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Mechanics | Skeleton

It looked like you were using the Skeleton to manually record card names. You don't need to do that if you give your cards codes that correspond to rows in the skeleton; the skeleton will display the card name automatically, and also give you a mouseover tooltip preview of the card. I apologise for meddling, but I thought you might like to add the codes to the cards you'd already created, so I used the Import Data page to add codes for all the cards named on the skeleton.

From now on, if you want to create a card for a skeleton slot, you can click the card code (which looks like "(CW03)") and that'll take you directly to the card creation page with certain bits filled in, and showing you the line from the skeleton.

If you'd rather remove the codes, feel free; or let me know and I'll remove them for you.

Oh, hey, thanks! I know that I was using the skeleton wrong, but it wasn't self-apparent how to use the skeleton the right way at first, then, by the time I figured it out, I was already doing it the wrong way so I kept doing it. I'm not sure how to make the skeleton more self-evident... when I first created the skeleton, I clicked on a lot of things... just not the card's code. Maybe a line at the top of the skeleton's page saying "feel free to click on the card code to make your cards!", maybe not.

The skeleton is mostly full now, though there are two Mythic Artifact slots slated to be filled. I'll probably put something in there when I think of it. Normally, in Mythic, I put an ability that breaks the rules of the game. Think Falling Star. It's fun to see players get excited to be able to do things they couldn't do in real Magic when they draft a Mythic. So, my antenae is up for oddball interactions.

I have a question about Widgets. When they become fastened to another artifact, they lose the fasten ability, so they can't fasten to anything else, correct? So once attached, they stay on until the artifact leaves the battlefield.

Hmm... that's a good point. I haven't tested the set out yet, and I'm sure someone would have pointed that out on day one, so I'm glad you stopped me ahead of time.

Oof. That is a stickler of a problem. Many players, like the mechanic's designer, wouldn't notice that you can't move the widget. That means that I have to spell out whether you can move it, or you can't... the reminder text is going to get longer either way. Might as well let people move the widget, like they would expect to happen, then. Luckily, I found a couple ways to shorten the text... and I'm using Alex's handy {insert mechanic here} tool... so double bonus. That thing's still a package of words. Here's hoping people like it, because if it gets a mediocre response, I'll have to cut it, or save it for a future wacky artifact set.

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