Archester Revival: Recent Activity
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Mechanics | Skeleton |
Recent updates to Archester Revival: (Generated at 2024-06-01 07:39:48)
Archester Revival: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Archester Revival: (Generated at 2024-06-01 07:39:48)
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.
The exact text will most likely be decided once we get to doing uncommons and IF we decide this still needs to exist.
The one thing I think that will make or break instant-windup is the "Windup a blocker" interaction. If it ends up being too good, we might have to either put it at sorcery or add "Remove it from combat." to the Reminder Text
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.
Because we copied every single card submissions from the forum over to here, without regards to duplicates and power level.
No, the goal is to have those be artifact lords.
Good point. And in the case where you try to tap a mana stone during the upkeep, this will act as mana denial, which we do not really want.
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?
This card is very overpowered for a common at 1 mana. 3 mana for 2/1 flyer with prowess was as low as they went; with it having evasion it should be 2 mana at least
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?
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.
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."
There's a slight wording error, and you could save some more lines of text and make it read "1W: Put a +1/+1 counter on target creature with no counters on it." This will also help if there are some cards that have other types of counters on them, like pressure counters for alchemists, divinity counters to make something indestructible, etc.
They all make 1/1 flying thopters. If some wordings omit the flying keyword, then it is simply an oversight on our part.
And yes, we are reusing the thopter theme from Magic Origins because it fits with the theme and mechanisms of the set. Even if some cards have similar designs to that of Magic Origins, the different environment will make it a new experience. "Blatantly copying" is offensive, especially considering that WotC constantly reuses successful themes and mechanisms from one set to another.
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.
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.)
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.
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.
I feel the set should try to avoid as many "bring artifact from Library directly into play" cards as much as possible, since I'm assuming there are going to be some really good Rare Components. Even with the cards currently in the list, it's pay 3 mana to directly put Reactive Armor into play attached to a card. That's a 3 mana colorless tutor at common to directly cheat a 5 mana artifact onto the battlefield with immediate effect. Stoneforge Mystic is still a 2 mana sorcery speed + 2 mana investment, which still requires an equip cost, so that's still most fair, but that's an effect also at rare. If this type of effect is to be in the set, it should only be in one card, at rare, fitting the appropriate mana/stats as Stonehewer Giant, or only make it tutor to hand like Steelshaper's Gift.
I've noticed a trend of many cards making 1/1 flying Thopter tokens (almost to the point of blatantly copying Magic Origins), and some cards making 1/1 nonflying Thopter tokens. It would be confusing for there to be both flying and nonflying tokens; Thopters naturally fly. I feel like the non-flying 1/1 artifact tokens should have a different creature type, like Golem or Automaton or Construct. Also, if this card is intended to be a homage to Doomed Traveler, it would make a flying 1/1 token.
If this is to be our "Sky Pirate" card, perhaps it should be a Human Pirate.
I think refresher is fine as it is.
Don't see a reason to change refresher. Still not really ramp.
I'm down for Borderland Ranger (in flavor here) or Double Wolf. Wolf tokens seem great for synergies with both Exploit and Windup.
Conclave Naturalists was a pretty high pick, and that was in a format where it was live probably ~60% of the time, (I expect in out format that would be closer to 90%)
Conclave naturalist really is too strong at common, in the context of an artifact set. I would compare it to Shriekmaw, or Gilt-Leaf Winnower in term of efficiency, (without the evasion of course).
Conclave Naturalists would had been perfect for us but it's uncommon. Should we rare shift it down? Because I don't think it's that strong.
(Our real problem here is that artifact hate or ramp on 5 is really awkward. Maybe we should look into putting this in another archetype and switch the related card into artifact hate?)
Looking into it, I noticed that at common, green has never had a creature removing artifact on 5. (We can see why with our developments) It's always been on 1-3 CMC when it existed and 1 time at 4. (Wickerbough Elder)
@Volvary That's a reasonable point. My main concern is really that a repeatable artifact removal critter at common has nothing to do in an artifact set.
If the set needs a second one in green (unless I'm mistaken the only other one is Downbriar), maybe this can be Natural State on a stick? Or maybe some sort of Fleshbag Marauder that hits noncreatures? (and can turn on Trash)
If we end up changing Refresher away from his current Ramp state, I think we will need a Borderland Ranger style card and this slot might be the best.
Look, we can put Refresher's ability on this to test but keep in mind that Ramp lost a creature (you can't expect a 5 drop to ramp you a lot after all.)
What about a Brindle Shoat type card?
Western Wolf
Creature — Wolf [Common]
When ~ dies, put a colorless 2/2 Wolf artifact creature token onto the battlefield.
As pollution spread westward, wildlife began to die off. The western elves stepped in to fill the gaps.
2/2