Rhondite War: Recent Activity
Rhondite War: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Rhondite War: (Generated at 2025-05-01 12:15:54)
Rhondite War: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Rhondite War: (Generated at 2025-05-01 12:15:54)
This version has Trade Secrets Syndrome: two different players each need to have one, but once they do, they can take over a group game very quickly, and try to fight it out between themselves.
Staff of Domination is still a runaway winner that way, besides the obvious Door to Nothingness, Time Vault which is already too easy, or Kuldotha Forgemaster to fetch any of those game breakers.
More complicated routes include a second copy of this and something that gives one of them another activated ability like Hermetic Study, or Filigree Sages + Illusionist's Bracers + any other artifact with a useful tap ability.
Actually it should read "Activate all activated abilities of another target artifact without paying their costs," as SadisticMystic pointed out.
Oho. Link's suggestion is a good one.
I would be tempted for this to read "
: Activate all activated abilities of another target artifact without paying their mana costs."
Staff of Domination is lifegain and card draw in one, and it really likes having this around. Then once you draw your damage artifact, you can use Staff to untap this, and activate it again targeting the new artifact.
I think it's pretty clear in intent - how about:
instead of the mana needed to activate target artifacts abilities. (Non mana costs must still be paid)
UETO you may pay
Saying that - it's still utterly utterly crazy. Infinite mana with Basalt Monolith etc. infinite damage with Rocket Launcher and company... hmm; doesn't sem to horribly break life or card gain; those are mostly one-off or
.
Alternative: "Add








" to your mana pool, use this mana only to activate the abilities of artifacts.
That makes it REALLY obvious what you're supposed to combo this with :)
Abilities don't have "mana costs", just costs--and by phrasing it in a manner that actually works, the effect quickly expands from targeted to global if you make sure to target itself with the first activation.
This ability is descended from a keyword for artifacts until I found that to be too problematic for such a status so I had to reduce it to a single card.
For what it's worth, common burn spells don't tend to have a condition (upgrade or restriction) and also a new keyword ability. In a real set I'd expect there to be one burn spell with the Electrostatic Bolt wording, and another with the new keyword Loop.
Well, that is, if Loop made it through development. A keyword ability that encourages repetitive gameplay is unlikely to be popular. A keyword ability that uses shuffling every turn - maybe multiple times per turn - is very unlikely to make it to print because in tournament games a shuffle is a serious thing that takes up significant time; having just one common causing repeated shuffles would be a red flag, let alone a whole keyword ability's worth of them. That bit at least is really fixed by just putting the lands on the bottom of the library.
There's also the issue that Loop encourages players to give up their lands. I think this will lead to players mana-screwing themselves as they try to survive, making it less likely that they'll ever get to cast their big spells. This offers players a choice that they might regret for the rest of the game. Repeatedly, in fact.
In fact, this is a press-your-luck mechanic. Which is a direction Magic hasn't gone before, I think; and one I'm not personally keen to see; but I suppose there might be an audience for it? Probably not at common though unless the whole set is clearly marketed in that vein?