oEtG Forum

Spells with two (or more) targets?

Elemensch

  • Member
  • **
    • Posts: 124
I was thinking about some variants of Chimera which targeted two cards:

 :entropy Toxic Syzygy -- Pick two creatures. Create a new creature under your control with the sum of their stats (str and hp), and the union of their conditions, with an additional 2 poison counters.

 :life Hybrid Vigor -- Pick two creatures you control. Each one is modified to gain the maximum of their stats (str and hp) and gain all positive conditions. Negative conditions which they don't share are removed.

 :aether Enforced Eidolon -- Pick two creatures controlled by anyone. The first one gains the max of their stats (str and hp), the second is set to the minimum. The first one gains all positive modifiers; the second suffers all negative modifiers.

 :earth Golem Pilot -- Pick one golem and one non-golem which you control. Remove both and create a new golem under your control. The new golem has summed stats (str and hp) and the active ability of the non-golem ingredient. Can target immaterial; do not copy modifiers except immaterial.

 :air Bioelectric Feedback -- Pick two of your opponent's creatures in the same row. A bolt of lightning deals damage equal to the difference in their Str to all creatures between them on the field. You can't target immaterial or burrowed creatures, but the lightning will affect them.


serprex

  • Global Moderator
  • *****
    • Posts: 1486
You could, in theory, implement these within the current single target constraints

You'd have it be a spell which targets the first target. Spawn a 0|0 token with target's id stored as a stat. Give it an active to get 2nd target & have it come into play without summoning sickness


Elemensch

  • Member
  • **
    • Posts: 124
You could, in theory, implement these within the current single target constraints

You'd have it be a spell which targets the first target. Spawn a 0|0 token with target's id stored as a stat. Give it an active to get 2nd target & have it come into play without summoning sickness

Hmm, if there's an intermediary token that requires a creature slot (or permanent slot), but it would mean you could have two different element costs for each stage of the spell -- giving you a  :entropy:life effect or  :light:darkness or so on.

That could justify some very powerful effects.