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CardName: Jewel Magnet Cost: 2 Type: Artifact Pow/Tgh: / Rules Text: {T}: Put a Jewel counter on Jewel Magnet {2}, Remove a Jewel counter from Jewel Magnet: Draw a card Flavour Text: This device marketed as an ingenious scheme does not actually function as it's played off to supposedly do Set/Rarity: Lyrasia Uncommon

Jewel Magnet
{2}
 
 U 
Artifact
{t}: Put a Jewel counter on Jewel Magnet
{2}, Remove a Jewel counter from Jewel Magnet: Draw a card
This device marketed as an ingenious scheme does not actually function as it's played off to supposedly do
Updated on 22 May 2019 by Froggychum

History: [-]

2017-09-03 22:51:22: Froggychum created the card Jewel Magnet
2017-09-03 22:51:31: Froggychum edited Jewel Magnet
2017-09-30 12:10:56: Froggychum edited Jewel Magnet
2018-01-04 14:43:14: Froggychum edited Jewel Magnet
2018-01-05 22:07:46: Froggychum edited Jewel Magnet
2018-01-24 16:08:38: Froggychum edited Jewel Magnet

Ignoring how the mechanics seem ill-advised individually jewel counters are just star counters with another name.

I don't see why you bother to make two different sets trying to make the same mechanic work under two different names at the same time.

See Quartz Chalice.

Damn. I must have overlooked that. They both fill a hole, so i can't take either out.

I guess you're right about the ill-advised nature. Though I'm currently improving the jewel cards to fit into what i have learned.

Both are quite uninspired i'll agree (it hurts to say, but i guess most my stuff is pretty lame), but it's the best I could do back then (i'm better now, still learning). The smaller sets coming up will have better edits from me because there is less I have to build around, less limitations on what I can fix.

For now I will have to live with this sin, if you have an idea on how to make Jewels a better mechanic it'd be appreciated...

2018-06-07 20:21:59: Froggychum edited Jewel Magnet

I have barely an idea of why they are there at all, so ideas for fixing would be searching through all the cards you have and ask "Why not remove them and replace them with something else?" What do they add to the set?

As a rule you want only one type of counter on a permanent type and you use both jewel counters and +1/+1 counters in this set.

So the first question to ask yourself that can lead to fixing this: If you had to remove one of +1/+1 counters or jewel counters, which would you choose, and (important) why?

they are here for the same reason energy counters were around: idk but i assume flavor i never really thought WHY, just WHAT to do w/ em and HOW i should

I guess i'd have to get rid of +1/+1 counters, because they play a smaller role and can be replaced. but i haven't given up on jewels yet... maybe if i were to edit their purpose and remove cards that make multiple counters on a permanent would that solve it?

You can one counter on creatures and one on noncreature, that's okay. Without having looked at the rest of the set, are star and jewel counters not just charge counters? Why not just call them that for backwards-compatibility? Or use energy, if they're more like Quartz Chalice.

Yeah, Mirrodin had charge counters and +1/+1 counters. Unfortunately here Jewel counters are extensively used in creatures as well.

I personally find Jayemdae Tome questionable color pie wise, but this Magnet, Sea Pearl, and Ribbed Vial are all much worse in that fashion.

Even beyond counters it looks this set features way too mechanics, some of which only appear as one-offs such as hellbent and miracle. Hellbent is a pseudokeyword so you could just remove mentioning it by name if you aren't using it elsewhere.

I don't get the purpose of catacomb keyword. It looks like a superwonky alternative cost mechanic. That is, it has various kinds of mechanical connotations, but in practice it achieves very little. It essentially boils down to

> Alternative {r} (You may cast this card for {r}.)
> If you cast ~ for its alternative cost, ...

Rules could be specified as "You may pay (cost) rather than pay this spell's mana cost."

It's just nonsensical in any case if you ask me.

Note that mirrodin pretty much established "+1/+1 on creatures, charge on non-creature artifacts" so while there were both counter types, they didn't usually end up on the same permanent.

@dude i suppose i could replace both star and jewel with charge counters. this way it is more synergetic but also fits in with my established flavor (would slight retcon to jewels and stars BEING the charges,energies,etc)

@tahazzar if artifacts cant draw cards, id like to know why :P. you are right about catacomb, it is a bit overcomplicated, and i could definitely refine it down.

@vitenka hm.. well neither of these sets are artifact based, they may be a tad artifact heavy, but it's not a theme or archtype. i don't really see the problem with two counters on one perm rtpe, i mean, basically all sets ive ever heard of put +1/+1 counters on creatures, and kaladesh also used energy. it seems really a bit of a nuance if even relevant to argue that it is bad design practice to do that, when im sure it's been done as recently as dominaria or any other standard-legal set (battlebond probs did it too)

or maybe im just wrong how common ( not in rarity but in appearance rate )+1/+1 counters are...

i'm trying to find a counter type that can be put onto any permanent. and if that does not exist, i will have to stick with these counter types. (but i might replace them with a single counter, because i see that star and jewel are very similar. and i know that function should be put over flavor. maybe something like , Power counters...)

2018-06-29 14:13:17: Froggychum edited Jewel Magnet
2019-05-22 20:05:28: Froggychum edited Jewel Magnet

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