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CardName: Masterwork Sword Cost: {1} Type: Artifact - Equipment Pow/Tgh: / Rules Text: Equip {2} Equipped creature has +2/+0. Flavour Text: What once was a legendary 'everything grows bigger' rock is now a sword. I blame the dwarves. Set/Rarity: Strike The Earth Common

Masterwork Sword
{1}
 
 C 
Artifact – Equipment
Equip {2}
Equipped creature has +2/+0.
What once was a legendary 'everything grows bigger' rock is now a sword. I blame the dwarves.
Updated on 06 Dec 2023 by Vitenka

Code: UA01

History: [-]

2011-08-17 10:16:28: Vitenka created the card Masterwork Sword

Caverns could work as land cards.

2011-10-18 10:43:19: Vitenka edited Masterwork Sword
2011-10-27 18:08:45: Vitenka edited Masterwork Sword

Not really a good card for the set; a bit of a filler.

"All creatures have +1/+1" ain't common either.

True. Problem is, in my eyes, no artifact is a common because most common artifacts are, um, crap. (And I already have a cycle of mana artifacts)

Sets do need some junk.

Because, why? To sell more packs. I think my set doesn't have that requirement.

No, not just that. Because it makes drafting easier if cards aren't all the exact same power level; because it's impossible to get everything the exact same power level; because you can't have cards which look bad but turn out to be good unless you also have cards which look bad and are bad; ...

Here, read it for yourself :P

Oh, I agree that they need different power levels. I'm just trying to keep those levels much closer to the norm than is, um, normal. But there's "Some junk" and "I only want to run 2 or 3 non-creature artifacts in any deck ever, so let's start by ignoring 99% of them..."

Okay, let's take a different tack. Common noncreature artifacts can be good (even without being equipment). Tumble Magnet was a mainstay of control decks, there's Spellbombs, lots of common mana stones and signets, removal like Moonglove Extract or Heliophial, landsearch, and random little things like Welding Jar, all of which are perfectly playable at least in limited and in some cases in constructed.

Those are all "Play me in a specific tourney deck" where you find a hole you absolutely must fill.

(I leave the signets aside, as they ARE good in lots of decks, but I've already got my 6 mana-artifacts)

I'm just finding it very hard to find non-equipment artifacts that do something interesting enough to be worth being an artifact and boring enough to be common.

Limited-use instant effects... that's not a terrible idea. Might help fight the card disadvantage the rest of the set exhibits.

2011-11-27 15:34:07: Vitenka edited Masterwork Sword:

Was some lame 'everything has +1/+1' silly rock. Now it's a sword of pointiness. I blame the dwarves. In fact, let's use that as flavour.

The costs on this are pretty much perfect: see Darksteel Axe or Trusty Machete. However, note that those are both uncommon. Equipment giving +2 power should almost always be uncommon (or higher) these days; it'll be format-warping (or at least format-defining) at common.

I don't think I mind that too much - the format has a LOT of creatures with high toughness and bog all power.

I think I'll try it out. Still - warning noted; and this is likely to be a very desirable pick. Which I think is good - gives people a chance to pick up some of the more interesting things at later rounds.

That's a reasonable approach. Just be sure there's some artifact destruction at common somewhere.

Green has naturalise... but, uh, that's all right now.

Maybe I should swap the mountainwalking goblin out for a "Goblin Artificer" or something (sac to blow up an artifact)

Ok, green has one at common, red has a creature with a tap ability at uncommon, and white has an odd disenchant semi-sorcery at uncommon.

That's hopefully enough; especially with this being common people ought to realise they need them.

2023-12-06 10:50:35: Vitenka edited Masterwork Sword:

aimage

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