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Mechanics | Skeleton | Storyline | Limited Archetypes | Creature Types |
Recent updates to Tesla Project: (Generated at 2025-05-11 01:37:56)
2/2 for now, to be safe. We have a lot of resilient fliers
Sure, I buy it.
Agreed. Colored artifacts feel weird too. Let's do that.
Yeh Shatterskull Recruit was like the definition of a C to C- card. Not unhappy playing him but definitly not a staple.
3-power flier with extra for 4 at common? THat's blue. that is so blue that there's only ever been one such such card in each of white and black, and it was each time a 3/2 french vanilla.
The normal body for such a flier, unless it's a Nim Shrieker, is 2/2 (Deathgaze Cockatrice, Bloodhunter Bat, Heartstabber Mosquito, Final-Sting Faerie, Dreamspoiler Witches, Demon's Jester, Gibbering Kami...) or, less commonly, 2/3 (Vulturous Aven, Balustrade Spy)
Since the bonus requires some setup here I think 2/3 is fine.
1 power is a serious liability for an aggressive card. In this format getting poked for one seems pretty harmless. Also, blockers that can deal with 1/1s seem plentiful as well.
Three --> Two
It's intended as an aggressive 1-drop, not something you leave back to block for bonus.
Almost certainly. 3 counters for 3 mana seems to allow little room for bonus: Give // Take, Cached Defenses]. Compare also Hunting Triad, Might Beyond Reason, Stand Together.
Yeah, this is more like something that could make up a whole archetype easily (Assault Formation, Doran), especially as a common
...I think we're remembering two very different BFZ limited formats. He barely made most of my red lists. Most red decks don't even want five drops.
It's different in black, but recruit and the various five mana menace guys have always been 20th-23rd additions to decks, if at all. I don't see how this is different.
Cloud Corsair Sky Sailor Aerial Privateer
This is Sweet.
Sweet 1/1 death trigger. Do we need "can't block?"
Shatterskull Recruit was awfully good for red common too. Neither are unprintably strong.
It occurs to me that if you are playing this after combat, there is a good chance that you really want is to do a couple damage to a big thing that already blocked. The five damage feels like overkill. It makes the decision meaningful but potentially unsatisfying. The card says that if you jump through a hoop you get 5 damage and a creature but most of the time you either don't get to keep the creature or you use it as 2 damage.
My vote is 1 mana no vigilance, so it can't ramp turn 2 but then on turn 3 you might attack your 2 drop into their 3 drop so that you can play something like Wilds Raider v2
More uncommon alternatives.
Raid green uncommon. Number might want to be two.
You can probably cut reach off the list unless you really want this to get around flying hate. First strike will rarely be chosen as long as indestructible is an option, but it could matter if you are planning to multi block with other first strikers or need to prevent the opponent's lifelink.
Solid, but kinda generic in this set. It would be amusing if these were chosen at random at the beginning of your upkeep, but that just has memory issues. Hmmmmm...
Also I agree it can be cut due to token restriction
This probably needs to cost 4 due to how it self triggers itself
Another random demon
land destruction + a good body
This card needs to change. Its really really unfun with Canisters