Tesla Project: Recent Activity
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Mechanics | Skeleton | Storyline | Limited Archetypes | Creature Types |
Recent updates to Tesla Project: (Generated at 2025-07-12 19:26:37)
Oppress target player (That player may pay
or tap an untapped creature they control. Otherwise that player loses 1 life.)
2 life?
Oppress target player (That player gets an emblem with "At the beginning of your upkeep you may pay
or tap an untapped creature you control. If you don't, you lose 1 life.")
Maybe WB could have more effects like House Arrest, where they tap Thopters.
Personally I like Investigate, but I'm not sure if we want the additional tokens.
Target player gets an oppression counter. (At the beginning of a player's upkeep, for each oppression counter they have, they may pay
or tap an untapped creature they control. If they don't, they lose 1 life.)
Target player gets an oppression counter. (At the beginning of their upkeep, for each oppression counter they have, they may sacrifice a creature. If they do, remove that counter. Otherwise that player loses 1 life) - Don't think this feels white enough.
Increasing the cost of spells doesn't feel right. I would prefer to be able to see the effect when they matter.
I sort of like the one that prevents untapping but I think we want to avoid a new type of counters on creatures if we can.
If we are still aiming for it to be WB then it should probably have some life loss or sacrifice.
Target player gets an oppression counter.(At the beginning of that players upkeep, that player must sacrifice a creature to remove this counter or tap an untapped permanent he or she controls.)
The ability started in red Dwarven Warriors and has been seen in blue Crafty Pathmage although that was 10 years ago, hopefully it wasn't removed from blue for a reason.
Maybe we should brainstorm some alternatives
Oppress - {cost}, Untap a tapped creature an opponent controls: Do something. (maybe that scales with the untapped creature's power)
Target player gets an oppression counter (Spells you cast with CMC less than the number of Oppression counters you have cost
more to cast)
Investigate?
Target player gets an oppression counter (Spells you cast cost
more to cast for each oppression counter you have beyond its CMC.)
Detain? (Although I dislike detain)
Suppress target creature (Put a suppression counter on that creature. If it would become untapped, remove a suppression counter from it instead.)
Suppress target creature (Put a suppression counter on that creature. It can't attack or block unless its controller pays
for each suppression counter on it.)
Goblin Tunneler?
Edit - Ah, that was a 1/1
Didn't the red one in rise of eldrazi cost 2?
I think there should be at least 1 Blue common that rewards you for having other weaklings in your deck. The canister synergy is a plus. I thought about just granting skulk but I like that this is different. We can slap skulk on a bunch of the creatures that fit in this deck and this card will still be useful against walls.
Removing from Skeleton because we don't really care about U Justice or Mill and I want space. I am not opposed to having a bit of U Justice so if this one is someones favorite they can take something else out for it.
This law seems too easy to break. If you leave your opponent at 20 you can probably force your opponent to be breaking the law every turn for most of the game after you play this. Could it be something like "It is against the law for an opponent to cast a spell if he or she has more life than you."
I don't care for Justice. It is flavorful but we are going to need work to keep the complexity low and keep it fun for both players.
Out of curiosity; how does everyone feel about the justice mechanic?
Is this doing anything for the set. An earlier comment suggested some sort of BR hellbent theme that I don't know if we still care about. Currently Black doesn't have space for a french vanilla at common. I am looking at replace this or Tigrala Ravager
You may well be right. I just thought that auras granting tap abilities might be taken earlier when you are incentivized to tap.
Alternatively, it could be made into a cantrip aura that taps for 1 of any
I am not opposed to that change if you think it is better. I thought it would be fun to get 2 mana from 1 canister and give a bigger payoff for the risk of using an aura. I would consider playing an extra land rather than an aura that makes 1 mana, but that does mean that the GW player can pick it up late in draft.
We don't need too much ramp, after all, with canisters being a thing.
How about just one of any colour for 1G?
Removing from Skeleton because we don't care about tokens
Removing from Skeleton because we don't care about tokens
I think a set amount of life would be enough for such a cheap card. Dumping this on an early 3-power creature alone is a ridiculously good play, and this only get worse from there.
THis is an interesting "puzzle" uncommon.
You don't need that many commons to bear out an archetype: The very popular W/B lifegain deck in triple BFZ relied only on two actual commons that triggered off lifegain.