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Mechanics | Skeleton | Storyline | Limited Archetypes | Creature Types |
Recent updates to Tesla Project: (Generated at 2025-05-17 06:53:16)
Templating
Agreed, continuumg. It's a good way to sneak more artifacts into the set without warping the color distribution as much as normal - much like Magic Origins did it. Personally, that's always been a large part of the 'feel' of a non-Mirrodin artifact set for me... the idea that artifacts are built and produced rather than natural. Representing this through 'created' artifacts, like tokens and Develop, that are paired with colored cards... that seems perfect to me.
Anyway. For Overload and Replicate, that's up for discussion. I'd say that they'd be fine as five-color, with a slight emphasis in a color pair.
Personally, I feel we should try making develop always become an artifact, to set a baseline for the mechanic, like how in the original Innistrad all DFCs were creatures on each side. I don't recall if this issue has been discussed yet.
Additionally, how were we thinking of distributing overload/replicate amongst the colours?
EDIT - If we like Develop into Artifacts, we may want to consider reducing the number of regular artifacts.
Current design targets for experimentation / testing out:
Develop at common, as simple as possible.
Raid at common, as interesting as possible.
Overload/Replicate at common, as different from Ravnica as possible.
Do note that while Overload has the potential for 'universal' effects (ones that do not specify a controller), these aren't going to feel good for players. There's a reason RTR avoided them. While we can have one or two at higher rarities, avoid them at common, please.
We might.
I like it at these numbers
Now more expensive and bigger. Was R=2-4
Do we have goblins?
An uncommon for BR Raid Aggro. Skeleton was missing one.
CARDNAME ETBs tapped.
When CARDNAME ETBs, it doesn't Untap during its controller's next Untap step.
Flame Slash was considered very, very strong.