Archester Revival: Recent Activity
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Mechanics | Skeleton |
Recent updates to Archester Revival: (Generated at 2025-07-01 17:26:15)
Archester Revival: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Archester Revival: (Generated at 2025-07-01 17:26:15)
Do we need a Borderland Ranger-esque card? Could this slot fit for it?
I'm rather inclined to disagree about that since Bazaar Krovod put a comparable ability on a five drop uncommon (what tips it over being the +0/+2 bonus).
Who said I wanted this to stay a 4/5? But in all case, semi-vigilance wouldn't feel exactly good. As a 2 drop, Refresher's ability is fine because it helps you power more stuff in the early game, on a 5 drop, it's weak most of the time. At that point we might as well give it vigilance.
The same reason Darkthicket Wolf isn't a 3/3? :P
This card was designed before Prophet's Lizard existed. Now it seems redundant, but it wasn't before.
@Volvary Are you kidding me? 5 mana is the baseline cost for a VANILLA 4/5 or 5/4. Cards like Tajuru Pathwarden, Kalastria Nightwatch and Nessian Asp are so good because they were pushed. A Pathwarden that can grant its vigilance to another creature or untap other permanents is also pushed.
I know we want this cycle to have activated abilities to show off twobrid, but if we're going to start setting it's power with an ability, wouldn't it just be easier to go the Vile Aggregate-route and have it's power linked to the # of artifacts permanently?
Base power set is better imo. In all case, I don't like how this is extremely close to the green card, while the rest are far from those effect.
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
Fixed creature type
Yeah somehow I missed the rarity. My bad
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?
Add p/t
I don't think it's worth it, grim. I would prefer red flagging this as a 'edge case creator' than making it clunky.
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.
Sorcery
Creatures you control gain trample.
SP, they get +2/+0.
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.
Should be "in all graveyards". Also does green really have need for both an incidental life gain card (Dawn Stag) and a dedicated one?
How about put the ability from Refresher on this and make Refresher a green, artifact-destroying version of Kami of Ancient Law?
[Nevermind]
Hellkite igniter is also a 5/5 flying haste dragon, which is worth being rare. Wandering Goblins would be the more accurate comparison
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.
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

Sorcery - Put a +1/+1 counter on target creature. Then, that creature deals damage equal to its power to another target creature.
I'd like the scorpion changed anyway to make room for (((Deathfang Rattler))), we could change it's cmc while we're at it.
One mana unconditional steam engine is maybe pushing it though. Could we keep it at a 2 mana-dork, or a 1 mana conditional one?
Beginner mistake : Cast 2 Dense Mist on 2 different creatures and expect both to be able to deal damage. I know this adds more clunkiness to the wording, but "not chosen by cards named Dense Mist"? Is this too situational to be worth the strange wording?
umm, just point out Ainok, are hounds, not humans.
I don't know if this is really necessary to push to Uncommon. After all, it is a conditional mana. As for straight up mana generator, if we push this to Uncommon, we need this to say a generator for Ramp.
If we do rare cycle this,
Steam Pilgrim
: Add
to your mana pool.
Creature - Elf
0/1
PS: This card lacks p/t
I am fine with a strictly better Bramblecrush.
We are missing a fight card in the
commons. could this be what gets replaced? I mean, it's awesome but it's filling a similar role to Burst of Strength.
Repeatable creature destruction in an artifact set is most definitely not common.
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)