Archester Revival
Archester Revival by MOON-E
225 cards in Multiverse
1 with no rarity, 219 commons, 5 uncommons
4 colourless, 34 white, 35 blue, 39 black,
46 red, 36 green, 26 artifact, 5 land
950 comments total
A remake of the original Steampunk set!
Archester Revival: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Cardset comments (15) | Add a comment on this cardset
The set creator would like to draw your attention to these comments:
On Complacent Crew (reply):
on 08 Jun 2016
by
MOON-E:
Feel like this might just want to require a certain number of artifacts. The sac ability is fun but makes the card a little too complex IMO. |
On Complacent Crew (reply):
I suggest we turn this card into a Deep-sea terror of some sort. Remove most of its text, make it a 6 mana 6/6 with a more conditional attack condition. If we want to keep the flying pirate trope, we can make another card at uncommon or rare as needed. Complacent crew I also like that, as a 6/6, the pirate crew is strong enough to deal with most sea creatures and live to tell the tale. Just a little flavour win in my book. |
On Rust Scarab* (reply):
on 04 Apr 2016
by
Comicalflop:
If we want a nasty insect green creature that kills flying creatures on ETB, Spiders are the first thing that comes to mind (of course, we already have one spider at the common slot). Of course, then it would need Reach, and I think 5 mana for a 4/4 at common with that ability is too OP, just look at Stingerfling Spider's stats, uncommon 5 mana 2/5 reach |
On Rust Scarab* (reply): |
On Helithopter (reply):
on 04 Apr 2016
by
MOON-E:
I agree we should test this and see how it goes, I'm open to Comicalflop's suggestion, but given how bad Flying Man is nowadays (especially in a thopter format) I'm willing to be this needs get better if anything, not worse. |
On Rust Scarab* (reply): |
On Rust Scarab* (reply):
This still needs to change to something else. With Downbriar in the set, do we need more artifact destruction? Could this be a flying destruction instead? Sniping scarab |
On Pillarfield Ox* (reply):
We are not looking for power creep. A lot of our common creatures are 2/3 and 3/3s, and this does a great job blocking them. Our average creature size is slightly smaller than usual, and looking at the commons that could kill a 5 toughness ox, we only have Stonemight, Outland Combine and Corpse Reshaper. A toughness of 4 is just enough to force your opponent to get creative, to have them windup or upgrade a creature, or use a combat trick, while still being interactive at this cost. |
On Pillarfield Ox* (reply):
on 02 Apr 2016
by
Comicalflop:
Can we make this better and not just a reprint? Inquisitor Ox just got printed and it's the same mana for a 2/5 with an extra benefit, at common. |
On Helithopter (reply):
I think it's fine as it is. 1/1 flying isn't so bad and the flying uEoT isn't that impactful to warren a change now. It does make it say in our line of sight during testing. At this point, I think we need to finish the commons (and decide how Trash will play), do a round of testing then move to uncommons because we won't get anywhere if we do not know what we want at uncommon to solidify the commons spots. |
On Thopter Hermit (reply):
I second Raptor on this. I don't think switching to Golems makes anything better for us. As stated by someone (I don't remember at this point, I think it was Moon-E), as much as this is a top-down set, the visuals should not affect the design. The only thing the visual can prevail on is flavor and names. And even then. |
On Thopter Hermit (reply):
I don't think we should switch to golems, thopters (assuming they're flavored as mini airship type Gadgets) fit better flavorfully and work better in the colors ( Also you might want to check the rarities on the cards that use X/X tokens. They are all at least Uncommon and most are Rares. |
On Thopter Hermit (reply):
on 31 Mar 2016
by
Comicalflop:
I count 24 cards MTG printed so far that have used X/X tokens, some as recent as Tarkir. So it's not unfeasible |
On Thopter Hermit (reply): |
On Thopter Hermit (reply):
on 31 Mar 2016
by
Comicalflop:
Could we change the flavor a bit and make Red's token makers produce golems instead of thopters? I have more red-themed artwork of mechanics making golems than thopters. Also you could word it like: "Steam Powered — When ~ enters the battlefield, put an X/X Red Golem artifact creature token onto the battlefield, where X is the amount of C spent to cast ~." That way, 1 colorless mana makes a 1/1 golem, making the card fair (but splitting it into two bodies) abd 2 colorless mana, which is harder to achieve, makes a 2/2 and a 2/1. |
On Helithopter (reply):
on 31 Mar 2016
by
Comicalflop:
I like this better as a Steam-Powered card; it should be a 2 mana effect for a 1/1 flyer to give another creature flying until EOT, or 1 mana for a Zephyr Sprite. It's on theme too. |
On White Bounceland (reply):
on 26 Mar 2016
by
MOON-E:
Comicalflop we discussed this on the MTGS thread and we came to the conclusion that we like how these interact with our untap effects and some of our land hosing enchantments. However it's quite possible that they'll prove to be too warping after testing, at which time we'll be open to other suggestions. |
On White Bounceland (reply):
on 25 Mar 2016
by
Comicalflop:
I feel like the nonbasic common slots should be similar to the Panorama cycle. It gives you access to the colorless mana needed for steam powered, and also gives you good color fixing. |
On Twitch.tv (reply): |
On Helithopter (reply):
This looks good. I am not sure whether the hexproof guy should be an uncommon though, as Mistfire Weaver and Mizzium Meddler are the blue cards that come closest to this ability. We can try it as common for now I think. |
On Pensive Talisman (reply):
on 10 Mar 2016
by
MOON-E:
ComicalFlop's got some great art and this time we'll actually be working with them so it's not completely mismatched. If not, then I'd greatly prefer not doing art descriptions. I get that it adds something, but what it also adds is tons and tons of reading to cards that already often have lots of words on them. Yes I know you can choose to ignore them, but I think players would find it much more difficult than you think to ignore a paragraph of text on every one of their cards. It looks pretty bad in actual practice. |
On EMPTY (reply):
I think black has enough removal, but just in case, here is one more We could also give black some more discard. Right now, we only have Black Cat How about a small board wipe? (probably uncommon) Black occasionally gets direct life loss The direct life loss could also take a form similar to Stab wound, although we already have Gremlin's Hunt doing something similar If we do not want to do another gremlin hunt, how about a positive enchantments for black? |
On EMPTY (reply):
We could fit a vanilla. Black is missing a 5-drop creature. It is also missing some trash enabler, or a card that spends the graveyard to make trash interesting in the late game. A third option would be first strike. Cautious pipe dweller Viashino gang Starving forager |
On Pensive Talisman (reply):
As far as art is concerned, I'm of the opinion that we should go 100% art descriptions, with only a few exceptions for particularly excellent artwork that we might find that fits particular descriptions. The imagination is one of the greatest image generators ever to exist, why should we ignore it? Wotc doesn't, look at how they commission their art. Random artwork we might find online would likely throw the set into a tailspin. I've found very little high quality steampunk/cowpunk art, the vast majority of it looks atrocious and cartoony. I doubt it's the direction we want to go, it was one of the things that killed the last version of the set. |
On Pensive Talisman (reply):
on 09 Mar 2016
by
MOON-E:
As much as I'd love to have sweet art, realistically the art in this set is either going to be pseudo random stuff we find online, or nonexistent. I like the flavor but I'm not being sold on the design because of that (especially since pristine talisman is another thing that could easily have been taken from mirrodin, given that's where its from). Personally I'm a fan of reprints, and I think pristine talisman offers up a much better body for components given players are already drawn to the idea of tapping it for incremental value instead of mana. Plus, I'd actually prefer not to give component players an easy to use indestructible artifact to latch on to, but that's just my gut reaction and testing may show its necessary. As for HC, honestly I disagree with the concept that it being a creature isn't relevant; I've had it picked off by a stray Sparkmage's Gambit, or swept up by Flaying Tendrils, Mire's Malice, or Radiant Flames. It being a creature is hugely relevant in these situations when I'm trying to ramp to big Eldrazi. I'm not saying this happens every game, but it also doesn't never happen. I think you're missing the big picture. The point is not to have your mana creatures to die all the time, the point is that your opponents can actually interact with you if they want to. If I had a deck with 4 HCs, my opponent could sideboard and play in such a way to counteract my strategy. If I had a deck with 4 Mind Stones, my opponent most likely can't do anything to stop me from ramping. Casting HC is a risk since against a fast opponent they may elect to spend a cheap removal spell wasting my turn and stumbling my mana as they run me over. Casting "Hedron" usually won't be a risk, and I can do things like keep mana light hands confident that my ramp card is going to stick. Distinctions like these are important even if they're not going to come up all the time. Its the same reason why we don't make "strictly better basics", even though most dual lands are much more powerful. |
On Pensive Talisman (reply):
BSS has quite a few things over pristine talisman actually... First, it's a much better base for components. Second, it's more flavorful (it gives some backstory to the Prophet's travels, did you notice what the art description implied?) Third, the talisman is a reprint and we have a bunch of reprints already. Forth and finally, the talisman is fairly middle of the road as far as mana rocks go. It's not really an exciting base artifact to build you build machine on, the life gain always felt tacked on not really part of the effect. On the green component, I'd be fine with something else. What'd you have in mind? Edit: btw HC is basically: Hedron More often than not it's never used in combat and never a target for removal. |
On Pensive Talisman (reply):
on 09 Mar 2016
by
MOON-E:
My point is just that you can't really claim Hedron Crawler is a 2 cost mana rock when my whole point was about creatures vs non-creatures. Is there a reason to have Black Iron Statue in the set over Pristine Talisman? I could see condenser unit going either way, though to be honest I'd be slightly more interested in finding a new effect. I'm not a fan of sticky mana in general, especially on a common in an already complicated set (Savage Ventmaw was uncommon) |
On Pensive Talisman (reply):
IK both Hedron Crawler and Manakin are creatures, that's why I suggested bumping up Black Iron Statue's mana cost from Condenser Unit could be nerf'd to just provide |
On Pensive Talisman (reply):
on 08 Mar 2016
by
MOON-E:
Hedron Crawler is a creature! And as I specifically mentioned in my post all two mana ramp cards are now creatures. You don't see me fighting Manakin. Condenser unit needs some work in general. I don't think it's feasible to add both the sticky mana and a The original set had a card that turned X into |
On Pensive Talisman (reply):
I disagree with your assessment of 2 ETB mana rocks. You say that Wotc doesn't print them any more but we literarily had one last set in the form of HC. I don't disagree with you on the fact that it would step on manakin's toes and that's probably reason enough to bump it up to As for the Edit: And if we are going to settle on Grim's suggestion on what we keep (MK, CU, |
On Pensive Talisman (reply):
I agree with MOON-E that we might not want to push ramp that much. Our current curve is way lower to the ground than BfZ and OotG. We do not have as many things to ramp into, but the colourless requirement is still there. I suggest we limit ourselves to Manakin, Condenser Unit and maybe a single 3-mana rock as mana accell, and to have colourless fixing to go with Expedition Map. We could add some more mana filtering. Healing boon |
On Pensive Talisman (reply):
on 08 Mar 2016
by
MOON-E:
I am only as skittish as wizards. Look, it's no secret that 2 mana acceleration has been cut down tremendously. The last time we got a 2 mana artifact that could ramp was Mirrodin Besiged with Sphere of the Suns. The last rampant growth we had was Farseek in m13! Ramp is very much alive today but it exists in the form of creatures, even if it means incredibly hard to kill creatures like Sylvan Caryatid. Mana acceleration is the most dangerous part of magic and its taken years for WotC to realize how to handle it properly. In the past, ramp was kept in check by a high volume of efficient removal; it doesn't matter if you play your big guy two turns early if Doom Blade is a common. But today removal is weaker and creatures are stronger, and as a result ramp gets a lot more dangerous. Not only are 2 mana ramp cards very strong, but what you're suggesting here is both colorless and common. I would be far more open to the idea of a |
On Pensive Talisman (reply):
While I agree with your point on Hedron Crawler (and by extension Manakin) I disagree with your point on two mana artifact acceleration and the superiority of 3 mana accelerators. I think two mana accelerators are fine, even if they must ETB tapped. As for four mana acceleration, I believe that they are fine as well. I think you might be being too skittish. |
On Pensive Talisman (reply):
on 08 Mar 2016
by
MOON-E:
But Hedron Crawler was pretty strong. It provided ramp in a midrange format and gave access to Kozilek's Channeler costing 1 more is a huge deal when you're talking about mana acceleration . Not only that, but the Channeler has summoning sickness and can be killed with creature removal, and these are two huge things that matter when you're dealing with ramp. Darksteel Ingot was reprinted at uncommon. Here's the thing, two mana artifact accelerators are hugely dangerous for all sorts of reasons. That fact is compounded when you're also trying to add a 4 mana accelerator. The combination of the two allows for some explosive ramp draws that certain decks just won't be able to stop due to lack of artifact removal, especially if you're trying to make one of them indestructible. 3 mana accelerators are a pretty safe space to play in, providing decent ramp that only dedicated decks will run. Cards like the new Seer's Lantern are good enough to get played in decks that want them but bad enough that other players won't just take the free mana (see Signets). |
On Pensive Talisman (reply):
Not really, Hedron Crawler is ok in limited but I'd hardly call it pretty strong. It's not like the one extra power is going to make Manakin a beast in limited. Heck, Kozilek's Channeler costs only one more than Ring of the Prophet ( Darksteel Ingot fixes for every color and is a common. A colorless version should cost less than it does. In any case, we want to push multiple |
On Pensive Talisman (reply):
on 07 Mar 2016
by
MOON-E:
Both of those seem very strong to me, especially with the other in the set. Manakin's already pretty strong. |
On One-Eyed Scarecrow (reply): |
On Pensive Talisman (reply):
Reposting these from the MTGS thread as I think they'd be more interesting than the two Talismans... Ring of the Prophet Black Iron Statue |
On One-Eyed Scarecrow (reply): | On Condenser Unit (reply): |
On Condenser Unit (reply):
Do we want a special clause "Until end of turn, this mana doesn't empty from your mana pool as steps and phases end" like on Savage Ventmaw? Otherwise, you attack and lose your mana as soon as blockers are declared |
On Syphon Unit (reply): | On Clockwork Explosive (reply): |
On EMPTY (reply):
We are good on the Thrash count with Garbage Scavenger and Choking Smog. We do not need the ability to be exclusively on creatures to feel its presence in the set. EDIT : Apparently we have two garbage scavengers in the set. One of them should change name so we can refer to the black one without the green one hoping up. For reference, the black one is Garbage scavenger |
On EMPTY (reply): |
On Archester Revival (reply): | On Thopter General (reply): |
On Prophet's Tapper (reply):
We CURRENTLY have no noncreature artifact that are valid targets. But think of it this way. We are bound to create Components with stuff like "Tap upgraded artifact: Regenerate it." or similar stuff. In that case, this suddenly forces the player to use the ability at an awkward time or lose it all together. As for mana denial, rocks are "cheese" anyway so denying artifact ramp isn't a big trouble in my books. I say we should wait until at least the uncommons are completed before cutting artifact from this card's text. |
On Overhanded Tactics (reply): |
On Eureka Moment (reply):
I'll say it here but it stands for a good amount of cards. Comical, keep in mind that a good amount of the cards on here are still existing as references but are not though of to go in the set currently. (This card is a good example) If you want to make sure you are commenting on cards we think are worth it currently, look through the skeleton for what is currently on the plate for "printing" As for your comment on this card, yes, this interacts in a dramatic way with Reactive Armor. And yes, I think we need to be careful with put in play effects. You are right in all points. |
On Component Finder (reply): | On Thopter General (reply): |
On Metalbender (reply):
Having windup be sorcery speed or not has been an ongoing question since the creation of the mechanism. At first we were worried it might cause too much board complexity, and I am still not sure if it does or not since we have not had enough play testing done to confirm one way or the other. The sorcery speed got removed when, about mid development, Oath of the gatewatch came out, proving that Cohort does not need to be sorcery speed. I would be one of the first one, however, to return back to sorcery speed. Cohort is not equivalent with Windup. Cohort avoids for the most part board complexity, with cards creating either card advantage, dealing direct player damage, or in the case of Spawnbinder Mage, simplifying board position. The only cohort card that significantly increases board complexity is Munda's Vanguard. As a comparison, every single Windup card we have increases board complexity if left at instant speed, which is not something I am comfortable with until play tested intensively. This places Windup closer to Outlast, which needs to be sorcery speed to be at common because instant speed buff increases board complexity, than Cohort. I hope this answered your question? |
On Component Finder (reply):
on 24 Feb 2016
by
Comicalflop:
Why is this card here if Engineer's Assistant does the exact same thing but directly tutors it to hand, at the same mana cost, and is a 2/2? |
On Metalbender (reply):
While our new version of Windup has some similarities to Outlast, I'd say it was closer akin to Cohort from Oath. You'll notice that, while both involve tapping creatures, one is sorcery-speed and the other instant-speed. Obviously that implies that even Wotc is willing to push things a little further when they feel it's useful to the set, as it is here. |
On Thopter General (reply):
on 24 Feb 2016
by
Comicalflop:
Is the intent for all artifact creatures to benefit, or just the Thopters? I think it'd be better for the cycle of these Thopter producers + buffers to only give benefits to the tokens they make, much like the Golem cycle of New Phyrexia. If that's the case, I weould either suggest "Artifact tokens you control have first strike" or probably the better option is "Thopter creatures you control have first strike." |
On Prophet's Tapper (reply):
on 24 Feb 2016
by
Comicalflop:
How is tapping noncreature artifacts going to help? There are no artifacts in the current cardset that have static abilities that care whether or not they're untapped, like Howling Mine, and any other artifact can simply tap for mana or activate it's tap ability in response. |
On Overhanded Tactics (reply):
on 24 Feb 2016
by
Comicalflop:
The card text needs a slight text tweak; the phrase "deals combat damage equal to its power" suggests that the damage has to be spread out amongst all the attacking or blocking creatures during combat. If you look at the fight mechanic, the creatures deal normal damage, not combat damage; my suggestion is changing it to "instead it deals damage equal to its power to each attacking or blocking creature target player controls." (Used Brigid, Hero of Kinsbaile's card text as reference for the correct wording.) |
On Midnight Thopting (reply):
on 24 Feb 2016
by
Comicalflop:
I agree with push to sorcery or bump to uncommon, or to keep at common and increase mana cost by 1. The card is pushed compared to predecessors Midnight Haunting/Lingeroing Souls, and is also flexible in that for 4 colorless mana any color has access to the spell. |
On Metalbender (reply):
on 24 Feb 2016
by
Comicalflop:
What are thoughts on making Windup a Sorcery-speed activated ability only? Wizards had a reason for making Outlast from Khans be Sorcery speed; instant speed activation makes it too easy to play "Draw-Go" control style and leave creatures untapped as blockers, then activate when opponent goes to his end step. |
On Dawn Stag (reply):
What about a Brindle Shoat type card? Western Wolf |
On Dawn Stag (reply):
Do we need a Borderland Ranger-esque card? Could this slot fit for it? |
On Prophet's Spiker (reply):
on 20 Feb 2016
by
MOON-E:
This is why I wanted it to simply turn your base power into the artifact count. Still crazy good but it can't be activated more than once a turn preventing a one shot scenario |
On Rust Scarab* (reply): |
On Rust Scarab* (reply):
Refresher's ability is too weak to fit on a 5 drop I think. Although, I would be ok with making an artifact-hating Kami in green. When green has to choose one, it's artifact. Would a 'Untap on creature death' be too strong at common? "Whenever a creature your opponents control dies, you may untap or tap a permanent." Maybe just untap lands? |
On Dense Mist (reply): |
On Prophet's Spiker (reply):
Domain =/= artifact count. If you think of it this way, you can go up to 5 only with domain (and in limited it's hard). With Thopters as our go-to token, we are in a similar position as Scars was with the myrs. We can try this but trust me, it will be dangerous. The worst about this is that since it is an artifact itself, at the very worst, you are getting +1/+0. (Not really good but there is almost no way it fails.) With a single Thopter Hermit maxed out, you get +3/+0 for 3. Add some other thopter, component or random artifacts, you can get a massive firebreathing. At that point, this becomes a "block this or die" situation. |
On Steam Strike (reply):
Sorcery I think there's no red loot effect, so that's also an option. Honestly, I suspect the set could easily make with one less common red removal spell. I count 4 cards, topping at CMC4, that can deal damage. Of these only one is restricted to only creatures or only players. |
On Gnaw to the Stone (reply):
Should be "in all graveyards". Also does green really have need for both an incidental life gain card (Dawn Stag) and a dedicated one? |
On Rust Scarab* (reply):
How about put the ability from Refresher on this and make Refresher a green, artifact-destroying version of Kami of Ancient Law? |
On Prophet's Spiker (reply):
Hellkite igniter is also a 5/5 flying haste dragon, which is worth being rare. Wandering Goblins would be the more accurate comparison |
On Prophet's Spiker (reply):
We may want to reduce this card's toughness or change it's ability because this can be a major game winner as it stands. Personally, I feel this effect could very well be on a build around me uncommon and do it justice. I would propose this having a Flowstone Wall effect or have it be akin to Wandering Fumarole rather than an effect only seen on a rare yet for a reason. |
On Resourceful Thinking (reply):
Oath of the gatewatch had its fight spell at uncommon (the new kind with the one sided fight). This may had to do with the fact that it was a small set though. I really like this card. If we end up replacing the slot with a one-sided fight spell, would it be possible to keep this at uncommon? For the fight card, here's a suggestion |
On Prophet's Lizard (reply): | On Production Drone (reply): |
On Dense Mist (reply): |
On Resourceful Thinking (reply):
We are missing a fight card in the |
On Rust Scarab* (reply): |
On Gnaw to the Stone (reply):
I prefer it way more this way. As it was (creature and artifacts in the grave), I feel it was clunky. (As clunky as War Report) |
On Rust Scarab* (reply):
While I love the flavor and ability, Rust Scarab was an uncommon originally in Gatecrash. Is it too good as a common? |
On Dense Mist (reply): | On Prophet's Lizard (reply): |
On Production Drone (reply):
on 19 Feb 2016
by
MOON-E:
I get the cuteness of this, but I feel like green really just wants a straight up mana producer. |
On Outland Combine (reply):
on 19 Feb 2016
by
MOON-E:
Keeping it simple for now. "Target creature" would be automatically redflagged |
On Rickety Elemental (reply):
Not really feeling this one. Couldn't we come up with something better than Mardu Blazebringer? Besides that was an uncommon. |
On Buckshot (reply):
1) That is a complete break of the cycle. 2) The point of the cycle is lenticular design 3) We've already discussed this line haven't we? |
On Thopter Hermit (reply):
This has weird interactions with Generator Servant, are we ok with that? I mean they're a pretty obvious combo in limited since they're both commons. |
On Outland Combine (reply): | On Blaze a Trail (reply): | On Blaze a Trail (reply): |
On Blaze a Trail (reply):
I have nothing against being 'confusing' (Explore, Exploration) Here are my ideas: Trail discovery, Undiscovered Wilderness, Trailblazing, Trailshaping |
On Blaze a Trail (reply):
Too bad explore has been taken. It'd be a perfect name for a Victorian era exploration card. |
On Blaze a Trail (reply):
on 17 Feb 2016
by
Jack V:
Although I should have checked gatherer, there's already "Trailblazer" to "Trailblaze" might be confusing. Maybe needs an adverb? |
On Blaze a Trail (reply): |
On Blaze a Trail (reply):
on 17 Feb 2016
by
Jack V:
Would "Trailblaze" be ok as a name? With "blaze" first it sounded a bit red. |
On Blaze a Trail (reply): | On Blaze a Trail (reply): | On Mulch* (reply): |
On Steam Strike (reply):
on 16 Feb 2016
by
MOON-E:
@grim: Blue hasn't been fully retrofitted with new SP. So yes it should get at least one more SP card. The same is true for white. And I forgot about Steam Infusion. Yeah, this could use a rework. |
On Steam Strike (reply): |
On Steam Strike (reply):
Blue currently only has Steam Draw. Did you want one single- |
On Thopter Hermit (reply):
on 16 Feb 2016
by
MOON-E:
I like the card as is. Ghirapur Gearcrafter is an incredibly strong card, so even if you can get a single FWIW, this is also pretty hard to pull off turn 3 full power. |
On Steam Strike (reply):
on 16 Feb 2016
by
MOON-E:
At common blue and red get the multi- |
On Thopter Hermit (reply):
If you miss on this card, it is really bad. This is a thopter environment and a 2/1 body just does not cut it at 3 mana. Could it get first strike, or an extra toughness, or something so that it does not trade with a thopter or gremlin at the very least? Or are we fine making a card that is exclusively aimed at Steam-powered limited, and is unplayable everywhere else? |
On Steam Strike (reply):
We will have many steam-powered cards that require multiple Right now, I admit we do need a bit more of the latter. |
On Steam Strike (reply): |
On Industrialization Process (reply):
I'm not sure black gets land destruction at the same rates as red. Ever since Poison/Drain the well, its land destruction has costed at least 5, even with only minimal bonuses (Desecrated Earth, Maw of the Mire, Polluted Dead, Destroy the Evidence). |
On Gremlin's Hunt (reply):
But Parasitic Implant was removal, not something you put on your own creature to get value when it dies. And it only put a single token. This is neither quite black, nor even is it common. |
On Gremlin's Hunt (reply):
on 01 Feb 2016
by
Legend:
Parasitic Implant makes me think this is more than okay. In fact, i think this should be "enchant permanent" |
On Choking Smog (reply): |
On Gremlin's Hunt (reply):
Yes, it is. Is a functional reprint or variant of Unhallowed Pact an option? |
On Choking Smog (reply):
What about a different bonus rather than getting bigger? Similar to Unholy Hunger |
On Gremlin's Hunt (reply): | On Garbage Scavenger (reply): | On Laserbeam Engineer (reply): |
On Minion Exploiter (reply):
I am interested in having this be a large bulky late game common that cycles late land into fuel. Minion Exploiter If we make the change and fill the top end of red, I am proposing this as the CR09 slot in the skeleton |
On Lightsteel Bully (reply):
Starting to fill out the skeleton. Proposing this as the CR06 slot in the skeleton. I believe this plays enough into our themes that it is worth to have it at common. In favour of removing first strike though, as it adds nothing to the interesting part of the card. I would rather have it be a clean 3/3 |
On Quickgrasp Drone (reply): | On Forceful Drain (reply): | On Forceful Drain (reply): |
On Overheat (reply): | On Midnight Thopting (reply): |
On Pipe Leak (reply):
I think we should consider the fact that Wotc doesn't design with Legacy in mind. They throw minnows out into the waters of legacy and only step in to kill it once one of them becomes a shark and eats everything. If we're following Wotc's footsteps then I say we just toss it out there and see how big of waves it makes in the enteral formats. |
On Puller of Hidden Strings (reply): | On Midnight Thopting (reply): |
On Forceful Drain (reply): | On Forceful Drain (reply): |
On Pipe Leak (reply):
I am not a modern player, but I can look at MTGGlodfish for the metagame. In Modern, this is dead against Affinity, Tron, and Abzan company. It is a great hit against Liliana, Abzan and Jund, Scapeshift and Burn. Menfolk and Infect play 2-off spell pierce, which this could replace. I believe it could be fine in modern. My problem lies elsewhere. I am a legacy player. Ignoring wasteland since that land very rarely stays in play more than a single turn, this card would hit every deck except the fridge 12-post and MUD. It would replace Spell pierce in every delver deck, in Sneak and show, in Esper mentor, Esper stone blade, and so on. Currently, about 2/3 of every deck that plays blue plays 2 spell pierce, and a lot of decks play blue. The impact would be hard to gauge, but it would still make it so every blue decks have a better late game. Since Legacy is such a spell based format, this would be the equivalent of printing a 1 mana Counterspell that hits 3/4 of the metagame. Be aware also that the format is powerful enough that Counterspell is usually played as a 1-off. I believe this is too strong to print in Legacy. Even if players shift their Wastelands tactics to try to dodge it. |
On Forceful Drain (reply):
If we do windup (hehe) moving this ability to Lost in the Desert I'd like to put forth this as a Twobrid replacement: Grinding Screech |
On Wealthy Thoptician (reply): |
On Pipe Leak (reply):
on 27 Jan 2016
by
MOON-E:
Strongly disagree here. First of all yes we're comparing this to Spell Pierce, not counterspell. Second of all, I think we can agree that since our high profile dual land cycle for this set makes Now if you'd like to convince me this card is too good to print in modern, I'm all ears. I have no qualms what-so-ever about printing a modern playable counterspell. I'm sure this card would make a splash, but modern is such a creature dense format I'm not sure this would break blue in any way. |
On Prophet's Looter (reply):
on 27 Jan 2016
by
Legend:
If blue winds up needing more toughness, I sure hope this guy gets it. Sigiled Starfish and what not. |
On Contemplate (reply): | On Burst of Steam (reply): |
On Lost in the Desert (reply):
Does this wants to be Forceful Drain? Sorcery - "You gain two life. Then, for each |
On Contemplate (reply): |
On Prophet's "Scorpion" (reply):
(Raptor or anyone, how do you write your cards so that you do not have to put empty lines between the text?) Taken from Scholar of athreos Prophet's scorpion Artifact creature - insect 1/3 |
On Industrialization Process (reply):
on 26 Jan 2016
by
MOON-E:
I agree with Legend's suggestion but I'm not sold on our current implementation of depletion. |
On Lost in the Desert (reply):
on 26 Jan 2016
by
MOON-E:
Could remove counters, which would then replace the current common counter removal card in black. Also we potentially want to make this a sorcery to allow for Contemplate to also become a sorcery. |
On Contemplate (reply):
on 26 Jan 2016
by
MOON-E:
We can make it a sorcery if the Black one changes and also becomes a sorcery in the process. |
On Contemplate (reply): |
On Prophet's "Scorpion" (reply):
If I had to choose between this and Deathfang Rattler, I think Deathfang is the more interesting design. If we want to speed the format up, DF is our man (err... snake... w/e :p) this'll favor more control-y decks and slow the format further. Edit: here's Deathfang Rattler c&p'ed from Ghoul Overseer: Deathfang Rattler |
On Industrialization Process (reply):
If this does get shifted to green in favor of Corrupted Earth, it should change to something similar to bramblecrush variant and moved to uncommon. Green shouldn't get common LD, at least not one with card advantage. My suggestion is... Past Enminty |
On Eureka Moment (reply): |
On Industrialization Process (reply):
on 26 Jan 2016
by
Legend:
I propose shifting this to green and putting Corrupted Earth here. Unless Archester wants both in black. Corrupted Earth (Common)
{1B}
Enchantment – Aura
Enchant land
Enchanted land produces |
On Divine Verdict* (reply):
on 26 Jan 2016
by
MOON-E:
This was here to play on the taping theme of the set, but its similarities to Sheriff's Warning are duly noted. I am going to put Divine Verdict in for now as a place holder. Since Clock In is now a sorcery this should become an instant, and 4 is about the right price for it. Feel free to continue discussing alternatives. |
On Patriot Agenda (reply):
on 26 Jan 2016
by
MOON-E:
Legend brings up a very relevant position, but I think the majority wishes to keep the cycle as-is, including myself. I will not change the core functionality of this cycle until after it is tested (i.e. a long time from now). If/When it becomes clear they don't work, I'm very willing to give up the Buckshot dream. |
On Thopter General (reply):
on 26 Jan 2016
by
MOON-E:
Vigilance fliers seem very strong. FS is also strong but at least you only get to either attack or block, not both. |
On Mechanical Horse (reply): | On Seller of Song Thopters (reply): |
On Mana Purification (reply): | On Mana Purification (reply): |
On Thopter General (reply):
This and Meshblade are the same card, shouldn't we consolidate them? |
On Meshblade (reply): | On Thopter General (reply): |
On Ghoulraise (reply):
on 07 Jan 2016
by
Visitor:
Should cost at least cmc4. Perhaps with a secondary effect like Moan of the Unhallowed. If only C was spent to cast Ghoulraise, put a 5/5 black Zombie Giant ceature token onto the battlefield instead. |
On Meshblade (reply):
on 07 Jan 2016
by
Legend:
Like I said in the skeleton, this should be uncommon and the common version should grant vigilance. |
On Thopter General (reply): | On Streamstress (reply): | On Laserbeam Engineer (reply): |
On Laserbeam Engineer (reply): |
On Laserbeam Engineer (reply):
Here is a case where I think the card is better off a little more committed to red than not. There are not many cards in the set that push away from colorless-ness, and this is one of the more natural ones. It gives players options during a draft, as if they cannot build a proper steam mana base, they can fall back on this. And a two mana activation plays so differently than a one mana one that the card may need to be reevaluated at that point. |
On Laserbeam Engineer (reply):
Rather than the traditional |
On Guard-in-a-Box (reply):
I've been looking through older sets and I'm not sure flash at common for Artifact Creatures. Even |
On Streamstress (reply): |
On Heap Brawl (reply): |
On Heap Brawl (reply):
Unfortunately, the non-flavor text suggestion is still confusing. I would assume many players would think that if a Glory Seeker was to fight two Goblin Roughriders consecutively, that his first fight would kill him. But it doesn't. Because the game won't check for states until the card is finished resolving. |
On Heap Brawl (reply):
If the two instances of fight are separated, that would reduce the confusion. "If there are 3 or more nonland permanent cards in your graveyard, that creature then fights up to one additional creature." Or we could have a short reminder text (It deals damage equal to its power to both targets, then receives damage equal to their combined power) |
On Steelshaper (reply): | On Roughland Salvager (reply): |
On Heap Brawl (reply):
on 11 Oct 2015
by
MOON-E:
I don't like weird double fights at common. Most players are going to intuit this card incorrectly. |
On Lightsteel Bully (reply):
on 10 Oct 2015
by
MOON-E:
I actually had the opposite opinion: I want at least one threaten at common. The fact that exploit would require you to cast both spells on the same turn (unlike say Nantuko Husk) makes it less oppressive and more interesting IMO. Besides this interaction is commonplace in coresets, I don't think it's out of bounds here. |
On Steelshaper (reply):
I feel like we could adapt this into an Uncommon along the lines of Myrsmith and its cycle. |
On Garbage Scavenger (reply): | On Garbage Scavenger (reply): |
On Heap Brawl (reply): | On Infectious Blight (reply): |
On Lightsteel Bully (reply):
Due to the interaction of Exploit and Act of Treason effects, I think we should avoid them at common. Unco at the very least. |
On Wandering Rippers (reply): | On Heap Brawl (reply): |
On Roughland Salvager (reply): | On Wandering Rippers (reply): | On Garbage Scavenger (reply): | On Heap Brawl (reply): |
On Potential Subtheme (reply):
Strangely enough, passes the thopter test (See Disciple Executioner for a description of that test), yet this is just so wordy for nothing when you do not have thopters to sacrifice that I wonder if it could not be cleaned up a bit. If you do not have any artifact creatures worse than 2 thopters, this is a straight up 1/1 flying for 1R, and the gremlin body will rarely matter |
On Synonym for Drown in Filth (reply):
Strictly better Bone Splinters is less elegant than a straight up reprint |
On Omen Raven (reply): | On Body Burner (reply): |
On Body Burner (reply):
Not passing the thopter test (See Disciple Executioner for a description of that test) |
On Infectious Blight (reply):
The deathtouch does fight with the increased power and decreased toughness, as both part do the same thing : make it trade more easily. The death touch was not the best addition. How about +2/-1, Trash +2/+0 instead? This way you do get your removal early, but lose the ability to kill stuff later in the game, a slight drawback masked as a slight upside? That way it plays differently than Riot spikes, without being a strict upgrade. |
On Disciple Executioner (reply):
It is also hard to go too low on the stats of an exploit creature, otherwise players just sacrifice the creature itself to get it's ability. My point of reference is a Thopter token. If, when given the choice of sacrificing the exploit creature or a thopter token, I would choose the exploit creature, then the exploit creature's body is a bit too weak. This is on the edge, as on turn 1-3 I would rather have a 2/1, but on later turns I would rather have a thopter. |
On Dicey Minion (reply):
Forgot about black cat. I was inspired by Noggle Ransacker. How about "each player draws a card, then discard a card at random"? With a bump to uncommon for the time consuming effect? |
On Backpedal (reply):
It's probably not quite as strong as I originally imagined, since Windup requires tapping two creatures to work, but it is still very strong. It'd be interesting as a possible rare, since it would play great as a 1st or 2nd pick build-around card for the Windup deck, but currently it's a dangerous common that needs either a jump in rarity or a couple of good wacks with the nerf bat. |
On Reactive Armor (reply):
This was the "pricier" version of the card. The other concept was more akin to Welding Jar and was 2 mana and worked a la Totem Armor. Currently, this is more of "better" Blinding Powder |
On Backpedal (reply): |
On Ritual Ground Sentinel (reply):
I agree with grim in that it should be able to attack at some point but I don't want it to be straight forward if possible. Something like " |
On First Prototype (reply): |
On Builder's Plate (reply):
on 08 Oct 2015
by
MOON-E:
Way back when during original archester testing this thing was an all-star. I'm not sure I'd want to make it much better on its own. Also right now it definitely players into exploit archetype. |
On Care-Efficient Capsule (reply):
on 08 Oct 2015
by
MOON-E:
Yeah this is way too much. I'm fine with either tapping for colorless or one of any color, not both (at common at least). |
On Overdrive Add-on (reply): |
On Reactive Armor (reply): | On Backpedal (reply): |
On Builder's Plate (reply):
Could we add something like "If the upgraded artifact is a creature, it gets +1/+0." in the vein of Sylvok Lifestaff? That would make the component more agressive and push the |
On Care-Efficient Capsule (reply):
Perhaps something along the lines of Prismatic Lens or Prophetic Prism would be more inline with a common? This feels like a uncommon at the moment. |
On Overdrive Add-on (reply): |
On Reactive Armor (reply):
We've come a long way from Welding Jar, are the additional regenerations worth this much mana? |
On Brass Emissary (reply):
if you feel the complexity of the counter removing is an issue, we could give it a tap ability like Gideon's Lawkeeper. Then there would be tension between winding it up and tapping something down. |
On Brass Emissary (reply):
on 08 Oct 2015
by
MOON-E:
I second making it tap, but also am of the mind that these counter removal abilities are too complex in general. |
On Winding Seer (reply):
on 08 Oct 2015
by
MOON-E:
I'm no a huge fan of removing counters as a general theme. It seems like keeping the counters is often going to be better so it kind of just gums up the text. |
On First Prototype (reply):
on 08 Oct 2015
by
MOON-E:
This being red doesn't line up with any archetypes. Either it's a wacky cross-color card or it should be colorless. |
On Brass Emissary (reply): | On Thopter Rider (reply): | On Scentseeker Hounds (reply): | On Ritual Ground Sentinel (reply): |
On Brass Emissary (reply):
MOON-E : Windup at instant speed adds a lot of complexity already, yet the timing of this does not overlap windup's decision making, which makes it overall less complex. The defending player controlling Brass Emissary must declare if he uses the ability before attackers are declared, so before any commitment from the opponent. This is the equivalent of gideon's law keeper in other sets. |
On Body Burner (reply): |
On Infectious Blight (reply):
My only trouble with this is how it overshadows Riot Spikes. Circeus: I find it better this way since you can use it early as removal, later on as a game ender. |
On Garbage Collector (reply): | On Winding Seer (reply): | On First Prototype (reply): |
On Thopter Rider (reply): |
On Dicey Minion (reply):
What space does this fill that Black Cat doesn't already fill in the exploit archetype? |
On Abundance of Waste (reply):
on 06 Oct 2015
by
MOON-E:
Because unlike this card, Grim Discovery is not likely to get back two creatures. I'm fine with moving it to uncommon for complexity, but our discussion is only about whether this ability falls within black's pie. |
On Abundance of Waste (reply):
Why not simply make it similar to Grim Discovery then and simplify the card immensely? |
On Abundance of Waste (reply):
on 06 Oct 2015
by
MOON-E:
And black has never gotten a land back except for Grim Discovery. In an artifact set, black gets to care about artifacts a little bit more, and this is a mechanical stretch that feels right at home in this set. |
On Abundance of Waste (reply): |
On Parasite Downbringer (reply):
on 06 Oct 2015
by
MOON-E:
Circeus, as someone who isn't actively part of the MTGS thread it's important to remember that A) we're in design, not development, and B) all of the cards we have now are proably gong to be narrowed down to only 20% of the commons in the actual set. These are brainstorms, most are not intended to be final or permanent. This is why they're all currently "false" and have no card codes |
On Lightsteel Bully (reply):
on 06 Oct 2015
by
MOON-E:
It may be worth trying to make a common version, given the subtheme in black red. |
On Rumble Titan (reply):
on 06 Oct 2015
by
MOON-E:
Remember that probably less than 20% of the cards we have now are going to be in the set. |
On Omen Raven (reply):
on 06 Oct 2015
by
MOON-E:
Second point of toughness helps it block thopters. Whether this needs to be an artifact is a skeleton question. |
On Abundance of Waste (reply): | On Body Burner (reply): | On Scary Manager (reply): | On Refuse Onlooker (reply): | On Disciple Executioner (reply): |
On Parasite Downbringer (reply):
This is a little too good for a black bear and is fighting for space with Disciple Executioner. |
On Infectious Blight (reply): | On Disciple Executioner (reply): | On Dicey Minion (reply): | On Lightsteel Bully (reply): |
On Rumble Titan (reply):
That makes three green vigilance creatures (with Refuse Onlooker and Refresher). THat's very high for a color that's secondary in an ability, even white only occasionally gets two common vigilance cards. |
On Omen Raven (reply):
I think this might be interesting as an improved Wind Drake in the vein of Runewing, I'm also not sure if it needs to be an artifact, but either way if we wind up bumping it to a 2/2 it might need to be |
On Abundance of Waste (reply): |
On Brass Emissary (reply):
Second ability should probably have a tap cost itself. However, Alchemist's Vial was just printed doing something very close in colorless. An interesting option is making it obligatory: "At the beginning of combat on each opponent's turn, remove a +1/+1 counter from ~. If a counter is removed this way, target creature can't attack this turn." But that is rather wordy. |
On Brass Emissary (reply):
on 06 Oct 2015
by
MOON-E:
I'm not sure I like having instant speed effects like this with windup. Lots of board complexity. Also nonhybrid cards shouldn't be artifacts. |
On Thopter Rider (reply):
on 06 Oct 2015
by
MOON-E:
I copy all cards from the thread word for word for bookkeeping purposes. I agree this thing is way over the curve for a common. Not sure if I want to nerf it or bump its rarity though. |
On Abundance of Waste (reply): |
On Thopter Forger (reply):
on 06 Oct 2015
by
MOON-E:
Remember that you can link to cards in the multiverse! click "formatting help" to find out how! |
On Scentseeker Hounds (reply): |
On Swift Lightbearer (reply):
on 06 Oct 2015
by
MOON-E:
We'll get to card codes later once I have the skeleton up. You're right that it goes in that slot though. |
On Brass Emissary (reply):
would this be better as "Remove a +1/+1 counter from ~: Target creature can't attack or block this turn."? or would that be too good since it's repeatable? I mean as it is, it's kinda like a creature version of Change of Heart, so why not go ahead and make it a temporary Pacifism too? |
On Winding Seer (reply): | On Power of Failure (reply): | On Thopter Forger (reply): |
On Thopter Rider (reply):
I like the card. It is good on it's own, but really rewards you for building thopters. Do note that a single trigger of this guy means 8 damage if with two thopters only, and wins games if you have but a single other creature. How about "Whenever Thopter Rider attacks with one or more flying creature, it gets +1/+1 and gains flying until end of turn" |
On Thopter Forger (reply): | On Swift Lightbearer (reply): | On Enraged Artisan (reply): | On Testing Device (reply): | On Abusive Industrialization (reply): |
On Mechanical Rat (reply): |
On Twitch.tv (reply):
on 02 Oct 2015
by
MOON-E:
I think it's more the fact that tapping your opponent's lands at instant speed could potentially be annoying. |
On Twitch.tv (reply):
Is the nonland permanent part truly necessary? Compare Hidden Strings. Do you expect the mana-boosting land auras to be that big a thing? |
On Master Squire (reply):
I'm a little dubious. Magnetic Theft, Auriok Windwalker and Brass Squire seem to imply this is not a common type of effect (instant-speed and replicatable, that is). Plus you DO have Ainok Outfitter and Self-improving Automaton in a somewhat similar design space. I think this should be uncommon, especially with a fairly efficient body like that. |
On Abusive Industrialization (reply):
I think this is probably alright, but maybe for one extra mana (cf. Brilliant Spectrum) at common, though. I agree Volvary's templating is an improvement. |
On Abusive Industrialization (reply): |
On Reform (reply):
on 02 Oct 2015
by
MOON-E:
|
On Testing Device (reply):
on 02 Oct 2015
by
MOON-E:
Given the number of hybrid cards we have (and the fact we don't plan to have nearly as many in the final set) this is one card that could easily become a true colorless artifact. |
On Eureka Moment (reply):
on 02 Oct 2015
by
MOON-E:
I do not expect this card to make it into the set, at very least not at this power level at common. However, I decided to throw as many cards from the thread into the file as possible simply so we don't lose any ideas. |
On Master Squire (reply):
on 02 Oct 2015
by
MOON-E:
I think so. I dislike cards with such narrow uses, This allows us to play into our themes while also making a potentially interesting card for outside the set. |
On Reform (reply):
I compared it to Shatter becuase it share similar design space and suggested Crush as an alternative option since we have quite a bit of Artifact Creatures we might not want dying all the time. Besides, this'll never get used on your own stuff, the only circumstance that you might use it on your own thing is if it was going to die anyway so you could get value out of it but that isn't even possible since it's a sorcery. As it is right now, you can either: 1) 2 for 1 yourself to get a pair dinky Thopters or 2) 3 for 1 yourself and give your opponent a pair dinky Thopters. Neither is an ideal solution and both feel kinda bad. If it were an instant it'd be cute for the removal interaction but at the moment it can't do anything to mitigate removal so it just kinda falls flat. If you're looking for a trap for newbies this current card is it, becuase it looks "ok" on paper but it probably won't work in practice. |
On Backpedal (reply): |
On Abusive Industrialization (reply):
So, you draw 2 cards, flush all lands and draw back that many lands? Seems rather clunky. "Reveal your hand and discard all land cards revealed this way. Then draw that many cards plus two." makes a bit more sense. Even tho i'm not keen on give draw two for 3 mana without a condition. I could also think about 1U "Draw two cards, then reveal your hand and discard all land cards revealed this way." |
On Reform (reply): |
On Reform (reply):
I feel like Shatter makes this cry in a corner. I think it'd be better as Crush+Dragon Fodder with the Goblins replaced by Thopters. |
On Power Redistribution (reply):
Artifacts can do anything, albeit not efficiently. Revoke Existence now exists at 7, so I would not have any problem printing a "bounce permanent" at five (which is one half of Void squall and Silent departure). That is inefficient enough I think. I would value a colorless bounce permanent at around 4.4 cmc, so adding any kind of slight drawback could make it priced appropriately. Or, we just go for inefficient but elegant "1 |
On Power Redistribution (reply):
Are we sure this fits in the Colorless piece of the Color Pie? (And, yes, I see the irony of asking if Colorless fits in the Color Pie.) The only justification I can find (castable purely for colorless) is Erratic Portal but that was in Exodus, over 17 years ago. An Arguement can be made for Crystal Shard being another example but that can also be activated with In any case, are we sure we want such an iconicly blue effect (Bounce) playable in every color? |
On Enraged Artisan (reply):
Actually this should probably be a Crush effect anyway since we don't want Red killing creatures at common too often. |
On Enraged Artisan (reply):
I agree, I'd compare it to Ghirapur Gearcrafter, basically a 3/2 for |
On Testing Device (reply): |
On Enraged Artisan (reply): | On Testing Device (reply): | On Eureka Moment (reply): |
On Flight Wire (reply):
I'm not 100% sure but wouldn't this have wonky layer interactions with Animation Wire? |
On Master Squire (reply): |
Recently active cards: (all recent activity)
Enchanted permanent can't attack or block unless it's controller pays

Activated abilities of enchanted permanent cost

Not sure if this is dead or not but in the off chance it's not I was thinking about solving our issue with Components and their do-nothing-ness if there isn't another artifact on the battlefield. What if we blended it with living weapon and Investigate and have them ETB attached to blank colorless artifact tokens.
I know I'm a big stickler for wording, but it should be "Each opponents draws a card."
More accurately, R&D wants one-sided fighting to be a green, not red effect (source). How much fighting there will still be in green remains to be seen. Or indeed whether they'll end up having fighting in red and one-sided fighting in green.
I think that a Rabid Bite-style card might be interesting having played with Rabid Bite in SoI. (Also I'd like to point out grim more or less predicted prior to its printing in SoI (good call btw.)) I seem to recall wotc planning to move towards Tail slash/Rabid Bite style "fight" cards since they're less card disadvantagie.
I think it'd be fine as a 2/2, that would bring it in line with both Heliod's Pilgirm and Trinket Mage.
flow looks great
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))
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...
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.
I don't think that design works either. Having a 5/5 for 3 at best is ridiculous.
I don't think this design fits for a pure artifact. As a mono-hybrid maybe. (Something like

would had worked well. 

at uncommon maybe?)