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CardName: Clockwork Explosive Cost: 3 Type: Artifact Pow/Tgh: / Rules Text: {T}: Put a charge counter on Clockwork Explosive. {1}, {t}, Remove three charge counters from Clockwork Explosive and sacrifice it: Clockwork Explosive deals 3 damage to target creature or player. Flavour Text: Set/Rarity: Archester Revival Common |
Code: CA06 Active?: true History: [-] Add your comments: |
Really not feeling this card. It doesn't play well with components, it doesn't really fit flavorfully (unless it's meant to be something like a stick of dynamite in a "great train robbery"-type event, but I don't think it is) and it's wording is really wonky.
I believe we should have zero non-creature artifact that cannot tap, to completely support our component theme. This one is even too complex for a common. We can probably find a better fit
Now taps to get a charge counter instead of adding one per end step, now taps and removes counters to blow up. Name changed to fit new mechancis.
I agree, I reworked the card to use more tapping.
I really like this change. I do think the charge counters need to pop-up more in the set though.
I don't think we need this to sac for the effect anymore. Else, it's even worst than Explosive apparatus (which is already trash tier (pun intended) )
I like it as is. Maybe reduce the mana cost by 1 to enable it slightly faster, but I do not think it is as bad as Explosive apparatus. There is quite a difference between 2 and 3 damage, and the free tapping could even be seen as an advantage in our set.
This has an odd feature where you can just put more and more counters on this for no particular reason. Some really anal new players will. "I mean, it might be an advantage. I don't know what other interactions are in this set..."
To avoid making people do things that unnecessarily drag out the game, I'd suggest changing the text to ": Put a charge counter on Clockwork Explosive. Then, if there are four or more counters on Clockwork Explosive, sacrifice it and..."
jmgariepy, the point of it being able to tap forever is that we have a subtheme that relies on artifacts tapping to gain effects. Look at the Syphon Unit cycle and you will see what I mean.
grim, the problem with the damage is that you have to 4 mana in total AS WELL as wait out 4 turns to deal that damage.
Maybe we should at least remove the in the detonation. That way you can blow it on the third turn it is in play.
Syphon Unit not withstanding, I think my argument still holds. I'd still change it. Or I'd change the mechanic to be something that isn't as 'janky' but still works with Syphon Unit. That said, I understand why you don't want to.
I suppose as an alternative idea, this card could always say: ": You may put a charge counter on..." That way you could keep tapping it without exploding it. Theoretically annoying for MTGO... assuming you cared about that sort of thing...
We've seen it plenty of times in the past, I don't think it needs any change.
The Khalni Heart Expedition cycle, Grimoire of the dead, the Quest for the holy relic cycle, Pursuit of knowledge, etc.
No need to fix something that isn't broken.
There would also technically be some interesting interaction with cards like Power Conduit but we aren't exactly looking at that. (Although PC might be an interesting card for Uncommon, barring the weirdness that can happen. (Artifact creature with +1/+1's and charge counters on them))