Tesla Project: Recent Activity
Tesla Project: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | Storyline | Limited Archetypes | Creature Types |
Recent updates to Tesla Project: (Generated at 2025-05-15 11:43:44)
removing from skeleton
removing from skeleton
removed skulk, now has deathtouch
fixed wording
It lets it be costed more aggressively. Pesronally, I'm fine with this design, since I found the function cleaar - use early or lame creatures to make your faster creatures go fast.
Also Jackal, we do have a vehicle cycle in the set - the vertical Ship cycle.
Yeah, I thought I said this earlier, but this is far too harsh for a common - and in fact, I think it's too un-fun to be printed, honestly. The first line excites a player, the second line begins to excite them, then crushes their hopes.
Skulk isn't going to be evergreen, so if we keep it in the set, it becomes our second returning keyword (which I'd be fine with).
That is an excellent point, CasualR. That isn't intended to be an archetype as a whole (the archetype is just '
/
Sacrifice' as usual), but we can certainly make it seem like it targets another archetype less. Perhaps we should adjust the common to just steal anything, but cost a bit more?
My bigger problem with recent changes is that we can't really have an archetype that is power 2 or less if there is an entire counter archetype of Destroy/Steal power 3 or less. Sure, we can do it, but it just feels so bad.
That's really hard to compare. Both fill very different roles.
But why this rather than Madrush Cyclops?
That just makes the issue worse....
The card doesn't do much, on thopters its a Veteran Sidearm while your often not gong to want to use it on larger ground creatures. While its interesting, cards like Kitesail just do the same role in a way that is more satisfying.
Can we make a decision about skulk? I don't have a strong opinion but last time I asked people seemed to like it. I do think that if we remove it, then the
deck wants a small unblockable common and a higher rarity card that gives all small creatures some evasion.
I was looking for different ways to care about being able to tap your creatures.
It allows your creatures to inspire members of the rebellion into action. It allows you to tap your early creature to attack with your more expensive creatures the turn you play them.
Would this be better as a 2/3 so that the second line of text is more relevant?