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CardName: Terrain Warping Beacon Cost: 6 Type: Artifact - Fortification Pow/Tgh: / Rules Text: Fortify {5} Fortified land is a 6/4 Golem artifact creature. At end of turn, unattach Terrain Warping Beacon. Flavour Text: Set/Rarity: Community Set Common

Terrain Warping Beacon
{6}
 
 C 
Artifact – Fortification
Fortify {5}
Fortified land is a 6/4 Golem artifact creature.
At end of turn, unattach Terrain Warping Beacon.
Updated on 25 Mar 2024 by Jack V

Code: CA03

Active?: true

History: [-]

2012-02-15 05:34:51: jmgariepy created the card Terrain Warping Beacon

A simpler execution of the Mad Machineshop. Good late game potential of closing a game, but certainly not powerful. If our intention for these fortifications is to be wished for, we may want to specialize them as much as we can...

Yeah, that's another good idea for a chunky creature that's still fortify-y.

2012-02-15 09:52:57: cmeister2 edited Terrain Warping Beacon:

sp

For a completely different card type, this has come out interestingly similar to Rotwood Recluse.

2012-03-16 04:19:13: jmgariepy edited Terrain Warping Beacon

Changed from 4/4 to 6/4 because... well... {6} is a lot to pay every turn. You might as well get 6 damage for your money. Added to file.

I snagged a random person at league at got them to play a few games against me. They raised a point about this costing too much to equip, and I think they're right. I think I intended to curve 6 into 7... but nobody curves 6 into 7. When a player plays this with 6 lands up, they want this to fortify for 5, so they can get a swing in next turn. That's fair. We should probably adjust the fort cost, then adjust the p/t later if we feel that's needed.

2012-04-06 11:15:10: Jack V edited Terrain Warping Beacon
2012-04-06 11:15:28: Jack V edited Terrain Warping Beacon:

Equip 6->5 as per jmg's suggestion

I think there is a nice idea here, that right now doesn't work. Why would I want to pay for a 6/4 creature every turn, if instead I could put that mana to good use to pay for other permanents? This doesn't improve my board state at all. However, if the Golem did something interesting, that was really worth paying 5 mana over and over, I think this could be an amazing design space! You'd have to calculate if your mana should go to the cool Golem again or if you use it for something different. Maybe giving the Golem annihilator, or every time you attach it to something, you put a charge counter on it, and for every charge counter it'd animate another land?

I guess it's only a common - but yes. Pay 5 mana a turn for a 6/4? And 6 mana one off on top of that? Why wouldn't I run a Craw Wurm and only pay the 6 and no upkeep, and not risk my land? And that's not exactly a top-tier level of card nowadays.

I mean.. sure, this is arguably better than Giant Slug...
And, looking deeper - the closer comparison is probably Goblin Dirigible. Which is slightly smaller, but cheaper to activate, and flies. I guess it depends how much you cost flying vs 2 power.

And, as a complete aside, because I found it while looking for cards with high upkeep: Kuldotha Phoenix looks like a giant firey foot. Sorry, bet you can't unsee that now.

One thing this has on Goblin Dirigible is that it avoids sorcery-speed removal.

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