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Mechanics | Skeleton | Storyline | Limited Archetypes | Creature Types |
Recent updates to Tesla Project: (Generated at 2025-05-13 16:08:58)
updated canister text
updated canister text
updated canister text
updated canister text
updated canister text
updated canister text
updated canister text
updated canister text
updated canister text
updated canister text
After recent playtesting, canisters are now being changed from sorcery speed to "your turn" activations.
I think you can be liberal with haste in red! Plus it can help with the "want lots of spells for prowess / want lots of creatures for revolution" conundrum. Urchin/Cutpurse decks might become a flexible section that can fit into revolutiony decks and spelly decks, assuming spelly decks are a thing in Tesla.
Well, I have Streetwise Urchin as the Revolution creature with haste, since its small cost is meant to allow you to quickly and unexpectedly Revolt. Still, I can see how making the one at 3CMC have Haste would be a lot better and more playable!
I was considering making this a 3/2 or a 2/3. The goal is to have (almost) all common Revolution creatures get +1/+1 and a keyword when revolting. However, I can see how for some keywords this is inadequate.
That's and interesting idea, plus you're allowed to have some very good haste creatures at
nowadays (Screamreach Brawler, Minotaur Skullcleaver, Blur Sliver). The revolted version can probably easily be a 4/4 instead of having prowess.
If the front side of it had Haste, you'd still probably not attack with it, but it could partially instigate its own revolution which could maybe be a flavor home run with a different card name, since the card doesn't otherwise do the things cutpurses tend to do in magic.
This one feels very much like a Morph, due to coming in as a grey ogre and then paying a cost to become a real card. 3/3 with Prowess might not be enough of a reward for Time Skipping most or all of your creatures for a turn.
(you're not going to want to attack or block with this guy as a 2/2, and even transformed you'll probably wait til you have mana up, also two other creatures have to tap down and skip a turn)
Initial playtest thoughts: This is an odd card since you want two other creatures, but you also want lots of spells. It leads you to an interesting direction - make your creatures with noncreature spells, and with 'two-in-one' creatures like the Thopter makers in the file. Still, this doesn't feel like enough of a reward.
Also, the mana distribution of the revolution commons is a bit odd. I'll look into it.
Initial playtest thoughts: Crew has board complexity but it is INCREDIBLY fun. I love how it plays!
Also, an aside: Tapping has become a big theme in the set, which is interesting. Both this and Revolution require two other creatures to tap. Canisters untap. And so on. Makes sense - represents 'industry' in a nice way - and gives us more depth beyond 'progress' as a theme.
Yes, thank you.
1/1 on the front side, I assume
Forgot rarity
Forgot rarity