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Post by nichgrayson on Nov 6, 2015 6:32:29 GMT -8
Originally, I didn’t plan on posting my card pool because so many of the cards will probably change on the fly during the playtest, but then I went ahead and posted all the mechanic-based ones yesterday. So that’s out the window. And what’s left are the fill cards that shape the rest of the meta. I’m posting them just to be complete. It may turn out THIS white removal spell really needs to be THAT white removal spell, but I don’t expect to focus on these cards beyond creating the right environment to test my mechanics. I mean, does it really matter if the set contains a “fixed” Magma Jet? Not really. I just need to put something in that slot.
The majority of my playtest pool is a mix of reprints and staple designs. There’s a fair bit of Scry in the “new” designs, because none of the mechanics I am testing fill the smoothing role, and Combine and Rebellion both benefit from sequencing your draws. Also, because the Mecha can get so big, there are rewards for playing a lot of small creatures, keeping a small army alive, and evasion to get past the Mecha. Last thing, there are more artifacts than normal, along with more rewards for playing with artifacts. Who knows how much of an artifact set this will even be.
I will post my playtest notes in this thread sometime next week. Communal Defense 1W Instant Creatures you control gain indestructible until end of turn.
Consul’s Protector 1W Creature — Human Soldier 1/1 First strike, vigilance
Dive Bomber (REPRINT) 3W Creature — Bird Soldier 2/2 Flying T, Sacrifice Dive Bomber: Dive Bomber deals 2 damage to target attacking or blocking creature.
Gearcrafter Medic 2W Creature — Human Cleric 2/3 1W: Artifact creatures you control have lifelink until end of turn.
Glaring Aegis (REPRINT) W Enchantment — Aura Enchant creature When Glaring Aegis enters the battlefield, tap target creature an opponent controls. Enchanted creature gets +1/+3. Render Judgment 3WW Instant Destroy target attacking creature. You gain life equal to its power.
Shackles (REPRINT) 2W Enchantment — Aura Enchant creature Enchanted creature doesn’t untap during its controller’s untap step. W: Return Shackles to its owner’s hand.
Silent Artisan (REPRINT) 4W Creature — Giant 3/5
Solemn Offering (REPRINT) 2W Sorcery Destroy target artifact or enchantment. You gain 4 life.
Annul (REPRINT) U Instant Counter target artifact or enchantment spell.
Cancel (REPRINT) 1UU Instant Counter target spell.
Cistern Cleaner 4U Creature — Serpent 2/5 Defender 1U: Cistern Cleaner get +2/-2 until end of turn.
Espionage Enhancement 2U Enchantment — Aura Enchant creature Enchanted creature can’t be blocked and has prowess.
Open the Hangar 2U Sorcery Put two 1/1 colorless Thopter artifact creature tokens with flying onto the battlefield. Scry 1
Pipe Cleaner 1U Creature — Human Artificer 1/3 U: Pipe Cleaner gets +1/-1 until end of turn.
Scrub from Memory 2U Sorcery Return target creature to its owner’s hand. Its controller puts a number of cards equal to its power on top of his or her library into his or her graveyard.
Stop for Questioning 2U Instant Tap target creature. It doesn’t untap during its controller next untap step. Scry 1
Asphyxiate (REPRINT) 1BB Sorcery Destroy target untapped creature.
Bloodflow Connoisseur (REPRINT) 2B Creature — Vampire 1/1 Sacrifice a creature: Put a +1/+1 counter on Bloodflow Connoisseur.
Brink of Disaster (REPRINT) 2BB Enchantment — Aura Enchant creature or land When enchanted permanent becomes tapped, destroy it. Eternal Thirst (REPRINT) 1B Enchantment — Aura Enchant creature Enchanted creature has lifelink and “Whenever a creature an opponent controls dies, put a +1/+1 counter on this creature.” Flatten (REPRINT) 3B Instant Target creature gets -4/-4 until end of turn. Isolation B Sorcery Target opponent reveals his or her hand. You choose an artifact or creature card from it. That player discard that card. Mind Rot (REPRINT) 2B Sorcery Target player discards two cards. Security Enforcer 1B Creature — Human Soldier 2/1 Menace Security Enforcer can’t block.
Crush (REPRINT) R Instant Destroy target noncreature artifact. Factory Fire 1R Instant Factory Fire deals 2 damage to target creature or player. Scry 1
Highland Jhovall 3R Creature — Cat Beast 3/2 Menace Predator Firefiend 2R Creature — Elemental 2/1 When Predator Firefiend dies, it deals 2 damage to target creature an opponent controls.
Rebel Yell 1R Enchantment — Aura Enchant creature Enchanted creature gets +3/+0, has trample, and can’t attack or block alone.
Stun (REPRINT) 1R Instant Target creature can’t block this turn. Draw a card. Vandalize (REPRINT) 4R Sorcery Choose one or both — • Destroy target artifact. • Destroy target land.
Daggerback Basilisk (REPRINT) 2G Creature — Basilisk 2/2 Deathtouch Gust Elemental 1G Creature — Elemental 2/2 Flash Reach
Jhovall Cub 2G Creature — Cat Beast 2/4
Mighty Heart 1G Instant Target creature gets +3/+3 until end of turn. Scry 1
Caustic Caterpillar (REPRINT) G Creature — Insect 1/1 1G, Sacrifice Caustic Caterpillar: Destroy target artifact or enchantment.
Time to Feed (REPRINT) 2G Sorcery Choose target creature an opponent controls. When that creature dies this turn, you gain 3 life. Target creature you control fights that creature.
Alpha Thopter 6 Artifact Creature — Thopter 2/3 Flying When Alpha Thopter enters the battlefield, put a 1/1 colorless Thopter artifact creature token with flying onto the battlefield. Bonded Construct (REPRINT) 1 Artifact Creature — Construct 2/1 Bonded Construct can’t attack alone.
Braidwood Sextant (REPRINT) 1 Artifact 2, T, Sacrifice Braidwood Sextant: Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library.
Guardian Automaton (REPRINT) 4 Artifact Creature — Construct 3/3 When Guardian Automaton dies, you gain 3 life. Welding Jar (REPRINT) 0 Artifact Sacrifice Welding Jar: Regenerate target artifact.
Shimmering Grotto (REPRINT) Land T: Add 1 to your mana pool. 1, T: Add one mana of any color to your mana pool.
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Post by nichgrayson on Nov 8, 2015 20:08:02 GMT -8
DAY ONE
We had our first playtest tonight. What I did was make 2 proxies of every card, then randomize and split the 202 cards between myself, and playtesters Adam and Wes. Adam has seen the card pool, Wes has not. Here’s the pools and decks that were built:
Adam (17 Land, 13 Creatures, 10 Other Spells)
10 Mountain 6 Forest Shimmering Grotto
Crush 2 Factory Fire 2 Filigree Etcher 2 Firebomb Fracture Tester Predator Firefiend Rage Fumer Rebel Yell Smoke Bomber
Acidaxe Logger AEther-Tamed Jhovall Gust Elemental 2 Might Fumer Mighty Heart Remix the AEther
Bonded Construct Guardian Automaton Rebel Leaflet Stratus Zeppelin
SIDEBOARD Chained Fledgling 2 Consul’s Protector Pristine Factory Rabble Alley Rumors Render Judgment Shackles Silent Artisan Solemn Offering
Annul Cancel Cistern Cleaner Espionage Enhancement Exocage Wave-Kin Funnel Essence Funnel Will Leaden Fists Mindwiper Agent Open the Hangar Pipe Cleaner Scrub from Memory Wing-Class Pilot
AEther Mixer Bloodflow Connoisseur Brink of Disaster Eternal Thirst Grim Recovery 2 Security Enforcer
Chimney Union Boss 2 Siege Class Pilot Spark of Genius Stun
2 Factory Farm
2 Alpha Thopter Braidwood Sextant 2 Exocage Steam-Kin Incinerator Schematic Makerbot Mecha Crafter Surveillance Monitor 2 Transport Schematic Workhouse Schematic
*** Wes’s Deck (17 Lands, 11 Creatures, 12 Other spells) 8 Island 8 Forest Shimmering Grotto
Cancel Cistern Cleaner Funnel Will Leaden Fists Pipe Cleaner Production Foreman Scrub from Memory Stop for Questioning
Acidaxe Logger Chemical Farmer Daggerback Basilisk 2 Funnel Growth Gust Elemental In Hiding Jhovall Cub
Bonded Construct Gallows Schematic Guardian Automaton Makerbot Redline Coupe Stratus Zeppelin Workhouse Schematic
SIDEBOARD Boarder Captain Chained Fledgling Communal Defense 2 Demagogue Dive Bomber Doomed Salesman Funnel Aura Gearcrafter Medic Silent Artisan Solemn Offering
Exocage Wave-Kin Wing-Class Pilot
Asphyxiate 2 Blackbook Research Brink of Disaster Consul Interrogator Consul Magehunter Eternal Thirst Exocage Coal-Kin Infantry Class Pilot 2 Isolation 2 Mind Rot Spite Fumer
2 Exocage Lightning-Kin 2 Highland Jhovall Rage Fumer Rebel Yell Spark of Genius Stun Vandalize
2 Cable Braider In Hiding Remix the AEther 2 Spread the Pollen
Armor-Class Fodder Highland Wagon Rebel Leaflet Redline Coupe 2 Welding Jar
*** Nich (17 Lands, 13 Creatures, 10 Other Lands) 10 Swamp 7 Mountain
AEther Mixer Asphyxiate Bloodflow Connoisseur Consul Interrogator Consul Magehunter Exocage Coal-Kin 2 Flatten Grim Discovery Infantry Class Pilot Spite Fumer
Chimney Union Boss Fracture Tester Predator Firefiend Smoke Bomber Vandalize
Arena Schematic Armor-Class Fodder Braidwood Sextant Gallows Schematic Incinerator Schematic Mecha Crafter Surveillance Monitor
SIDEBOARD Border Captain Communal Defense Dive Bomber Doomed Salesman Funnel Aura Gearcrafter Medic 2 Glaring Aegis Pristine Factory Rabble Alley Rumors Render Judgment Shackles
Annul 2 Artificer’s Epiphany Espionage Enhancement Funnel Essence Mindwiper Agent Open the Hangar Production Foreman Stop for Questioning
Crush
AEther-Tamed Jhovall 2 Caustic Caterpillar Chemical Farmer Daggerback Basilisk Jhovall Cub Mighty Heart 2 Time to Feed
Arena Schematic Highland Wagon
Adam was very excited to play Smoke Bomber, Might Fumer, and Acidaxe Logger because he likes AEtherstudy quite a bit. He also was very unexcited about Remix the AEther, so he added it to show me that it sucks. In one of the games I saw him make an attack into a 5/7 Cistern Cleaner with Leaden Fists, then use Remix the AEther to make a trade and get it off the board.
Wes was interested in playing Funnel Growth, Scour from Memory, Stop for Questioning, and Gust Elemental. The cards he assumed would suck were Bonded Construct, Leaden Fists, and Production Foreman. The funny thing about this is that he was able to turtle up in two games very well by putting Leaden Fists on his Bonded Construct.
Adam did not like that Fire Bomb and Rebel Leaflet couldn’t transform without any Rebels, and that he didn’t have any rebels in his deck to help them flip. Wes similarly was never able to get the bonus Rebel value out of In Hiding, and drew it each game. The fact that the Rebels are on the back of the DFC, and that the card pools had checklists, with all the DFC to the side could be the problem here, because Adam had Chained Fledgling and Chimney Union Boss in his pool to take advantage of his 2 Fire Bombs and there’s a chance he just didn’t see them. Wes, similarly had both In Hidings, but he also had 2 Cable Braiders and 2 Spread the Pollen. He could have made much better use of the In Hiding card. Maybe the lesson here is that at common, all the Rebel cards need to have Rebellion, and at higher rarities you can pepper in spells that transform or give a boost if a Rebels are on your side.
At one point in the playtest, Adam noticed Canisters can’t be activated during opponent’s turns and was very disappointed that they weren’t combat tricks. For the rest of the playtest he would point out at key moments when the canisters would be helpful, but couldn’t be activated. It really seemed to bum him out. I explained board complexity and NOW, but he said we were dumbing down the game and making a big mistake. Before they discovered the timing restriction, there was a fun combat exchange where Adam attacked with a big AEtherstudy creature, Wes, cast Funnel Will to shrink it and make a Canister, then before blockers sacrificed the Canister to untap a 5/4 Bonded Construct with Leaden Fists. That was a fun moment for both players.
Makerbot was mocked because it was the same as a morph creature, and why would anyone ever use its ability when they could just attack with a 2/2? Both Adam and Wes disliked that you couldn’t use its ability as a trick and had to apply the bonus before attacks were declared. Adam had two Factory Farms and a Makerbot in his pool, and didn’t play any of them, even though they were in color and could have helped him push through AEtherstudy creatures.
Redline Coupe and Stratus Zeppelin were both pretty popular. The Zeppelin was what Adam was hoping to draw in one late game just to punch through during a stall. And Wes made good use of the Coupe to present surprise attacks during a very back and forth mid game. No one tried to achieve the Full Crew bonus. There were even turns when Wes had the mana and creatures to do so with Coupe but didn’t.
Schematics were great removal and combat tricks. There was a moment when I attacked into a Gallows Schematic and lost my creature that might upset a new player. When Wes asked if you could sacrifice them to themselves, it was a surprise complexity node I hadn’t anticipated. On the other hand, sacrificing Canisters to them came very naturally. ***
DAY TWO
Brandon (17 Lands, 15 Creatures, 9 Other Spells) 8 Plains 9 Mountain
Border Captain Communal Defense Demagogue Dive Bomber Doomed Salesman Gearcrafter Medic Glaring Aegis Render Judgment Shackles Solemn Offering
Exocage Lightning-Kin Filigree Etcher Highland Jhovall Rage Fumer Siege-Class Pilot Smoke Bomber Spark of Genius Vandalize
Alpha Thopter Armor-Class Fodder Exocage Steam-Kin Makerbot Surveillance Monitor Welding Jar
Brandon is a relative new player who has dove head first into Magic since Dragons of Tarkir. He attends FNM every week and already has an encyclopedic knowledge of cards and formats. He was super excited to try playtesting. He never knew such a thing existed. I told him the 6 mechanics and then had him pick two colors, gave him one-of each card in those colors and all the artifacts. He was very excited to try out Combine, but because the pool only had one of each card and because the color combo he chose doesn’t have Combine in both colors, it didn’t work out. I also wanted to try Combine and chose Blue and Black. But neither of us were ever able to combine a Mecha. We each would cast a Pilot, then have it trade with a threat in combat, then draw an Exo the next turn. It was a lot of near misses. The lesson here (as well as with Rebellion the night before) was that spreading the DFC mechanics into three colors makes it very tough to play test effectively.
We both had Law cards in our decks and on the battlefield, and because we chose DFC mechanics that weren’t able to flip on their own, the Law cards didn’t actually do anything. I will take everyone’s advice the next time and make some gameplay related Law conditions.
After the game, he said the set seems too complex, and not just because he’d never seen the cards before. He said I should try to simplify Combine by making it an ETB trigger, (smart kid) and making Rebels work more like Allies from battle for Zendikar.
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Post by Inanimate on Nov 9, 2015 11:02:20 GMT -8
Mind posting a list of the cards you reference? Remix the Aether, Acidaxe Logger, etc. I couldn't find many of them (though I found Makerbot)
These are indeed great notes, super helpful stuff.
Canisters are definitely going to bum out some players - like level-up did - but I think it's worth it for the better gameplay in the long run. One of those mechanics that reads sadly but plays very well, I think.
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Post by nichgrayson on Nov 10, 2015 6:35:28 GMT -8
Sorry about that. I may edit them into the cardpool thread above later, but here are the mechanics cards, altogether.
*** LAW (and enablers) ***
Border Captain 1W Creature — Human Soldier 3/1 Law — Transforming permanents is against the law. At the beginning of each upkeep, if an opponent broke the law last turn, put a +1/+1 counter on Border Captain.
Demagogue W Creature — Human Advisor 1/2 Law — Transforming permanents is against the law. At the beginning of each upkeep, if an opponent broke the law last turn, you may pay 1. If you do, put a 1/1 colorless Thopter creature token with flying onto the battlefield.
Production Foreman 2U Creature — Human Artificer 2/2 Law — Transforming permanents is against the law. At the beginning of each upkeep, if an opponent broke the law last turn, you may pay 1. If you do, put a 1/1 colorless Thopter creature token with flying onto the battlefield.
Mindwiper Agent 3U Creature — Merfolk Rogue 2/4 Law — Transforming permanents is against the law. At the beginning of each upkeep, if an opponent broke the law last turn, each opponent puts the top three cards of his or her library into his or her graveyard.
Consul Interrogator 2B Creature — Vampire Rogue 3/2 Law — Transforming permanents is against the law. At the beginning of each upkeep, if an opponent broke the law last turn, each opponent puts the top three cards of his or her library into his or her graveyard.
Consul Magehunter 2B Creature — Vampire Soldier 2/3 Law — Transforming permanents is against the law. At the beginning of each upkeep, if an opponent broke the law last turn, put a +1/+1 counter on Consul Magehunter.
Surveillance Monitor 2 Artifact Law — Transforming permanents is against the law. At the beginning of each upkeep, if an opponent broke the law last turn, scry 1.
*** COMBINE (and enablers) ***
Exocage Wave-Kin 2U Artifact Creature — Elemental Exo 1/4 ---Flip--- <— Hydromech <— Elemental Mecha 2/5 If this Mecha would die, transform it, then the Pilot or Exo dies instead. <—] tap or untap target creature.
Wing-Class Pilot U Creature — Human Pilot 1/2 Combine 3 (3: Transform this Pilot and target Exo you control into one permanent, then untap it.) ---Flip--- Bomberwing [—> Artifact Creature — Human [—> This Mecha gets +0/+1 and has flying. Whenever this Mecha attacks, [—>
Exocage Coal-Kin 2B Artifact Creature — Elemental Exo 2/3 ---Flip--- <—] Cindermech <—] Elemental Mecha 3/4 If this Mecha would die, transform it, then the Pilot or Exo dies instead. <—] each opponent lose 1 life.
Infantry-Class Pilot 1B Creature — Vampire Pilot 2/2 Combine 3 (3: Transform this Pilot and target Exo you control into one permanent, then untap it.) ---Flip--- Deathstrike [—> Artifact Creature — Vampire [—> 2B: This Mecha gets +2/+2 until end of turn. Whenever this Mecha attacks, [—>
Exocage Lightning-Kin 3R Artifact Creature — Elemental Exo 3/3 ---Flip--- <—] Electramech <—] Elemental Mecha 4/4 If this Mecha would die, transform it, then the Pilot or Exo dies instead. <—] scry 1.
Siege-Class Pilot 2R Creature — Goblin Pilot 3/1 Combine 3 (3: Transform this Pilot and target Exo you control into one permanent, then untap it.) ---Flip--- Ramfront [—> Artifact Creature — Goblin [—> This Mecha gets +1/+0 and has trample. Whenever this Mecha attacks, [—>
Armor-Class Fodder 1 Artifact Creature — Construct Pilot 1/1 Combine 3 (3: Transform this Pilot and target Exo you control into one permanent, then untap it.) ---Flip--- Armor-Defense [—> Artifact Creature — Construct [—> This Mecha gets +1/+1. Whenever this Mecha attacks, [—>
Exocage Steam-Kin 5 Artifact Creature — Elemental Exo 4/2 ---Flip--- <—] Boilermech <—] Elemental Mecha 5/3 If this Mecha would die, transform it, then the Pilot or Exo dies instead. <—] you gain 2 life.
Grim Recovery 1B Sorcery Choose one or both — • Return target artifact card from your graveyard to your hand. • Return target creature card from your graveyard to your hand.
Spark of Genius (Also enables Rebellion) 1R Enchantment Whenever a spell or permanent you control transforms, Spark of Genius deals 1 damage to each opponent.
Mecha Crafter 3 Artifact Creature — Construct 0/3 Defender Artifact spells you cast cost 1 less to cast.
*** AETHERSTUDY (and enablers) ***
Æther Mixer 1B Creature — Human Rogue 1/1 Deathtouch Ætherstudy 2 (Whenever this creature becomes untapped, if it has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
Spite Fumer 2B Creature — Human Rogue 2/2 1B, T: Another target creature gains menace until end of turn. Ætherstudy 2 (Whenever this creature becomes untapped, if it has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
Filigree Etcher 2RR Creature — Human Artificer 2/2 Prowess Ætherstudy 2 (Whenever this creature becomes untapped, if it has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
Rage Fumer 1R Creature — Human Artificer 1/1 1R, T: Another target creature gains haste until end of turn. Ætherstudy 2 (Whenever this creature becomes untapped, if it has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
Smoke Bomber R Creature — Goblin 0/1 Whenever Smoke Bomber attacks, target creature can’t block this turn. Ætherstudy 2 (Whenever this creature becomes untapped, if it has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
Acidaxe Logger 1GG Creature — Giant 2/3 Ætherstudy 3 (Whenever this creature becomes untapped, if it has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
Chemical Farmer 2G Creature — Elf Druid 1/1 T: Add G to your mana pool. Ætherstudy 2 (Whenever this creature becomes untapped, if it has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
Might Fumer 3G Creature — Giant Artificer 3/3 1G, T: Another target creature gains trample until end of turn. Ætherstudy 2 (Whenever this creature becomes untapped, if it has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
Blackbook Research 2B Instant Remove all +1/+1 counters from target creature. Draw that many cards and lose that much life.
Fracture Tester 2R Creature — Human Artificer 3/2 Whenever a creature you control dies, if it had a +1/+1 counter on it, Fracture Tester deals 1 damage to target creature or player.
Remix the Æther 1G Instant Remove all +1/+1 counters from target creature you control. Until end of turn, target creature gets +2/+2 for each +1/+1 counter removed this way and gains trample.
*** REBELLION (and enablers) ***
Chained Fledgling 1W Creature — Bird Soldier 0/3 Defender Flying Rebellion 4W (4W, T, Tap two other untapped creatures you control: Transform each permanent with rebellion you control. Activate rebellion only any time you could cast a sorcery.) ---Flip--- Aven Freedom Glider Creature — Bird Soldier Rebel 3/3 Flying Whenever you cast a spell with rebellion, you may transform it.
Rabble Alley Rumors 3W Instant You may transform this spell when you cast it, if you control a Rebel. Creatures you control gets +1/+2 until end of turn. ---Flip--- Rebellion Crier Creature – Bird Soldier Rebel 2/1 Flying, first strike
Chimney Union Boss 3R Creature — Goblin 3/1 Haste Rebellion R (R, T, Tap two other untapped creatures you control: Transform each permanent with rebellion you control. Activate rebellion only any time you could cast a sorcery.) ---Flip--- Smokeblinder Mage Creature — Goblin Shaman Rebel 3/1 First strike, haste Whenever you cast a spell with rebellion, you may transform it.
Firebomb 3RR Sorcery You may transform this spell when you cast it, if you control a Rebel. Firebomb deals 5 damage to each opponent. ---Flip--- Bomb Thrower Creature – Human Shaman Rebel 2/2 When Bomb Thrower enters the battlefield, it deals 2 damage to target creature.
Cable Braider 1G Creature — Human 1/2 Hexproof Rebellion 4G (4G, T, Tap two other untapped creatures you control: Transform each permanent with rebellion you control. Activate rebellion only any time you could cast a sorcery.) ---Flip--- Whipvine Mage Creature — Human Shaman Rebel 3/4 Hexproof Whenever you cast a spell with rebellion, you may transform it.
Spread the Pollen 2G Instant You may transform this spell when you cast it, if you control a Rebel. Prevent all combat damage that would be dealt this turn. ---Flip--- Spore Choker Creature – Elf Shaman Rebel 2/1 When Spore Choker enters the battlefield, prevent all combat damage that other creatures would be dealt this turn.
Rebel Leaflet 3 Artifact You may transform this spell when you cast it, if you control a Rebel. T: Add 1 to your mana pool. ---Flip--- Leaflet Dispenser Artifact Creature – Construct 2/2 T: Add 1 to your mana pool. 2, Sacrifice Leaflet Dispenser: You draw a card.
In Hiding 1GInstant Target creature gains hexproof until end of turn. Put a +1/+1 counter on it and untap it, if you control a Rebel.
*** RECHARGE (and enablers) ***
Doomed Salesman 1W Creature — Human 2/1 When Doomed Salesman dies, recharge (Put a colorless Canister artifact token onto the battlefield. It has “Sacrifice this artifact: If it’s your turn, untap target permanent.”)
Funnel Aura W Instant Target player sacrifices an enchantment. Recharge (Put a colorless Canister artifact token onto the battlefield. It has “Sacrifice this artifact: If it’s your turn, untap target permanent.”)
Funnel Essence 1U Sorcery Return target nonland permanent to its owner’s hand. Recharge (Put a colorless Canister artifact token onto the battlefield. It has “Sacrifice this artifact: If it’s your turn, untap target permanent.”)
Funnel Will U Instant Target creature gets -3/-0 until end of turn. Recharge (Put a colorless Canister artifact token onto the battlefield. It has “Sacrifice this artifact: If it’s your turn, untap target permanent.”)
Æther-Tamed Jhovall 5G Creature — Cat Beast 5/5 When Æther-Tamed Jhovall enters the battlefield, recharge. (Put a colorless Canister artifact token onto the battlefield. It has “Sacrifice this artifact: If it’s your turn, untap target permanent.”)
Funnel Growth 2G Sorcery You may play an additional land this turn. Draw a card. Recharge (Put a colorless Canister artifact token onto the battlefield. It has “Sacrifice this artifact: If it’s your turn, untap target permanent.”)
Pristine Factory 1W Enchantment — Aura Enchant land Enchanted land is a 2/2 colorless Construct artifact creature. It’s still a land. Enchanted land has “T: When target creature attacks this turn, it gets +1/+1 until end of turn.”
Artificer’s Epiphany (REPRINT) 2U Instant Draw two cards. If you control no artifacts, discard a card.
Leaden Fists (REPRINT) 2U Enchantment — Aura Flash Enchant creature Enchanted creature gets +3/+3 and doesn’t untap during its controller’s untap step.
Factory Farm 2G Enchantment — Aura Enchant land Enchanted land has “T: When target creature attacks this turn, it gets +1/+1 until end of turn.” Enchanted land has “T: Add 2 to your mana pool.”
Canal Serpent 4 Artifact Creature — Serpent Construct 4/5 Canal Serpent doesn’t untap during your untap step.
Makerbot 3 Artifact Creature — Construct 2/2 T: When target creature attack this turn, it gets +1/+1 until end of turn.
Arena Schematic 3 Artifact 3, Sacrifice a noncreature artifact: Target creature you control fights target creature you don’t control.
Gallows Schematic 3 Artifact 3, Sacrifice a noncreature artifact: Target creature gets +1/+2 and has deathtouch until end of turn.
Incinerator Schematic 3 Artifact 3, Sacrifice a noncreature artifact: Incinerator Schematic deals 3 damage to target creature.
Transport Schematic 3 Artifact 3, Sacrifice a noncreature artifact: Return target creature to its owner’s hand.
Workhouse Schematic 3 Artifact 3, Sacrifice a noncreature artifact: Put two 1/1 colorless Construct artifact creature tokens onto the battlefield.
*** VEHICLES ***
Redline Coupe 2 Artifact - Vehicle 2: Target creature you control gains haste until end of turn. Full crew 3 (If you control exactly three creatures that were targeted by this vehicle this turn, they get +1/+1 until end of turn.)
Highland Wagon 3 Artifact - Vehicle 2: Target creature you control gains trample until end of turn. Full crew 4 (If you control exactly four creatures that were targeted by this vehicle this turn, they get +1/+1 until end of turn.)
Stratus Zeppelin 4 Artifact - Vehicle 3: Target creature you control gains flying until end of turn. Full crew 3 (If you control exactly three creatures that were targeted by this vehicle this turn, they get +1/+1 until end of turn.)
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Post by jaytreat on Jan 7, 2016 14:00:55 GMT -8
Nice report.
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