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CardName: Steam Stoke Cost: 1r Type: Enchantment - Aura Pow/Tgh: / Rules Text: Enchant creature {R}: Enchanted creature gets +1/+0 until end of turn. {1}{c}: Enchanted creature gets +1/+1 until end of turn. Flavour Text: Set/Rarity: Archester Revival Common

Steam Stoke
{1}{r}
 
 C 
Enchantment – Aura
Enchant creature
{r}: Enchanted creature gets +1/+0 until end of turn.
{1}{c}: Enchanted creature gets +1/+1 until end of turn.
Updated on 05 May 2016 by MOON-E

Code: CR16

Active?: true

History: [-]

2016-02-16 03:10:48: MOON-E created the card Steam Stoke

This seems like a really awkward card, something from early magic. I feel like we could do more with this slot.

I don't know that I agree. While it's different, it also has a lot of potential for pushing red towards the {u/r} archetype. I do think the colorless activation should just be +2/+0 instead of +1/+1.

I think this would work a lot more with something along the lines of Shiv's Embrace rather than Firebreathing. More upfront payment, stronger passive effects. Reduces combat math a lot. As much as I like this flexibility, having both not toughness increase and toughness increase on the same card becomes complex quickly to calculate.

Steam Wings {4}{r}
Enchantment
Enchanted creature has +0/+4, flying and "{c}: This creature gets +1/+0 until end of turn."

or

Steam Wings 1.1 {4}{r}
Enchantment
Enchanted creature has flying and "{c}: This creature gets +1/+1 until end of turn."

on 17 Feb 2016 by Legend:

Toughness buff and flying in red? How about static power buff and steampowered toughness pump?

We could also make it straight up S's E but with Steambreath but I feel it's boring.

­Shiv's Embrace isn't really the ideal card to emulate. It's meant to turn the enchanted creature into a Shivan Dragon, it shouldn't be taken as an example of Red flying cards.

What about a Goblin War Paint that let you jump with {c} ala Pursuit of Flight

That might work but it doesn't really scale with how much {c} you have. ideally we'd want to encourage dedication to {c} by giving them an incentive to play more of it than just a splash.

How about adding fire breath to Pursuit of flight?

Experimental flight {2}{r}
Enchanted creature gets +2/+2 and has "{c} : This creature gets +1/+0 and gains flying until end of turn"

That'll work well, since it also scales with the amount of {c} you have. Good idea.

on 17 Feb 2016 by Legend:

Does everything have to be as good as or better than it's precedents? Why not just +2/+0 and steampowered toughness?

on 11 Mar 2016 by Comicalflop:

I think we can get more creative than this. How about:

Enchant creature R: Enchanted creature gets +1/+0 until end of turn. 1C: Attach Steam Stoke to another target creature you control.

That is not a bad idea. It is worth playing around with it.

Bouncing the enchantment around would definitely play interestingly. We might even be able to have it only cost {c} instead of {1}{c}. Though if we go with this, it should be restricted to sorcery speed. To avoid complicating limited game states.

on 11 Mar 2016 by Comicalflop:

Activating at instant speed was the idea; it's a combat trick (did an attacker go through unblocked? Swap it over to the unblocked creature) and to avoid targeted removal. The precedent I used was Detainment Spell from Time Spiral, which is 2 mana to activate and not restricted to Sorcery speed, and also the equipment cycle from Mirrodin like Cranial Plating and Neurok Stealthsuit (also 2 mana to swap at instant speed)

I like it better at instant speed too. The point is to either save your enchantment when the creature would otherwise die, or to act as a combat trick. Having it at 2 mana is enough of a mana commitment (in addition to the fire breathing) that it should not add too much board complexity even at instant speed.

I want to reiterate Comicalflop's idea, which I find has more potential that the current implementation :

Steam stoke {1}{r}
Enchantment - Aura
Enchant creature
­{r} : Enchanted creature gets +1/+0 until end of turn.
­{1}{c} : Attach ~ to another target creature you control.

Only problem with that is it really screws with combat math, that might not be the best thing to do at common. Whatever happened to the idea of {c} giving the enchanted creature flying?

I understood that that idea was put aside because it was awkward to make the card scale with {c} while giving flying, and making the whole flying part fit in red's color pie (red is the second worst color at flying). Do you have a design in mind Raptor?

I forgot about us wanting the {c} part to scale with multiple sources. It still leads to really complicated board states though. It's on par with Nahiri's Machinations in a R/W deck for how much a headache it makes combat and that's an uncommon that lowers complexity with its first ability.

on 23 Apr 2016 by Legend:

Suggestion:

Steam Stoke (Common)
­{1}{r}
Enchantment - Aura
Enchant creature
Enchanted creature has first strike.
­{c}: Enchanted creature gets +1/+0 until end of turn.

Do we NEED this to work in {c}? Otherwise, pushing a Madcap Skills style (if not it directly) could be very interesting.

If Madcap itself is too much (it was always insane in limited), we can tone it down a bit:

Madcap Steam {1}{r}
Enchant Creature Enchanted creature has +3/+0
­{c}: Enchanted creature gains menace UEOT.

I like the Madcap Skills idea but didn't we want to push towards encouraging players to play a lot of Colorless mana rather than just splashing it like in Oath?

I'd suggest something of a hybrid between the last two suggestions:

Madcap Stoke {1){r}
Enchantment - Aura [Common]
Enchanted creature gets +1/+0 and has Menace.
­{c}: Enchanted creature gets +1/+0 until end of turn.

Basically make it so it's not entirely useless for not steampowered limited decks but it still encourages you to play a lot of colorless b/c it scales well in the late game.

I love that version Raptor. My vote is on Madcap Stoke.

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