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Mechanics | Skeleton | Storyline | Limited Archetypes | Creature Types |
Recent updates to Tesla Project: (Generated at 2025-05-15 07:54:46)
added to set skeleton
Ahhh
is a decent reason, have to see if its playable however.
Maybe better as an attack trigger?
This should probably look at more cards, maybe 5. I think the more unlikely it is to find one the more swingy/disappointing it feels. Are we thinking a limited revolution deck has about 8 revolution creatures (20%)?
Also BR, this goes great after an act of treason. It is like a Bone Splinters but needs a deck that can keep some pressure.
GB sacrifice?
removing vanillas from skeleton temporarily
removing vanilla's from the skeleton as they can fit wherever we need
removing from skeleton
moving in skeleton
I'm not exactly sure what deck this is supposed to go in
pretty heavy handed revolt card. Potential belongs more in white.
added flavor text
Repeatable raid effects want a deck with combat tricks because the creature can power itself as long as it survives. Raid effects the are one time ETB triggers want a deck with lots of offensive creatures that can get value out of attacking even if they die and then still have the mana to play the raid creature on curve. This makes me think that we might want a common with repeatable raid (maybe gaining life or untapping creatures/lands) to play in the same deck as uncommmons with repeatable raid. That is unless it is supposed to feel like a slightly different archetype built around this specific card.
I think this could be a 3/3 for both simplicity and power. If it is too easy to safely attack with then it isn't really build around.
added to set skeleton
Nice crossover card for raid and +1/+1 counters
In white I agree, but green already has 4 or 5 +1/+1 counter cards if I remember
added to set skeleton
removing from skeleton
That was more of an aesthetics qualm
I like this more than (((Bolster the Districts))) but we'd need more +1/+1 counters in the set, I think.
This, by itself, gives two +1/+1 counters, which is already pretty good for
if I recall. The addition of potentially more makes this quite great. Not amazingly great or anything, but perhaps a bit pushed, which is something to keep in mind.
I don't like that this triggers off of artifact creatures that die in combat but isn't an effect that matters then. I get that this is best with canisters and gets incidental benefit from naturalize but still feels "wasted" in a set with thopters running into each other. Can we either make this trigger specific to canisters or change the effect?
I have this personally marked for some sort of nerf rather than a buff honestly.
+1/+1 -> +2/+1