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Mechanics | Skeleton | Storyline | Limited Archetypes | Creature Types |
Recent updates to Tesla Project: (Generated at 2025-05-10 21:24:33)
I like the idea behind this Law, but the wording just seems too much for common. Thoughts?
How often does this realistically come up in Limited? It seems very underwhelming, since the trigger is hard to come by, and the effect is not quite worth it.
Good flavor. Thopters have a lot of interesting uses.
I worry about overcomplicating revolution cards at common. Triggers on the back with no hints on the front are hard to remember. Look to Innistrad's DFCs - many of their backsides at common are extremely simple or conceptually tied to the front.
I've now printed out the duel deck and will have playtest data ready in the next few days.
Yeah, seems reasonable. It's pretty expensive now, but very good as well. It does somewhat work against itself in that you'd most like to tap the creatures before your opponent declares attackers, but most like to make the tokens after they declare attackers.
2/3 --> 1/4
added deathtouch
Deathtouch makes a lot of sense.
I like this but if it is anti thopter tech then make have 1 power?
changed from +2/+2 other pump to +1/+1 counter on self
2UU -> 4U
Makes sense. 3 CMC spell + 3 CMC spell could reasonably cost 5.
added flying
4U then?
Also, since canisters are only at sorcery speed, you can just use this in combat or end of turn just as effectively.
This is just OP at the moment.
This should probably have some sort of evergreen ability. My vote is on deathtouch.
While true, I don't think that is a reason to push the power level of this effect this high. I think that this should really challenge how good tapping effects in the format, like Pacifism in a format with exploit. I agree with Alex on this one.
That said, this looks like a beating when you consider Lingering Souls.
We also have a really large amount of thopters flying around here. Consider making this a cipher card? :)
Remember that tapping isn't as strong in an environment with AEther canisters.
Standard variation on Frost Breath, but strong. Turning
into
in Adverse Conditions turns your one 1/1 ground token into two flying tokens.
Yeah, each card does something on its own. This one is less interesting than most, just being a 3/3 flyer; but even that could have the interesting effect of making opponents second-guess whether they really want to Shock your utility creature.
Almost every mechanic is worse outside of block. That's because blocks are deliberately designed to have lots of support cards for all their mechanics.
Now if you're saying you don't like parasitic mechanics, yeah, that's fair enough. Each Justice card works on its own, but in the same way that Kor Bladewhirl or Fury Sliver work as standalone creatures; they do leave you itching to draw something that ties in with their ability.
But having been looking at it for a number of months I think there's quite a fair amount of design space in Justice effects. The first Slivers were very parasitic; the next time Slivers were printed they were somewhat less so; now if Slivers come back they're heralded as a cool throwback that provides additions to a bunch of casual decks. I think Justice has potential to be a mechanic like that.
Made this as people kept asking if it was against the law to revolt. Now it is with deadly consequences. Also kills DFC planeswalkers which is fun.