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Recent updates to Clockwork Wings: (Generated at 2025-05-01 12:18:16)
Random-loot is significantly less good than normal looting, but works quite well when you're digging in a hurry. This was quite a useful sink for the spare [Electrical] produced by Stormchaser Riggers and Lightning Prairie.
These work quite well. They usually go on a flyer, making the "grant flying" rather pointless, but it's fine as a +1/+1-when-attacking.
It's also the only card with Deathtrap that isn't Deathtrap 2 or Deathtrap 5. I'm rather inclined to standardise it to change 4 to either 2 or 5, but which one? I think its equip cost should change to match that number too.
standardise Hierarchy as Hierarchy 2
Changed from Hierarchy 1 to Hierarchy 2. The bonus may want ratcheting up a bit from +1/+1, but I think +2/+2 would be too much. Perhaps +1/+2 or +2/+1, but that's giving up a little of the simplicity of this common.
standardise Hierarchy as Hierarchy 2
standardise Hierarchy as Hierarchy 2
It seemed fine in playtesting. The trigger was about the right time: sure it'd be too late for Terrorcoil Gauntlets, but it's just fine on a Cerebrocharge Saddle or an Inertial Bludgeon. It's a nice conditional upside to a 2/2 for
.
This worked great in playtesting. It sets up a little minigame, and gives significant extra upside to your CB08 Black Trick, Deranged Nihilist and Corrosive Shamble. I saw a Black Trick used as a Lava Axe to finish off an opponent.
This seemed pretty strong in playtesting. I think the equip cost of
is probably high enough that it's okay for the moment. The flavour is also somewhat odd - it's exploding armour that's reusable. But if I made it sacrifice itself, it'd end up very similar to Baron's Gift.
Interestingly, this effectively encourages you to empty your hand, as its drawback then disappears. Plays fine.
Also rather similar to Swiftstab Streetpad. Criticisms of that apply to this as well.
In playtesting this looked pretty sad compared to Baron's Grunt. The backstab just didn't do very much. It prevented an occasional x/1 from blocking it, but that didn't feel like enough.
Another stroke against the harness counters: when you're using the +1 several times, a creature can end up with several harness counters (and often built-in flying as well). What to do...
This played well in playtesting. Useful but not overpowered. It has the entertaining unintended consequence that it can dock with itself to dodge side-effects of removal such as Direct the Explosion or Spectacular Failure.
In playtesting turned out to be not especially good. There are lots of flyerblockers and reach-blockers, and a few pingers; getting to loot as a reward doesn't feel like much, especially when red has activated looting. Which is fine - not every common has to be very good - and it's still a 2-power flyer for 3.
This turned out rather fiddly in playtesting. Needs more playtesting to see if it's worth it.
This played perfectly in playtesting. A little tricky to pull off, but the right level of reward if you do.
I still don't really like this design, but Vitenka found it quite useful. A 3-mana planeswalker doesn't want to be extremely strong, and it worked as a Suspend 3 one-sided Wrath (that I could have attacked if I'd remembered my flyer didn't have defender).
In playtesting this turned out quite tricky to trigger. I wondered if the power needed to go up, but Vitenka thought not. Just put it in a deck with a nicer variety of huge creatures and utility creatures.
turn number 6 into mana symbol
Mmm, I had wondered if +3/+0 was too much at common. I certainly could restrict it to pumping itself. Do you think +2/+0 would be better, or would that still be too strong?
When playing with this, I thought it was pretty good even before I noticed that it could pump other creatures and not just itself. With two or three sources of [Electrical] on the table, it's terrifying.
Right, this was far too complicated. For the moment I've made a drastic simplification, which does eliminate most of the nice synergies, and take the power level down (it used to be [Torque] for 2 mana, now it's for 1 mana).
Text was:
: When target land is tapped for mana this turn, its controller adds one mana of any color to his or her mana pool (in addition to the mana the land produces).
[Torque]: Untap target land.
drastically streamline
fix art url
fix art url
change to use steam
add art