CardName: Tower of Refuge Cost: 5 Type: Legendary Artifact Pow/Tgh: / Rules Text: Whenever a creature attacks you, put a charge counter on Tower of Refuge. {2}, Remove five charge counters from Tower of Refuge: Tower of Refuge deals 4 damage to each creature target player controls. Draw three cards. Flavour Text: Set/Rarity: Clockwork Wings Rare |
Code: RA20 Active?: true History: [-] Add your comments: |
fix typo
Note, by the way, that you don't sacrifice it. It can keep doing its thing multiple times.
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, Remove five charge counters from Tower of Refuge and don't sacrifice it: Choose one – " ... :)
Wow. Yeah, probably fair, but repeatable "5 cards/5damage" makes me grin :)
"and don't sacrifice it" - I love it :)
It's legendary primarily for flavour reasons - this is the tower alluded to on the flavour text of Speargrinder Recluse and others - but I wanted to also give it a bit of splash mechanically, so that the legendary supertype didn't feel wasted. I didn't think this was quite deserving of a mythic slot, although I could be persuaded otherwise.
It seems about right for that. It's probably not actually that strong, since it normally take multiple turns to affect the game at all, but some 5-cost things can reverse a board instantly.
change from "5 to one target or 5 cards" to "4 to all their stuff and 3 cards"
I never liked the tension between "deal 5 damage now, or draw 5 cards?" There should always be something in those 5 cards that'll be at least as good as dealing 5 damage. Changed so you get the bonus both ways. This is now legitimately a legendary artifact you can be glad to hide in.
It's possible it's now a bit too good. But it doesn't actually stop you taking the hits from the first 4 times you're attacked, so I think it might be okay.
Is that one counter per attacking creature, or one per attack phase? Because the former is crazy strong.
Per attacking creature. The opponent is discouraged from doing the attack that'll bump this up to 5 (assuming you've left the mana up to activate it).
Yeah; the problem is they're discouraged from making the attack they'll need to break through your defences; and so they build up to the new level; and now you can trigger it twice; and practically nothing can break through that.
Mmm, okay. I could make it tap to activate so you can't do it twice a turn. Or I could tone down the "burn all your stuff" side, either to damage just one or two creatures, or reduce the amount it burns them by.
I'm not sure if this is too strong or not strong enough. I thought tap made sense, and then I thought, maybe if they attack you with ten things, you SHOULD be able to activate it twice :)
The effect is really strong, but then, often four attacks will be all they need.