Life and Death

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Life and Death
Enchantment
~ enters play with 1 life counter.
: Double the number of life counters on ~.
Remove a life counter from ~: You gain 1 life.
Remove 5 life counters from ~: Target opponent loses 1 life.

Death Herself
Legendary Creature
~ enters play with 1 life counter.
: Double the number of life counters on ~.
Remove a life counter from ~: You gain 1 life.
Remove 4 life counters from ~: Put a 1/1 red creature token into play that lasts until end of turn.
2/2
an interesting idea, but keeping track of counters would be a major pain.
There's Life // Death (does this even work?).

Besides that, I don't really like tapping enchantments (I know they exist, but still). You could simply make it an upkeep trigger.

And it's:

You gain 1 life.
Target opponent loses 1 life.

I like the idea, but I think the execution can be improved.

- AJD
"The body is but a vessel for the soul, a puppet which bends to the soul's tyranny. And lo, the body is not eternal, for it must feed on the flesh of others, lest it return to the dust from whence it came. Therefore must the soul deceive, despise and murder men."The Durai Papers

Why 4 for the second ability?  It'll take a while to get to truly dangerous proportions and there are plenty of examples of it costing less to do 1 damage (or take 1 life) from an opponent.
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Why 4 for the second ability?  It'll take a while to get to truly dangerous proportions and there are plenty of examples of it costing less to do 1 damage (or take 1 life) from an opponent.




at a 4 cost it would take 7 turns to have enough turn to insta-kill your enemy.
Thanks for the possible naming conflict.


Turn 7 kill they can't block, provided they havn't gained life or similar, although even then it's still exponential, that's could be seen as being a bit slow particularly in faster formats but I don't think it's terrible in Standard or Modern given the card as a whole.

Also given that even if this is removed it can still be used first, whats more opponents probably would have lost life by then by other means.

Furthermore if you can untap it even just once or twice per turn. Proliferate also helps but is probably less practical.

Also, you can use the lifegain. I presume the skill of the card would be best use of the balance between these two effects.


I could make it cost just 3 if I could have opponents able to block it with creatures.

Maybe "Remove 3 life counters from ~: Put a 1/1 creature into play that lasts until end of turn."?
Right, but thats a turn 11 kill overall.  
I didnt think about the fact that you could both double and remove all counters in response to removal.

Nor was I thinking about proliferate and similar affects.

Maybe it shouldn't come in with counters? or maybe doubling should be harder (sac a creature?) 
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I quite like the power level at the moment, I'll try turning the power down a bit and see what you think.

I've added a creature version too that's a little different, it should please Arazlam more too.
Excelent, this means the balance has reached perfection.
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