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CardName: Acquired Flight Cost: U Type: Enchantment - Aura Pow/Tgh: / Rules Text: Enchant creature Enchanted creature has flying. Equip {U} ({U}: Attach to target creature you control. Equip only as a sorcery.) Flavour Text: Set/Rarity: [Assorted] Card Repository Common

Acquired Flight
{u}
 
 C 
Enchantment – Aura
Enchant creature
Enchanted creature has flying.
Equip {u} ({u}: Attach to target creature you control. Equip only as a sorcery.)
Updated on 11 Jul 2018 by SecretInfiltrator

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2018-07-10 14:10:44: SecretInfiltrator created and commented on the card Acquired Flight

I just checked the rules. Yes, it's that easy.

Huh. Nice. Not quite as useful as equipment, since it'll die when the creature does, not just fall off - but transferrable anyway. I like it.

Sure it works, but is it intuitive? Do majority of the players realize that it sill functions as a traditional Aura? How much of utility is equip on an Aura? It's very nonflavorful as well and I would rather have there to be another keyword with a different name even if it would mechanically be identical.

As a future sight card though it would be a nice play on the relations between Auras and Equipment. Better than Arcanum Wings I would say (skipping mana costs is hardly 'fine').

> How much utility is equip on an Aura?

Well, I purposely chose Cobbled Wings as a base-template here because attaching it from an attacker to a prospective blocker is a common play pattern. Obviously haste would be something you'd want to move around.

There are obviously bad choices like menace, trample and saboteur abilities, so the design space is smaller than that of Equipments as a whole.

This also opens up a niche of design that takes advantage of which creature is being enchanted, but could use the extra drawback to keep the power level under control. Followed Footsteps for example. It's also really useful for auras that you want to move around, but, for complexity reasons, it's best to do it at sorcery speed. Power of Fire for example. Though, admittedly, even Holy Strength would probably be better at sorcery speed.

It is annoying that this isn't something you can combine with Pacifism, Contaminated Bond, or Mind Control, though. Offensive auras seem to be the best choices for auras that can re-attach themselves, but you can't equip your opponent's creatures...

Hmmm, yeah okay, now that I think about it also isn't that nonflavorful either - more just nonconventional. Using equip here has a much higher risk when compared to Equipment in that you might not be interested in equipping to a small / vulnerable creature even if in the immediate it would be beneficial. If the weak creature this is attached to dies, the Aura is lost.

It highlights the problems of Auras, or perhaps the Equipment depending how you look at it, quite well. Equipment being stuff that do much of the same things that Auras do, but are colorless and linger when the attached creature leaves play.

Interestingly both are seen as rather problematic in development. Auras require a high reward and/or wonky clauses to offset the inherit card advantage. Equipment are pretty hard to pull off at common and still are able to generate plenty of advantage however lackluster they are made. From this angle, perhaps some mix between the two is indeed desirable.

EDIT: jmgariepy makes an interesting point, maybe a 'newly' made keyword that doesn't discriminate between your and opponents' stuff could be something to try?

Offensive Auras need the help the least though (that said movable Pacifism is a thing, and more people than myself have designed movable Mind Control).

Offensive Auras are from a gameplay perspective an entirely different set of cards. It's like putting pump spells and removal spells in the same category.

I know there is a small subset of people that is repeatably pitching "equip but for opponent's creatures". I don't know what they call it usually. Of the top of my head I'd call it "shackle". Maybe "bind".

­Illusory Gains kind-of did that Mind Control variant, but it's more interesting gameplay wise since it isn't under your control when it re-attaches.

­Prison Term, Bound by Moonsilver, and such are certainly powerful as re-attachable stuff as Pacifism is powerful even on its own, but how about stuff like Agoraphobia? The design space is admittedly much smaller there by comparison.

IMO Auras that are attached to opponent's stuff are much more sensible than equipment. As such, an equip variant that does both on Auras makes sense if you ask me. Most of the time the minor difference doesn't matter, but it just 'makes sense' in both the offensive and buff auras. Pacifism variants are numerous - equipments variants of it not so much.

This is further supported by the fact that one shouldn't want to deattach 'equip' from the 'equipment' type when a 'new' functionally equivalent would be viable - and if we were to do a 'new' one, it might as well play slightly better into the strengths of Auras in general.

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