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Recent updates to Tesla Project: (Generated at 2025-05-14 08:50:37)
The back side doesn't require green mana and we don't have "color matters" so the color shift is mostly flavor. If you have a trope you want to tell with color shifting that is cool but if you are making a cycle, you shouldn't force color shifting onto it. I would rather explore revolution creatures turning into artifact creatures rather than shifting color.
We could add "You may cast spells this turn as though they had flash." to the end of the ability this gives canisters. (Maybe removing the flash from himself) What's more fun, one time surprise untap or openly having a hand full of flash as long as he is alive? This also brings us back to the question of how many canisters we are going to have. If I can use one every turn then giving everything flash is powerful. If I only get handful then it is no big deal.
Originally, revolution was five color, but mostly Naya. This is an artifact of that. This was an attempt fill an enemy color revolution cycle that makes much less sense now
What if it just had Flash and the back side only had a stat boost?
Or Hexproof
Why is this not white? The expected colors for revolution are RW. That means that when you play another color in your revolution deck, it should do something that changes your strategy a little away from how the RW version plays. Playing a bunch of small creatures was already the RW plan and making a 2/2 token is something that white can already do.
Huge. And honestly probably a trap given Thopters. The raw Timmy is nice, but might just want to be an 8/8 trample.
Could reasonably be first strike. Or protection from artifacts.
Seems very dangerous. And red.
Thoughts on this in the Chandra set?
Creative Knack? Creative Pursuit?
The first was a name of a cipher Outpost Siege Khan's trigger card.
So, I asked this before. What exactly is granting canisters this ability doing for the archetype? Mechanically it is neat, but it's not very useful for the kind of spells UG wants to be playing Mutated Gaur Thopter Dispatch.
This enables only surprise tricks since I don't recall many flash creatures. (You need to play this one first, so this doesn't count)
Even in my few constructed play tests, Magnetic Dampening seemed really hard to actually pull off. It is more exciting for modern purposes, but in the vacuum of Tesla Standard/Limited, I think I prefer this.
That said, it compares oddly to Repurpose having two 3 mana Counterspells, and I much prefer Repurpose.
I'm not saying that the card isn't mechanically fine; it is. What is it doing with our set? If we were using Gold instead of Canisters, this would be a shoe-in. I don't know what it is trying to encourage in our set.
I prefer my card, but I do have inherent biases, so take the below with a grain of salt.
I kinda prefer the shorter/more "Magic like" name, though that is wholly debatable.
At uncommon, I prefer this at 3 CMC. At common, I'd agree it should probably be 4 CMC.
People love cards that look like 2 mana Counterspell if you squint hard enough.
...is there anything in the set that grants flying? Aether Animist would become a concern?
Isn't lack of flavor half of the point of being apathetic?
But in all seriousness, this card is weird. There really aren't that many mechanics that work for both a mechanically blue and green card. I suppose an activated hexproof on the frontside and hexproof and trample on the backside is technically something that fits mechanically... but that doesn't really do much?
This might just need a square overhaul
This feels just weird in blue. And the frontside is very lacking in any flavorful abilities. Any ideas?
This is pretty terrible at uncommon...
This is a lovely design!
Change implemented
Was color-shifting Thirst for Knowledge, which was popular back in original Mirrodin. The name is bad, though.
Note that Mystic Meditation is common.
continuumg has a fair point.
I think I started with "another" and forgot to preserve that when I made it "one or more," so I recommend "one or more other..."
I'm trying to decide whether I prefer this to Extract Essence. This design does justify Recharge a lot more... and being a sorcery it has less concerns re:instant canisters. I like this more, I think. It feels sad at uncommon though.
I think I prefer You're Fired to this card, but I do like this trigger.
I like that this isn't defensive. Seems great!
Interesting. Let's you use blue-canister-matters cards in the flying deck more. I like this kind of design a lot.
The trigger makes it unclear whether this works with itself, and I think it could confuse when it comes to cards that make multiple fliers at once. Should we just use "~ or another"?