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Mechanics | Skeleton |
CardName: Steam Strike Cost: 1r Type: Instant Pow/Tgh: / Rules Text: Target creature gets +3/+1 until end of turn. _Steam powered_ - If {C} was spent to cast Steam Strike, that creature gains first strike until end of turn. Flavour Text: Set/Rarity: Archester Revival Common |
Code: CR12 Active?: true History: [-] Add your comments: |
I feel like our steampowered stuff needs to require multiple
, if we want for it to feel and play different when compared to Oath. In Oath, you splash
, we want our steampowered deck to go all-in on
.
We will have many steam-powered cards that require multiple
, which will make the set play differently from OotG, but that should not mean that all our cards should require multiple
. We do need some cards that give a gentle nudge toward colourless, but that do not require you be all-in to be effective. We just need to limit the number of those cards to less than the ones that reward you for really committing, like Thopter Hermit.
Right now, I admit we do need a bit more of the latter.
At common blue and red get the multi-
cards and other colors get the "just one" cards. That said, this is the only single
card in red...
Blue currently only has Steam Draw. Did you want one single-
in blue too? Also, white does not have a single-
(which I think is fine), and the black common steam-powered card is an almost exact copy of this : Steam Infusion. It is hard to keep the identity of black and red separated.
I'll agree that we shouldn't go overboard with requiring multiple
on the commons but I do think it would be better for them to be able to activate multiple times.
For example, I think we should have more of this
"
: ~ gets +2/+0 until eot."
Than this
"
: ~ gains haste until eot."
@grim: Blue hasn't been fully retrofitted with new SP. So yes it should get at least one more SP card. The same is true for white.
And I forgot about Steam Infusion. Yeah, this could use a rework.
Sorcery
Creatures you control gain trample.
SP, they get +2/+0.
I think there's no red loot effect, so that's also an option. Honestly, I suspect the set could easily make with one less common red removal spell. I count 4 cards, topping at CMC4, that can deal damage. Of these only one is restricted to only creatures or only players.