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CardName: Sniper Turret Cost: {2} Type: Artifact Creature - Archer Pow/Tgh: 0/4 Rules Text: Defender {T}: Put an aim counter on target creature. The counter is removed when the creature attacks. Activate this ability only whenever you could cast a sorcery. {2}, {T}: Destroy target creature with an aim counter on it. Flavour Text: Set/Rarity: Armageddon Rare

Sniper Turret
{2}
 
 R 
Artifact Creature – Archer
Defender
{t}: Put an aim counter on target creature. The counter is removed when the creature attacks. Activate this ability only whenever you could cast a sorcery.
{2}, {t}: Destroy target creature with an aim counter on it.
0/4
Updated on 16 Jan 2015 by ttt3142

Code: RA20

Active?: true

History: [-]

2012-09-22 03:04:29: ttt3142 created the card Sniper Turret

­Telekinetic Manipulation and this makes for a pretty powerful Limited combo. Too good?

Well, there used to be a time when Horseshoe Crab + Hermetic Study was considered a draft feature, not a broken combo. But, I got to admit that "pay a reasonable amount of mana, continuously wipe your opponent's board" seems too good for limited. I'm not even sure I'd like it to happen in casual constructed... but there's a lot of things I don't like to see in casual constructed that's there anyways.

If, however, this card was a rare, I don't think there'd be a big problem. As it stands, I don't even think that Telekinetic Manipulation is your real problem with this card... the card is clearly a combo card. It stops you from printing Master Decoy or Seeker of Skybreak and it turns Holy Day into better than Public Execution. It doesn't seem worth it to keep double-checking your commons against this card.

Oh, hey, I just realized you can use this card at end of your opponent's turn, then on your turn, thus killing the card without all those other combo pieces. That kind of makes the whol 'unless that creature attacks or blocks' a defunct sentence, since most good players just activate things at end of turn anyway. Hmm. Was that your intent, or did you want those two abilities to be at sorcery speed (or during your turn only)?

Or... You could equip it to another creature and get: "{3}, Tap two untapped creatures you control: Destroy target creature." Seriously, I didn't realize this when I made the card, but this is broken in so many different ways. I'll try to find an elegant solution. If I can't, this is getting scrapped.

2012-09-23 18:34:05: ttt3142 edited Sniper Turret:

Is this a bit better?

Mechanically, yes. It looks really ugly to me, though.

Mmm, unpleasant wording.

I fear the best solution may be to make this not an equipment but a creature, like a re-flavoured Bounty Hunter. That gets you summoning sickness, "cannot be unequipped", and so on. Whether you want to then add the sorcery-speed rider and the cost to the second ability is up to you.

2012-09-26 03:21:55: ttt3142 edited Sniper Turret:

Hope this finally works...

2015-01-14 19:50:28: ttt3142 edited Sniper Turret:

Rarity bump; toughness +1

Hmm. So this normally works just as "{t}: Target creature attacks next turn if able." But when you dig out an untap effect (or a second copy of this), you get awesomeness. Which is fine, for a combo of two cards one of which is rare.

I wonder if you could use "duration" wording as Wizards has moved to with Banishing Light. "Put an aim counter on target creature until that creature attacks." Hmm... Probably not. It looks weird now that I've typed it out.

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