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Recent updates to Archester Revival: (Generated at 2024-04-18 19:16:24)
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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.
Fixed Typo
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?)
The card was Macabre Taxidermist but I don't think true recursion would be good at common.
If we did choose Recycle in the end, this could make sense:Back In Black
I agree with you here. I think our rule with Twiddle effects should be "Permanents hit permanents, non permanents hits nonlands." That way, Puller of Hidden Strings and Refresher keep the ramp part and this stays away from being toxic.
I think we should go with Flow for now and create the shade at Uncommon so we can keep an eye for it when we reach uncommons. I think it is a good card for uncommon.
Anyone against Flow of Detritus?
Not sure pricing it at one is fair. It is after all a very powerful effect.
At two it would be fairer I think.
But yes, your wording is closer to what we need here.
A 2/4 vigilance is always good too.
This has an odd feature where you can just put more and more counters on this for no particular reason. Some really anal new players will. "I mean, it might be an advantage. I don't know what other interactions are in this set..."
To avoid making people do things that unnecessarily drag out the game, I'd suggest changing the text to ": Put a charge counter on Clockwork Explosive. Then, if there are four or more counters on Clockwork Explosive, sacrifice it and..."
I like it as is. Maybe reduce the mana cost by 1 to enable it slightly faster, but I do not think it is as bad as Explosive apparatus. There is quite a difference between 2 and 3 damage, and the free tapping could even be seen as an advantage in our set.
Skyreach Manta had a similar problem, except getting it to a 2/2 was trivial.
Then how about a slight change?
Steamship
Artifact creature - construct
2/2
Steam powered - ~ enters the battlefield with an additional +1/+1 counter for each spent to cast it.
: It X is greater than or equal to ~'s power, it gains flying until end of turn.
I kind of like how it interacts in a flying and thopter environment. In its last appearance in innistrad, it did not really kill any spirit strategies that were going around. It was nice to have in some matchups, and would sometime shine in front of a couple of spirit tokens, but the card is by no mean powerful. I am fine with this in a thopter and flying environment.
Red is currently missing a little bit of personality. What we have right now can be split into Thopters, direct damage, and artifact hate. We could go for something creative and flavourful here, and bump Karn's touch to uncommon.
I have no idea what the Mechromancer refers to.
Blue has a history of 6cmc creatures at common, almost one per large set in fact, and for some reason our curve across almost all colors stops at 5. The only 6cost creature we have currently is {{{Corpse Reshaper}}}. Usually, Blue and Green have some heavy hitter above that, so I try to push to extend our curve a little, instead of staying cramped in the 3-5cmc slots.
I think having it at 2/2 would be better, to match Auramancer. Since our fetcher only works with a new and specific class of cards, it should have a slightly better body than Heliod's Pilgrim, which can fetch things dating all the way back to Alpha.
Hm. Double edge sword. Supposing we allow to tap lands. If you control a karoo land, you can spend 2 mana for a 2 mana accel, which is good in some specific constructed builds made to abuse it, but generally useless in limited. On the other hand, on turn four or five, you can tap two of your opponent's lands, effectively ruining their tempo and curve, and sometimes even acting as a Time walk. This is even worse if they do have karoo lands themselves, as for 2 mana you could rob your opponent of 4.
I retract my previous comment. We should not let Twitch target lands
Agree with new template for Flow Actually, as of late black almost always has one or two defensive creatures at common, either with really high toughness or something to detriment an attack.
It would work. Although I feel like 2 mana is a lot for such a small effect. How about half of Singing Bell Strike?
Red tape
Enchant creature or artifact
When ~ enters the battle field, tap enchanted permanent
Enchanted permanent does't untap during its controller's uncap steps unless its controller pays
Armoured griffin would be a good fit, but white already has 2 flying creatures and 2 creatures that create thopters, so I think we can pass on having yet another flying. I am all in favour of putting vigilance here though.
We can try it with lifelink, but vigilance plays better with the windup mechanism
I am fine with a change in template for the more recent one. It just makes the card slightly more powerful and less blue than white