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CardName: Clock In Cost: 2ww Type: Sorcery Pow/Tgh: / Rules Text: Creatures you control get +1/+1 until end of turn. Untap all artifact creatures you control. Those creatures gain lifelink until end of turn. Flavour Text: Set/Rarity: Archester Revival Common |
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This effect might not be white anymore. We haven't seen untap pumps without green for a while.
Unrelated, could we make this untap artifacts period?
We could, but it starts to get confusing, as there would then be 3 different types of card affected differently : buff your non-artifact creatures, untap the non-creature artifacts, and both buff and untap artifact creatures.
Name changed from "Second Steam" to "Clock In". Buff changed from +1/+2 to +1/+1. Artifact creatures now gain lifelink.
I don't get the flavor of this at all. Is this just a placeholder name?
Rush of Battle seems to be our best (and only) precedent here. I think untapping them is too much and agree with MOON-E previous comment.
Should either be a sorcery, or we should remove lifelink. As it is it does too much for a common.
I think it'd be quite interesting as a sorcery even with nothing else changed at all. Rush of Battle is a good precedent here since, while the whole team gets the buff, the untap and lifelink only effects the artifact creatures. Not to mention the untapping has interesting interactions with windup.
I agree that this does too much for a common.
Changed from Instant to Sorcery
Do we want the tension of this giving a strength boost and untapping it, but it being a sorcery?
I'm pretty sure the idea is to give it synergy with Windup. You windup your artifact creatures, play this, then swing with your improved team.
Understood, but if you don't have a decent number of windup cards this card is over costed. Which is fine, just noting it might be tough drafting a windup deck anyways, since you need both artifact creatures and windup enablers. (I know we have some cards that pull double duty, which will help quite a bit. I'm still going through the skeleton and getting a feel for everything.)
This card is definitely awkward. It's very bad if you're not windup and possibly too good if you are.
I'd like to draw everyone's attention to Tenacity from SoI. It's very close to this card however it is an uncommon.
But being an instant makes a big difference.
I think we should put more of the power of this card upfront, and make it less reliant on having artifact creatures.
Clock in
Sorcery
Creatures you control get +2/+1 and gain lifelink until end of turn. Untap all artifact creatures you control
This way, it plays nicely with windup, but the card remains strong even if you have no artifact creatures in your deck. The untap is simply a nice, situational extra.
Suggestion:
Unwind (Common)
Instant
Put a +1/+1 counter on target creature, then untap each
creature you control that has a +1/+1 counter on it.
Wouldn't that make it too close to Unity of Purpose? (Which was an uncommon, mind you)
Isn't this a common effect for white and an uncommon effect for blue?
White is slightly better at this kind of combat trick than blue.
You are right. White does get a lot of untap effects at common. Most of the time they are costly but the conditional ones tend to drop in price. I would ere on the side of pricing it at for the moment though. If it under performs in testing, we can always push it back to
Replaced with Unwind