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Recent updates to Clockwork Wings: (Generated at 2025-05-01 19:15:34)
Playtesting proved this is problematic. Particularly on anything that can effectively tap for Torque. It's a pity, because this cycle would like to be five different types of artifact, but there's very little that you can do as a poly-activated ability on a connector. This may have to turn into a non-connector artifact with a "[Torque] or NU: Something, Add [Steam]" ability.
Um, no, that's not intentional. I'll fix that - thanks!
Random thoughts on power pool and connectors from the decks we played last night:
The alternate "steam or 2U" and creatures with "steam: blah" abilities felt good. It seemed to successfully make power feel like it was very useful to have, without feeling cheated if you didn't have it.
I definitely liked the "power: get other power and blah" abilities, it felt very "hey, I assembled a contraption and it worked".
I commented before on how I got seventeen different infinite combos at once, but I think it was actually due to the specific coincidence of getting the torque-producing signet and the torque-to-untap-plus-steam connector in my opening hand. I'd assumed both were part of a cycle, but actually I think the untap one is the only card which untaps signets, so it may not be as general a problem as we feared.
I was going to suggest deciding which combinations to allow (eg. allowing infinite power production without the five-combo loop, but making sure it can only be sunk in ways which are useful but not gamewinning; or making sure all of the gamewinning sinks have an extra cost, even if only a small one; or having good sinks but restricting the potential infinite combos; or some combination). However, it may be that it was just that one combination that was prone to going infinite and if you tweak the Heat-Compression Centrifuge so it's not both an untap and part of the feedback cycle you may find that you don't have any two-card problems, and maybe not even any three or four card problems.
But as I said before, it was very fun to play with even when we weren't sure what we were doing, and much less confusing than I'd feared: the connectors were somewhat hard to evaluate in abstract, but despite our fears, I thought they were pretty easy to see what to do with when you played them.
The first game, Vitenka ended up with one or two "Tap: blah" artifacts, and a whole lot of "when connected artifact is tapped, tap this and blah" connectors, and chained them all together, but it felt unfortunate it didn't really seem to make any difference whether the connectors went on the other connectors or on the artifact. And OK, it's simpler if the chain isn't too complicated, but I wasn't sure if that was just coincidence or something to look at.
I hadn't paid much attention to the trolls before, but I liked them when I played with them. I'd worried a deck of defence would be too non-interactive, but it wasn't (except by coincidence in deckbuilding). I'm curious how good they would be with rolling stones, since they're designed to have good stats and abilities, although I don't think you need to worry especially as (a) the colours are different and (b) they're not in any format together, so if they're too good, people can just not play them together.
I definitely like the idea here, that it either plunges into combat or into the lightning storm. Is it deliberate there are not many electrical sinks in the end step?
If it's only creature on the battlefield when its cast, is it part of the intention that it die to the lightning, or was "target other creature" intended?
We worried why this feels red, but I still agree it does feel red. I think just because of the indiscriminate damage. Red has had this iirc only on hybrid cards like Fire at Will but it has appeared on them.
And also possibly because it fits a red strategy, in that you can leave just one guy on defence, attack with everyone else, and hope to win before anyone plays many /2 or /3 creatures.
I wish it could be costed at 3/1 since it would feel better than when it was done killing small creatures it can trade with something decent, but I agree 3/1 for R would be too good and don't really want it to cost 1R either. I'm not sure.
I like the flavour, it seems a good choice for a simple 1-drop.
Not sure whether to have a white planeswalker who's associated with the police or the nobility. This is a very tentative initial design, quite likely to change.
:)
:)
Go for the Throat made worse and more suitable for common by adding a benefit and a mana.