Tesla Project: Recent Activity
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Mechanics | Skeleton | Storyline | Limited Archetypes | Creature Types |
Recent updates to Tesla Project: (Generated at 2025-05-10 21:20:48)
continuumg has a good point. Why not just use mugging? (Remove "or player" and add "or attack", and Flashbang warrants itself.)
+1 power for splashyness and added flavor text
color shifted Willbreaker, also amazing with canisters.
This could be a fun rare.
uncommon anti-flier spider
nonland permanent seems a decent change. Maybe also just making it a mono blue card.
Glimmerdust Nap + Fractured Loyalty for the canister deck. I wanted to make the cost splashable in case some Sac deck wants it, but that isn't important. This idea started closer to Control Magic + Claustrophobia but I was afraid it would be too good on passive abilities without needing support.
If I do manage to play a Pioneer Researcher or Delivery Automaton on turn 2, that is what I want to return to my hand, not the canister it made. (Unless one of the decks is very aggressive) It just seems so tempting to return a land, which isn't what this set is about.
I think that not being able to hit the player (like mugging) will make the "can't block" feel more relevant because you will use it even if it is just getting your one more little guy through for the kill. I'm not sure how I feel about "can't block" in the set when BR is trying to do an "Act of Treason" thing. On the one hand it is a cheap spell that you can play in the same turn as an Act to have a fun explosive turn, but on the other hand, it fills a similar role in a deck without going in the combo we are trying to do.
This isn't really comparable to the BW example you give. If preventing a creature form blocking will get you the kill this turn, then it's basically the same as killing that creature regardless of its size. And that doesn't really feel bad.
My first impression is positive.
Mugging?
Hemorrhage was colorless, which mattered to the format.
Panic Attack prevents 3 blockers and was too weak to play.
Consider this card: 2BW/sorcery/Destroy target creature or gain 8 life. Sometimes it'll be correct to gain 8 life, but you'll usually feel bad doing it, and first impressions will always be bad.
Fair.
Think of the "can't block" clause as lategame "I win" while the damage is for early game.
Also Reality Hemorrhage was a premium red common and this is nearly strictly better.
Because of the way revolt flips everything I don't think this effect is wanted in the set. Currently there is no way to get both revolted and unrevolted permanents at the same time outside of niche cases like Mind Control.
Fair enough. I figured it was like a transformer.
Canisters. You bounce the inconsequential token
See Vital Moment. Possibly terrible for the format. Possibly great. Could even remove "If it has revolt," to make it work with DFCs everywhere.
I dig this, but it feels more GW.
This pair of sides don't want revolution, they want to be tied to someone not being able to sack an artifact. Imagine drawing this the turn after you revolt and your opponent has one artifact; You feel so cheated.
Cool.
Feels terrible to use removal as "one creature can't block this turn." How about "~ deals 2 divided between one or two target creatures. Those creatures can't block this turn?" Or "~ deals 2 damage to target player. [Up to two target] creatures that player controls can't block this turn."
What archetype does this support?
This seems really dangerous. More comfortable at 2GU, or at 4/4, or 5/3.
Because of the activation cost?
I hate that this can transform itself back to original state. Hurts identity of back-face, and makes the revert mechanic look bad.
We made Honor of the Vanara and Channeler of the Untamed being repeatable. I think the problem is that the GW archetype relies on +1/+1 counters. I am afraid of making this card too good in that one matchup. I would rather have a strong body and a weak ability that is extra good against a specific archetype, than a weak body and a strong ability that is extra good against a specific archetype.
Alternative text: Up to two target creatures each get +1/+1 and gain first strike until end of turn. Untap them