Cycle Info
I've been wanting to do a charm cycle for a while now, but couldn't think of a good theme until recently, when I thought of naming each "charm" after a homonym. A homonym is a word with multiple meanings that uses the same spelling or pronunciation for each of those meanings. My design goal was to have each mode on the charms represents one of the meanings.

For example the first mode on the card "Try" is "create three food tokens." This represents "try" as "trying something new" like tasting a new food you never tried before. Try's second mode, "Until end of turn, creatures you control have 'T, exert this creature: Draw a card,'" is meant to represent "try" as "trying your best," as in putting in an effort to accomplish something. Try's third mode, "Put an arrest counter on target creature. For as long as that creature has an arrest counter it can't attack or block and its activated abilities can't be activated," is as close as I could get to representing the definition of "trying someone" as in putting a person on trial.
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