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Recent updates to Tesla Project: (Generated at 2025-05-15 02:40:38)
That could easily be solved with "When CARDNAME or another artifact..." or "When another..."
Actually, a card like that could block any creature, regardless of what that creature might have.
For this to work, perhaps "The timing of activated abilities of artifacts you control can't be restricted, except to any time you could cast an Instant." Which feels really weird.
I've seen several amateur designs of creatures with "this can block creatures as though they had no abilities". Is it the case that wording mean it could block creatures with keyword evasion like flying but not spelt out ones (obv that would be a good reason never to print it)
Equip abilities are restricted to Sorcery speed within the rules, while activated abilities are by default not restricted. Whenever a card says you can do something (this card) and another says you can't (Cards with Recharge), the one that says you can't takes precedence.
I understand the reason not. Intuitively I feel like it should: the rule only makes sense if it's cancelling out another rule that says they can't be used at instant speed. But I can't think of any other similar precedents.
Wouldn't that exacerbate the problem? And lead to the issue of whether it triggers upon itself.
Could this be an uncommon artifact?
Is this the type of gameplay we want at common? I think I'd prefer this at uncommon.
It's a draft-around, but I don't think it's an absurd one. However, upping the cost won't hurt it significantly, I think.
I think it making lands into 4/4s when artifacts enter is too disconnected.
Wow, cool. Like Prison Term but beneficial. Nice.
I like things like "Put a 2/2 creature token into play and then sacrifice a creature" because it can be used to upgrade a small creature or just to trigger things. I'm not sure how many permanents are worse than a canister. It might be nice if this was more like a 2/1 so that the body is closer value to that canister but I don't know if there is a price that people would want that at.
Is it too weird if putting artifacts into play turned a land into 4/4 haste creature for a turn.
This would essentially add one mana to the cost of using it (which I think would be good if we want to print anything that makes a lot of artifacts) and would make the creatures not have flying.
@Continuumg How could it possibly not work if Leonin Shikari does?
Really? This is a first pick draft-around right there, and I would never play it in a deck if I couldn't be sure I wouldn't get artifacts in play after it, this taken into account, I'm up the price if it stays at uncommon. Heck, I wouldn't think this card to be inappropriate as a rare eithyer.
I have an interesting design I'll be posting later as a part of my article today. I'll put it in the Multiverse soon!
I'm pretty sure the number of times this is on the field and you play a creature that makes a thopter after it is going to be minimal enough that this is fine. Still, it's definitely a risky one!
Likewise. I'm also still sure it doesn't work within the rules.
I think this would need to cost at least

. I mean, it makes all thopters flying hasty 4/4s...
I'm still not a huge fan of this.
This might be too nasty or weird. Just let me know if that's the case.
Flavor change as well
4/4 -> 3/3, recharges before making everyone sacrifice
I have a cute idea for this, adjusting it accordingly.
Better in
due to their new theme!
This card feels odd to me. It's frustrating to want things in your yard but be unable to discard them. I'm increasingly thinking that, rather than have a weird conditional looter at common, we might just want a powerful unconditional looter at uncommon.
A fun idea I got for a blue/red uncommon. Maybe too much, but it could be a fun rare, if not a fun uncommon. Funcommon.
I will note that it's kinda odd that all the multicolor gold uncommons are creatures. Could this be an instant/sorcery, or enchantment?...
Giving this hexproof to make it a little more blue. It also makes it a little more effective as a surprise attacker.