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CardName: Memory Trinket Cost: 1 Type: Artifact Pow/Tgh: / Rules Text: Power up (This permanent enters tapped with a charge counter on it. Until it untaps, you may choose not to untap it during your untap step and instead put a charge counter on it.) {U}, {T}, Remove three charge counters from Memory Trinket and sacrifice it: Target player draws three cards. Flavour Text: Set/Rarity: Infinite Potential Well Uncommon

Memory Trinket
{1}
 
 U 
Artifact
Power up (This permanent enters tapped with a charge counter on it. Until it untaps, you may choose not to untap it during your untap step and instead put a charge counter on it.)
{u}, {t}, Remove three charge counters from Memory Trinket and sacrifice it: Target player draws three cards.
Updated on 24 Sep 2019 by dude1818

History: [-]

2019-09-23 15:32:31: dude1818 created and commented on the card Memory Trinket

See Cybernetic Dreadmaw. Concept: cycle of trinkets that take three turns turns to charge, but can then be sacrificed for the effect of a powerful spell from the early days of Magic

probably better to just have "{t}: Add a charge counter" - both because it's less lines of text, and because you're less likely to forget it if it works like evrything else.

Nice idea for a cycle though.

pretty cool, i agree with vitenka

Also how does the dreadmaw take 3 turns to power up?

The mechanic is more general than just this cycle. The trinket cycle needs exactly three counters to work. On most of the cards with it, the number of counters you can use is mostly unbounded, so you have to make the decision of when you're ready to stop powering it up and finally take advantage of the counters. But once you do, you can't go back to powering it up

Oops i thought the linked card was part of the cycle, my bad

Yeah this is a cool mechanic that would be pretty fun to see how it plays out, but likely in any high-tier environment (anything stronger than standards without op sets) it would probably be far more of a hinderance to play with/include because people would have more than enough answers for whatever you wanted to do, maybe even in their main deck.

I'm hoping that the payoff of powering up will make it worth playing in Standard. In larger formats, well, most things don't cut it anyway. I know a few of these probably could see in Commander, the only format I actually play. Aether Pools is probably nuts in some decks, for example

I definitely like the mechanic and think it could be strong too, and you're right, in certain formats, most things dont make it anyway...

Aether pools seems a bit good, cause all that even happens to you is that you lose the same amount of value as a tapland (well, i guess more, you're behind one mana for x turns), also there isn't really land removal before a certain turn... as a reward it's pretty sweet, but tbh probably fine considering we have urzatron in the older formats and the standard formats dont run a lot of five color where this shines hard, meaning it's good to play if you're playing 4 or 5 color standard... and could definitely see play in commander.

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