Spoiled for Choice
Choice in an interesting little thing when it comes to Magic. A certain design paradigm would hold that you should never give your opponent a choice in the first place, as given the opportunity they'll always choose whichever option is worst for you. However, political-type effects have really taken root in multiplayer formats, where the dynamics of a four-person table means you can potentially convince other players to work with you rather than against you. Plus, they can often go beyond the bounds of the game and directly tap into the unique dynamic of the table. And, I mean, they're just so dang fun!
Design a card that makes all players vote, or otherwise make a decision.
So, "vote" is fairly self-explanatory with a clear gameplay meaning, but I want to zero in on what exactly I'm looking for when I say "make a decision." It's a bit hard to define exactly, but I'm imagining effects that respect each player's agency and encourage them to try and get their own best result out of the deal. At the very least, it shouldn't be just them deciding what exactly to lose. So, effects like sacrificing a creature or discarding a card, while they do involve an element of choice, don't qualify as a "decision" by themselves.
It's also important to remember that, as alluded to earlier, you'll be designing for a four-player format this week. While it's by far the most popular of the bunch, that doesn't necessarily have to be commander. Feel free if that's your spice, of course, but something to keep in mind.
And remember, you always have a choice! @spooky-bard
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