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CardName: Prophet's Spiker Cost: 1{2r} Type: Artifact Creature - Construct Pow/Tgh: 1/3 Rules Text: {2}{2r}: Prophet's Spiker gets +X/+0 until end of turn, where X is the number of artifacts you control. Flavour Text: Set/Rarity: Archester Revival Common

Prophet's Spiker
{1}{2/r}
 
 C 
Artifact Creature – Construct
{2}{2/r}: Prophet's Spiker gets +X/+0 until end of turn, where X is the number of artifacts you control.
1/3
Updated on 24 Apr 2016 by MOON-E

Code: CR01

Active?: true

History: [-]

2016-02-16 02:57:18: MOON-E created the card Prophet's Spiker
2016-02-16 03:03:41: MOON-E edited Prophet's Spiker

We may want to reduce this card's toughness or change it's ability because this can be a major game winner as it stands.

Personally, I feel this effect could very well be on a build around me uncommon and do it justice.

I would propose this having a Flowstone Wall effect or have it be akin to Wandering Fumarole rather than an effect only seen on a rare yet for a reason.

­Hellkite igniter is also a 5/5 flying haste dragon, which is worth being rare. Wandering Goblins would be the more accurate comparison

Domain =/= artifact count. If you think of it this way, you can go up to 5 only with domain (and in limited it's hard). With Thopters as our go-to token, we are in a similar position as Scars was with the myrs. We can try this but trust me, it will be dangerous.

The worst about this is that since it is an artifact itself, at the very worst, you are getting +1/+0. (Not really good but there is almost no way it fails.) With a single Thopter Hermit maxed out, you get +3/+0 for 3. Add some other thopter, component or random artifacts, you can get a massive firebreathing. At that point, this becomes a "block this or die" situation.

This is why I wanted it to simply turn your base power into the artifact count. Still crazy good but it can't be activated more than once a turn preventing a one shot scenario

Base power set is better imo. In all case, I don't like how this is extremely close to the green card, while the rest are far from those effect.

I know we want this cycle to have activated abilities to show off twobrid, but if we're going to start setting it's power with an ability, wouldn't it just be easier to go the Vile Aggregate-route and have it's power linked to the # of artifacts permanently?

The same reason Darkthicket Wolf isn't a 3/3? :P

This card was designed before Prophet's Lizard existed. Now it seems redundant, but it wasn't before.

Here is a different design that would make this card play differently from Prophet's Lizard

Prophet's spiker {2}{2/r}
Artifact Creature - Construct
2/2
­{1}{2/r} : Whenever ~ takes damage this turn, it deals 1 damage to target creature or player.

This plays sort of similarity to +1/+0, but you can distribute the damage around. It also plays well with buff and windup, since you get to keep the creature, making it a pinger on defence, and acting as pseudo-evasion on the offence.

That's going to be confusing as hell for a common. Each instance would trigger separately and would be a headache to understand by newbies and vets alike.

How about then following ability then? (Still as a 3 mana 2/2)

­{1}{2/r} : ~ deals 1 damage to target creature or player. Activate this ability only if ~ is attacking.

What about Skulk? It fits with red's Goblin tunneler-type abilities, it should be somewhere in red's pie.

on 23 Apr 2016 by Legend:

Increasing the activation cost will fix it.
And it shouldn't be using "X" at common.

­{4}{2/r}: Until end of turn, Card Name gets
+1/+0 for each artifact you control.

I don't think simply ramping the cost is enough for this not to be stupidly good. Also, at that point it still plays like an aggressive Prophet's Lizard..

I'm still thinking this would work well as a Flowstone Wall or (even better) Ravenous Bloodseeker. By using Flowstone instead of Igniting, we correct the problem of late game by needing another effect to abuse the ability. I don't care if you can activate it 5 times in a row because you enchanted this with a "Gains +0/+X where X is artifact count" because it turns into a 2 card combo, not a 1 card combo.

It would also work in a different way to green for the simple fact that green does it all for a higher cost. Red is hyper aggressive for a lower cost at the risk of getting cheesed. (Twin Bolt anyone?)

We could also put this on the other side of the spectrum and use this instead:

­{5}{2/r}: Until end of turn, ~ base power and toughness becomes X/X where X is the number of artifacts you control.

Or if we aren't too bothered by the cycle not being entirely creatures:

Prophet's Familiar {2/r}
Artifact
­{x}{2/r}: Until end of turn, ~ becomes a X/X Construct.

First born of the Prophet, his familiar watches over anyone trespassing into his tower.

on 24 Apr 2016 by Legend:

Personally, I prefer the Flowstone fix.

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