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CardName: Flourishing Refueler Cost: 1G Type: Creature - Human Pow/Tgh: 1/2 Rules Text: When Flourishing Refueler enters the battlefield, Recharge (Create a colorless Canister artifact token with “{T}, Sacrifice this artifact: Untap target permanent. Activate this ability only during your turn.”). Whenever you sacrifice a Canister, untap a land you control. Flavour Text: Set/Rarity: Tesla Project Uncommon

Flourishing Refueler
{1}{g}
 
 U 
Creature – Human
When Flourishing Refueler enters the battlefield, Recharge (Create a colorless Canister artifact token with “{t}, Sacrifice this artifact: Untap target permanent. Activate this ability only during your turn.”).
Whenever you sacrifice a Canister, untap a land you control.
1/2
Updated on 28 Jul 2016 by Inanimate

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History: [-]

2016-07-27 02:06:59: caliburdeath created the card Flourishing Refueler
2016-07-27 02:09:58: caliburdeath edited Flourishing Refueler

Interesting

2016-07-27 02:49:21: Inanimate edited Flourishing Refueler

Candidate for UG07.

I feel like this wants a "once per turn" but we will see. It depends on how quickly you can get more canisters. With 2 of these you can have 6 mana on turn 3 or 10 mana on turn 4. I think it would be most interesting if it was something like "Sacrifice a canister: Untap up to 1 target land and up to one target non-land"

If you want to get super lucky and draw 4 of them it is 8 mana on turn 2, 10 mana turn 3, or 18 mana turn 4. I'm sure all rituals look crazy if you draw 4 of them but leaving behind a 1/2 isn't nothing.

I like your "Sac an canister: Untap a upt to one land and up to one nonland" idea

Sure. Maybe we could even make a cycle out of 'other uses' for Canisters?

could do. scry 1, drain 1?

Ping 1, -1/-1, Tap, land/nonland, and Scry?

canisters aren't in WR

They aren't at common. They can be at higher rarities.

I think this does not want to be in WR. Even at uncommon we can't make too many token cards and this cycle wants to be in a deck with other ways of making canisters.

I'd say put one in White rather than Black.

Can you explain why you want to put one in white? I get that we can put a few canisters in all of the colors but the idea of giving them an alternate way to sac them feels like it wants to be in a deck that can make more canisters, which in limited means UG and maybe B.

If we make alternate sac abilities do we want to keep the ability tied to untapping things? ("Untap target land and target opponent looses 1 life") Do we want to keep the "on your turn" restriction?

It's not necessary in W/R, and this cycle certainly doesn't need to extend to all colors. (We have a W/U/R thopter cycle, for example, that doesn't extend to all colors.)

Uncommon in BFZ had 10 tokens, and we've been using BFZ as token precedence (because it had so many). I would agree, then, that we probably don't have room for a full cycle. Let's just do a U/B/G cycle.

I'm unsure about whether we need to keep them untapping stuff. The green one 'doubles' the untap, so it makes sense. Blue and black don't need to do that as much.

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