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Mechanics | Skeleton | Storyline | Limited Archetypes | Creature Types |
Recent updates to Tesla Project: (Generated at 2025-05-15 19:09:08)
This is the kind of card I was thinking would make
raid feel different from 
raid.
I agree, I think this design is in a good spot already.
Is that even necessary? I like it how it is. It secretly encourages raid since even if they block you get value out of it. It also encourages saccing it.
I wouldn't make it too hamfisted.
What about a raid death trigger? The sacrifice deck can sac it before damage to save something else or after if it wasn't blocked and they need to finish something off but it wouldn't be such a powerful blocker.
Lets have a discussion about
. I like it being a disruptive aggressive gameplan with some suicidal tendencies (paying life, sacrificing lands) and some raid. I think that 
has a slower deck that will sacrifice blocking creatures for value while 
can play some of the same cards but is more likely to loose the creatures by running them into blockers.
The skeleton REALLY needs to be updated to be more useful. It would be a whole lot more useful if cards where organized by CMC. Currently it's a complete mess.
I like the idea of a BR artifacts in grave archetype, but so much of our artifact count is in tokens
@Circeus The highlighted archetype comment above is the current list of archetypes, the "Limited Archetype" tab is out of date and I'm not sure who wrote it.
For example
is already the primary raid color.
I know this concept has gone so far off the rails since I originally proposed it that I can't pretend to much of a voice, but I'd like to put forth some thoughts about it.
THe mechanics seem to have been pidgeonholed FAR to much. The only mechanic that is in more than 2 colors at common is Justice, and it's a faction mechanic. Revolution and Recharge are supposed to be major flavor elements in the set, and they have both been forced into color pairs, severely limiting the possibilities of cross-archetype synergies. The small crossing of themes greatly deepens deck options. WG was so good in SOI because the main theme was human, yet it had fairly little support, but so many other things to dip into: delirium, equipment-matters, green werewolves... we currently have no ways of efficiently doing that because of the way our themes were distributed.
To me it seems clear that Revolution and Recharge need to be spread a little more. Revolution should never have been cut from green (especially in light of the
"tap me" draft archetype), and there should be at least one recharge common in each color. Furthermore, if artifacts are going to be as significant feature of the set it makes no sense for them be a feature in only one archetype (currently
)
Here's an attempted summary of archetypes based off what is currently in the skeleton:
Well-defined concepts
Well defined in concept, slightly less in execution
Less well defined
There's also some weird stuff like Ostracized Visionary and Outlands Abomination that seem like they were designed for completely different themes than those of the set.
Suggestions:
Outraged Sambar is a 1 drop in green, youmay of missed it as it got moved about in the skeleton
Siv is a UR character
I like how you can just use it as a combat trick and surprisingly transform all your revolutionairies.
So cool.
Is there a reason this isn't RW gold?

Consider switching this in for large slot and shrinking Jungle Elephant. The activated ability might want to also include creatures?
"When ~ dies, put a +1/+1 counter on up to two target creatures" and dock a point of toughness?
Green alone doesn't really care about sacrificing permanents as a trigger. That said, we should probably have more green creatures that have sacrifice ~ abilities.
We have a lot of green cards that don't really have green text at the moment.
Cast only before attackers are declared a la Master Warcraft?
What a blow out (but cool).
Do we need to kill off Siv just yet? Siv's Gambit?
...is there a reason not to have this back at 1/1 for
as it was originally designed? There still seems to be hole in the 1 drop spot?
there's no 1-drop in green common, and I'm not sure we need 3 different 4-drop. Maybe
, 1/1 with the same ability?
Continuumg is followed the same line of thought I had earlier, which is that the current trigger is highly unusual (and one might argue hard to parse for that reason.)
rearranged the clauses
added flavor text
Potential story card as the rise of the revolt after Siv's death.
Sorry I was refering to @continuumg's suggestion. I like the current wording.