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CardName: Reactive Armor Cost: 5 Type: Artifact - Component Pow/Tgh: / Rules Text: When Reactive Armor enters the battlefield, attach it to an artifact you control. If upgraded artifact would be destroyed, instead regenerate it and unattach Reactive Armor. Upgrade {4} ({4}: Attach to target non-Component artifact you control. Upgrade only as a sorcery.) Flavour Text: Set/Rarity: Archester Revival Common |
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We've come a long way from Welding Jar, are the additional regenerations worth this much mana?
This either needs to be simplified or bumped up in rarity
This was the "pricier" version of the card. The other concept was more akin to Welding Jar and was 2 mana and worked a la Totem Armor. Currently, this is more of "better" Blinding Powder
Why not just make this cost 1 to cast and let it ETB unattached? It makes the card less wordy and lets you spend to cast it across two turns.
Suggestion:
Shield Generator (Common)
, : Regenerate upgraded artifact. Unattach Shield Generator.
Upgrade (: Attach to target artifact you control. Upgrade only as a sorcery.)
With Upgrade Thopter out of the equation, should we return this to the Totem Armor style it used to have? Or do we intend for those kind of card to return at uncommon/rare?
Welding Armor
Artifact - Component
If upgraded artifact would be destroyed, instead regenerate it and sacrifice Reactive Armor.
Upgrade
As for the cost of this version, I have always seen this card closer to a Argentum Armor style of cards where it comes out late but is a major threat afterward. (Maybe it needs to up in rarity now that I think of it.)
My thought on it: We put the Welding Armor version at common and put something similar to this at uncommon/rare:
Reactive Armor (Rare)
Artifact - Component
When ~ enters the battlefield, attach it to a non-Component artifact you control.
When attached artifact would be destroyed, regenerate attached artifact and unattach this card.
: Attach this card to a non-Component artifact you control.
Upgrade