Tesla Project: Recent Activity
Tesla Project: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | Storyline | Limited Archetypes | Creature Types |
Recent updates to Tesla Project: (Generated at 2025-05-16 04:41:04)
Uncoded. Potential candidate for CU05
new justice design
Definitely mediocre.
If you leave your opponent at a higher life total for most of the game, you're giving them a lot of time to kill you, no?
removing from skeleton
minor spelling error
changed from two spells law to no spells.
Moved to a potential common candidate
I like this a lot.
I like this a lot in the set, but not enough to guarantee it a slot.
Seems good! I love the nice small synergy with Canisters.
I personally find this on the mediocre side of the justice cards.
Can we have more thoughts on this card please?
Also note that the current justice is know to have a very positive perception which is important for a set.
I do like the extort style justice as a backup if the current justice proves not worth the complexity cost.
We need to set aside the alternate mechanics until we have playtested with these ones or we are not going to make the deadline.
@Jack V: that is a very very different card, what makes this card safe is the swing from uncastable to amazing.
Thopters are a no-go, I'm afraid. We simply don't have the room at common to support that many tokens, and repeated token makers like that cannot be common.
Life-drain is okay, but it does remove blue from the equation. That's not horribly problematic, though.
However, I already made my opinion clear; I think Justice, as it stands, feels acceptable enough. Rather than theorycraft about it being too complicated or unwieldy, we need to playtest it and have it experienced by some newer or lower-skill players, to see if it truly is too complicated or unwieldy for the set.
Therefore, the decision - for now - is that we move forward with the original version of Justice. It appeals to a lot of players and it doesn't have any glaring issues beyond a possible complexity problem. If in playtesting it's revealed to be too problematic, or if it takes too much of our resources to find good designs for it, then we can move forward with the life-drain version. If that doesn't work, we can experiment with other versions, or entire other mechanics that capture a feeling of 'oppressive government'.
I like that they can be used offensivly or defensively but I think that would result in having too many thopters unless we pull back in red, especially considering that these would all be repeated token makers and not one shot. Even eldrazi scions/spawn were only in 3 colors each and there were only a few repeated makers at higher rarities. We could experiment with trying to make one shot laws that only check the current/previous turn, but I don't think that is a good idea.
I agree. I like producing thopters. It fits nicely in Kaladesh and lets us make some blue laws. But the life drain is a nice, simple choice as well.
now uses Ashling wording
Could it be costed appropriately for "Up to 3 creatures you control gain 'Tap: draw a card' UEOT"? That wouldn't be quite the same, but would be fun with cannisters?
I would like us to make a decision about Justice. Is there any aspect that people need more time to experiment with? Personally I like the lifedrain version, or any version that can make simple cards. I think that a mechanic should either have a defined trigger (like landfall) or a defined effect (like bolster). If we want to the "web of laws" feel, then having a common trigger doesn't work for us. I like life drain for that effect because it is small enough to happen more than once a turn without being oppressive, it doesn't matter when in the turn it is triggered, and it can bring the game closer to an end while still being useful on the defensive. When evolve was first created in Great Designer Search 2 it went through some iterations where different colors had different triggers and effects and the further it got the more it was brought together into a single effect.
I think it feels too weird to have an activated ability with no effect. What if the ability also cost
and let you Scry 1 or something?
Maybe it should be uncommon in this set to reduce the risk of people assuming it's possible? Clockwork Perfection seems fine as the common draw spell anyway.
Works with token based strategies too
I think it works fine with canisters, it's just not as blatantly synergistic.
The canisters don't help you cast the spell. You can't tap two creatures, then untap them, then tap them again to pay for the spell.
How is this a nonbo with canisters? It's a sorcery: cast this, use canisters to untap the tapped creatures (possibly created with the cards you just drew), attack/profit.
Am I overlooking something blatantly obvious??
now activates at sorcery speed and sacrifices
True, lets fix that.