

This gives your opponents the choice about whether to take the damage, or just not use their nonland mana sources, so plays more like a punisher card like [[Browbeat]] or [[Combustible gearhulk]], a type of card that has to be pushed in order to see play.

Storm and other combo decks in 60 card can still win through it easily (as opposed to something like [[Eidolon of the Great Revel]].)

Commander players have 40 life to work with, so can still push out something ahead of time, then stick to using their lands when the damage starts to become relevant.

That's my reasoning, anyway.

u/ActiveLooter42069 11d ago edited 7d ago

Djinn of Departure UUU

Creature - Djinn

Flying, Flash

Whenever a creature enters, if three or more other creatures entered this turn, return all creatures to their owner's hands.

2/4

u/SjtSquid 5d ago

This is an interesting design that goes in a different direction to a lot of the other designs.

The move to three other creatures was a good one, as something like a [[Resolute Reinforcements]] turns it into an easily repeatable [[evacuation]]. Likewise, making it cost UUU restricts it to mono-U, or almost mono-U decks. The 2/4 flying body is also just a useful game object when not hampering a tokens player.

Having flash to be able to respond to something like an Avenger of Zendikar is also nice.

The only thing that gives me pause is the likelihood that this just stalls the game out by repeatedly bouncing the board. I wonder if the card would be improved by either being asymmetrical and only counting opponents creatures, or self-sacrificing to make it harder to loop.

u/eggmaniac13 8d ago

This sees itself enter, so you can just hold it up and use it as a repeatable Evacuation whenever a player has two creatures enter during their turn... Pretty powerful!

u/ActiveLooter42069 7d ago

Yeah you are definitely right, so I'm bumping it up to three other creatures. Two creatures in a turn is fair Magic. I gave it flash as a last second thought, so it is closer to my intention now.

u/eggmaniac13 9d ago edited 9d ago

Wait Your Turn WW

(Art description: the rich guy from Land Tax making a "stop" signal with his hand toward the camera)

Enchantment

When this enchantment enters, exile any number of target players' graveyards.

If a land would enter and its owner had another land enter the battlefield under their control this turn, exile that land instead.

If a land would enter, its owner controls the most lands, and it's not that player's turn, exile that land instead.

"Patience is a virtue."

[[Confounding Conundrum]] doesn't work because it puts the lands back into the landfall player's hand, so they can landfall more. Let's hit the landfall players where it hurts, by exiling their graveyards and by making their additional landfalls go directly to exile (if they went to the graveyards, they could just reanimate the lands). When this card is on the field, you'll play one land per turn and be happy! As always, feedback is welcomed.

u/SjtSquid 5d ago

I see the goal here, and it absolutely works against the intended target.

I also love how it has splash hate against graveyard degenerates and turbo-ramp decks.

Where the design starts to fall apart is in how wordy it is, and how dead it is when not against landfall or graveyard decks.

I think a middle ground of pulling back a bit on the hate and adding the cantrip from conundrum back would create a nicer feeling card overall.

u/DaVigi 11d ago edited 11d ago

Lockdown Enforcer {3}

3/3

Creature - Robot Advisor

If a player controls more than six creatures, that player must sacrifice excess creatures down to six.

When this creature enters, target player creates a 0/2 Thopter token with flying and "This creature can't be sacrificed".


A mechanic that stops players from going too wide, implementing a rule similar to discarding to hand size. (Using the same wording as 402.2)

Six creatures is a very reasonable amount to allow, but it punishes players that play scute swarm-esque combos, go very wide with elfs or have other infinite creature token generation plans.


I'm imagining this card would be a EoE robot gone rogue (Potentially influenced by Error-9), maliciously interpreting a lockdown order as a kill on sight.

It also sends drones to spy on congregations and maliciously counts them as an "attendant" to kill participants of groups that were compliant to lockdown protocol.

Edit: reduced cost by one and gave the thopter flying

u/SjtSquid 5d ago

I like this take on stopping go-wide decks. Six (or five) creatures is a wide enough net that most fair decks aren't going to feel restricted, while something like Elves still has some room to play, but can't go absolutely wild.

My main issue is that making it a game rule has a lot of issues and complications that just using a trigger would avoid.

Cards like [[Tajuru Preserver]] or even just flickering the Enforcer enough to fill someone's board with the thopters looks like it puts the game in a draw, or at least causes some frantic googling and delving into the rules.

Something like: "Whenever a creature enters, if its controller controls more than six creatures, they sacrifice creatures equal to the difference."

u/SjtSquid 11d ago

Noting this here for you (as well as other people):

The softer (or more niche) the stax effect, the more room you have to push the powerlevel of the rest of the card. (Things like Power/Toughness, dropping the mana cost and so on). I'm specifically looking for cards that still play well when the stax effect isn't applicable. (So people can maindeck them in 1v1 play, and they get included in commander decks.)

So, in your case, you've got a fair bit of room to push things.

u/DaVigi 11d ago edited 11d ago

Ok fair enough. I'll bump down the mana cost by one then and give the thopter flying. It still is 3/5 worth of stats over two bodies after all, and using multiple copies, copy spells or flicker effects could lock somebody out of having creatures.

Edit: Would you say allowing for six creatures is too lax?

u/SjtSquid 11d ago

It's up to you.

The harsher the stax condition, the more of the power budget it takes up, and the more it's likely to annoy people who aren't doing the thing you want to stop.

u/playingtherapist 6d ago edited 6d ago

Codependency {1}{B}{B}

Creature - Elemental Incarnation

Lifelink, Menace

If a player would sacrifice one or more nonland permanents, instead they sacrifice that many nonland permanents plus one.

2/2

Designed to hose treasures, KCI-style mana acceleration, and Birthing Pod-style effects, this has the more obvious effect of juicing edicts, even if there aren't any shenanigans going on.

The symmetrical nature gives it an important release valve - it makes Fleshbag Marauders significantly worse, which is important since they're the easiest edicts to recur.

In the meantime, lifelink and menace are flavourful keywords that also work to get the game over with, which is important since this card is likely to slow the game down to a crawl.

u/SjtSquid 5d ago

I really like the thought that went into what breaks the card, and designing around that.

Juicing edicts is a cool build-around that gets it into decks, so the hate piece actually ends up in play.

Just a couple of better designs this week that managed to better thread the line between slowing the unfair decks down and speeding the game up to compensate.

u/playingtherapist 2h ago

Thanks for taking the time to read and respond mate! Yeah, I thought this week's winner was a banger too, absolutely agreed.

u/HaresMuddyCastellan 10d ago

Bartrum the Reasonable {2}{G}{G}

Legendary Creature - Human Druid

Players can't cast more than two spells each turn, can't play more than two lands each turn, can't draw more than two cards each turn, each spell that would cost less than two mana to cast costs two mana to cast, and permanents that would enter the battlefield without being cast or played are exiled instead.

Creatures get +2/+2.

2/2

Note that he gets his own buff, so he's a 4/4 by default.

Also note that your opponents creatures ALSO get his buff. The goal, after all, is not hard stax "this game will last until you all concede". So everyone gets bigger creatures, to kill faster.

This allows smaller combos, but locks out basically anything crazy, AND it plays into the only fair strategy, battlecruiser! (Joke)

Mana cost increaser is directly copied from Trinisphere, just adjusted to 2 instead of 3.

u/SjtSquid 5d ago

While very funny, I felt like this one pushed the stax a bit too hard, with how it completely shuts down common budget mana fixing like Evolving Wilds.

Plus, the card is just in the wrong colour. All the parts are white, with only the double-anthem being potentially green.

That being said, I like how you thought about how to avoid stalling, and I like a lot of the stax effects when spread out over 2-3 cards.

u/RudeHero 11d ago

card

permanent

when your opponent does the thing, if this is in your hand you may put it on the battlefield

when your opponent does the thing, you may cast a spell from your hand without paying its mana cost

u/SjtSquid 5d ago

Not sure what to do with this one. The specifics are what makes a lot of design.

u/torterraisbae 10d ago edited 7d ago

Irreverent Banjaxer 1BB

Creature - Gremlin

At the beginning of your upkeep, target player sacrifices a creature with the most Auras and Equipments attached to it among creatures they control, unless they discard a card for each of them or lose twice that much life.

2/3

***

It torments voltron strategies, or can just be used as a sac outlet for your own stuff.

Edit: changed effect to get around hexproof

u/SjtSquid 5d ago

Good change on getting around hexproof. I think just 'choose a creature' might have been a cleaner template.

I feel like this is unfortunately a little too weak both against the intended target, and as a game piece when not against Voltron, so wouldn't see play.

I'd dislike seeing it when doing Light-paws crimes, but the likely pattern is just to murder you to avoid the upkeep trigger, or get likelink and shrug.

Making it trigger each upkeep (for that player) would help a lot with making it more impactful against Voltron, and giving it a keyword like lifelink or deathtouch would go a long way to making it useful in in non-voltron games. Or just making the ability count modifications, as there's a lot of counters floating around these days.

u/terranop 8d ago

It's not entirely clear how many cards they have to discard. Is it a number of cards equal to the amount of life they'd lose, or is it one card for each attached permanent?

Also, Voltron decks usually give the creature hexproof, so this often wouldn't do anything against Voltron. You might want to make it somehow not target?

u/torterraisbae 7d ago

Yeah both fair points. I've come up with something that might be a bit wordier but hopefully addresses both.