Archester Revival: Recent Activity
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Mechanics | Skeleton |
Recent updates to Archester Revival: (Generated at 2025-07-02 06:30:29)
Archester Revival: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Archester Revival: (Generated at 2025-07-02 06:30:29)
I feel like the windup mechanic works better if it's only on Artifact creatures as the norm. I think Grim is right, we can have non-artifact creatures have windup, they just have to be at higher rarities to feel special.
Counter-Nitpick: It doesn't have a trigger, so it just gains the ability while the graveyard is above the threshold and loses it once the graveyard drops below the threshold.
Edit: I guess I was seeing the edited version but I was looking at it before Moon-e edited it, wierd...
Fixed typo
That would involve making it an attack trigger...
I second making it tap, but also am of the mind that these counter removal abilities are too complex in general.
I can't believe it, a card I've never heard of? And in the modern era no less? That's quite an odd occurence.
It's the Guardians of Akrasa or Stalwart Aven of the set so that might be ok? I'm not sure...
Alternatively, what if we made non-artifact windup creatures the norm? Just a thought.
I feel like this shouldn't be a common.
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.
This being red doesn't line up with any archetypes. Either it's a wacky cross-color card or it should be colorless.
If we want to lower the wordiness of the card, why not just have it tap target creature? Effectively the same but without the headache of trying to remember why something can't attack or block for no obivous reason.
Now turns
into 
Manufactory Fire seems great here.
@Moon-E: It is not necessary, but adds a lot of flavour that only really make sense in Archester. I would keep is as adding
if steam power becomes too easy to turn on though.
Nitpick : "gains trample until end of turn"
I disagree strongly to picking and discarding a land. If Nightsnare's template, this will need a bump in mana to not be a strictly better upgrade to said card. I like it at 4 for a 3/3
We could make it rare. I like the design, and it is situational and powerful enough to warrant the rare status, or mythic uncommon at the very least.
There exists a 2/4 lifeline vigilance at common at

and a pure 2/4 vigilance at 

. We could add a mana, or removing first strike, depending on which hole in the cardset we want to plug. I would tend to remove first strike first
Prefer the new version! Nice french vanilla. Do any of you think it could lose defender?
It is not an artifact creature. The confusion is real on this one. I believe non-artifact creatures with windup should should be uncommon or rare, as beginners will just assume it can windup itself
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.
Pinpoint land discard is very nonvogue.
I prefer it once per turn, though I admit it could do that without the tap. I prefer it at 1 mana, bu tf we go up to
, then how about it making any color of mana?
Do we want this big of a roadblock at common? So far 4 toughness is looking to be the magic (hehe) number for the set with regards to blocking and not dying so this'll stick around for quite a while.
Perhaps something in a little different direction, like...
Deathfang Rattler

Creature - Snake [Common]
Deathtouch
Prevent all damage ~ would deal to Artifact Creatures.
2/1
Deathfang Rattler fills a similar purpose to Ghoul Overseer but isn't nearly as oppressive against aggressive decks and actually fits better in the
archetype, b/c it's an early beater the opponent doesn't want to block then late game, when they have 1 or more artifact creatures, it becomes fodder for exploit triggers and valuable Trash enabler.
I like this card. A weird exploit effect (not always useful) and a nice body to burn (should we stop with the puns?) later on to another Exploit effect.
Tomb hex wants to have a talk.
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.
As for red drakes, Desert Drake, Canyon Drake, etc. There is a total of 6 red drakes (+ the multicolored Sewn-Eye Drake)
What about an Imp? A la Blistering Dieflyn.