Archester Revival: Recent Activity
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Mechanics | Skeleton |
Recent updates to Archester Revival: (Generated at 2024-05-17 04:42:44)
Archester Revival: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Archester Revival: (Generated at 2024-05-17 04:42:44)
Suggestion:
Shield Generator (Common)
, : Regenerate upgraded artifact. Unattach Shield Generator.
Upgrade (: Attach to target artifact you control. Upgrade only as a sorcery.)
Why not just make this cost 1 to cast and let it ETB unattached? It makes the card less wordy and lets you spend to cast it across two turns.
What about Skulk? It fits with red's Goblin tunneler-type abilities, it should be somewhere in red's pie.
I forgot about us wanting the part to scale with multiple sources. It still leads to really complicated board states though. It's on par with Nahiri's Machinations in a R/W deck for how much a headache it makes combat and that's an uncommon that lowers complexity with its first ability.
I understood that that idea was put aside because it was awkward to make the card scale with while giving flying, and making the whole flying part fit in red's color pie (red is the second worst color at flying). Do you have a design in mind Raptor?
Sound good to me. I was thinking however that the flying Sky pirate trope should be a rare slot. If then we have a Sky pirate ship card with flying at rare, we could show the crew loafing around on the ground with no flavour fail (aka this card). The two cards will be linked enough that our non-flying pirate card would still make sense in the whole Steampunk picture.
If that is not an option, changing its creature type is also perfectly fine.
How about then following ability then? (Still as a 3 mana 2/2)
: ~ deals 1 damage to target creature or player. Activate this ability only if ~ is attacking.
The red one has the potential to be really powerful, but correspondingly its mana cost is that much harder to pay. This one is consistent and easy to cast, and I like the flavour difference it generates : White is stable and consistent, with easily accessible power, while Red is wild, taking the chance for greatness but risking to be weaker if he fails.
How would you go about making the two closer in design?
Only problem with that is it really screws with combat math, that might not be the best thing to do at common. Whatever happened to the idea of giving the enchanted creature flying?
Uncommon artifact lords would probably be fine, it's treading a little close to origins but that probably ok.
A vanilla + token does make the red one look a lot better in comparison though. Perhaps it should parallel the red one more closely?
That's going to be confusing as hell for a common. Each instance would trigger separately and would be a headache to understand by newbies and vets alike.
While I'm ok with changing the card up a bit, I don't think it's ok to keep it a Pirate if it no longer has Flying. The Sky Pirate trope is deeply ingrained in the Steampunk sub-genre, normal pirates not so much. If we're nix'ing the flying we should change the subtype as well and if we're keeping it a pirate it should retain flying. Either way, the Flying part and Pirate part should be linked. Either both or none.
New suggestion (The name is a joke. It can change, but currently it gives you the context in which I came up with the idea). This card has an element of self-mill to go with Salvage, but I fear that it breaks the color pie, by allowing black to destroy artifacts and enchantments (albeit it will be uncommon). Most of the time, this will be a creature or land destruction card :
Infringing patent rights
Sorcery
Reveal the top three cards of your library. You may destroy a permanent that shares a card type with one of the revealed cards. Then, put the revealed cards in your graveyard.
How about a hybrid Grave strength to play into our new Salvage mechanism?
Grab a piece
Sorcery
Put the top three cards of your library into your graveyard, then distribute a number of +1/+1 counters on creatures you control equal to the number of creature cards in your graveyard.
This could be a Deranged Assistant mana rock?
Deranging Talisman
Artifact
, Put the top card of your library into your graveyard: Add to your mana pool.
I want to reiterate Comicalflop's idea, which I find has more potential that the current implementation :
Steam stoke
Enchantment - Aura
Enchant creature
: Enchanted creature gets +1/+0 until end of turn.
: Attach ~ to another target creature you control.
This is too powerful at common, and yet we still need the thopter tokens. We can make this less powerful in one of two ways
1) Remove the lord line, and put it on a future uncommon/rare creature. This card then becomes a 3 mana 1/2 with thopter on ETB
2) Make this a Thopter or artifact token lord. This is still not enough to account for first strike, which is still powerful, and I would prefer vigilance to be the keyword at common, but this remains flexible. Are we okay having our thopter lords be literally thopter lords instead of artifact lords?
I would go with option 1 personally. I would like the set to have a few artifact lords, not just artifact token lords, and I am fine with the concession of making them at uncommon rarity and higher. Thoughts?
Reposting Legend's suggestion from the forum, because I like it a lot. The version with 3 token was indeed a little strong :
Infested with gremlins
Enchantment - Aura
Enchant permanent
When enchanted permanent is put into a graveyard, put two 1/1 black gremlin creature tokens onto the battlefield
Here is a different design that would make this card play differently from Prophet's Lizard
Prophet's spiker
Artifact Creature - Construct
2/2
: Whenever ~ takes damage this turn, it deals 1 damage to target creature or player.
This plays sort of similarity to +1/+0, but you can distribute the damage around. It also plays well with buff and windup, since you get to keep the creature, making it a pinger on defence, and acting as pseudo-evasion on the offence.
I think we should put more of the power of this card upfront, and make it less reliant on having artifact creatures.
Clock in
Sorcery
Creatures you control get +2/+1 and gain lifelink until end of turn. Untap all artifact creatures you control
This way, it plays nicely with windup, but the card remains strong even if you have no artifact creatures in your deck. The untap is simply a nice, situational extra.
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
Creature - Human pirate
6/6
~ can’t attack unless defending player control two or more artifacts.
Sacrifice an artifact : ~ can attack this turn as though opponents control two or more artifacts.
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.
Now uses updated bounceland template
Now uses updated bounceland template
Now uses updated bounceland template
Now uses updated bounceland template
Now uses updated bounceland template
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
Yeah it probably shouldn't be a scarab
CF I see this card as a "placeholder" of sorts. White needs a fat bottomed common and this is a reprint that's simple (very important) and fits the setting. As we test, we'll discover if the Ox is doing what it needs to do or not, and we'll change it accordingly.