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Post by jaytreat on Oct 26, 2015 12:32:09 GMT -8
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Post by Inanimate on Oct 27, 2015 8:41:55 GMT -8
Reuben, Necrogenic Experiment, Challenge Allegiances, and Battery Golem are my favorite of the bunch. Finding clever ways to interact with tapped/untapped riders already present in the game is a great idea.
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Post by radicaljackal on Oct 27, 2015 9:11:18 GMT -8
Is Battery Golem ok at common without a way to untap itself? Do you think a new player will be happy just using it as a defender if they don't have any way to untap it? It is simpler than Crumbling Colossus but still doesn't feel common to me. I think it could actually feel simpler by adding "6:untap CARD". It would feel more self sufficient and a new player can see how they can use it the way they want to, but there is still room for the advanced player to use it more efficiently by comboing it with other cards. We still need to question if we want every color to have an 5/5 wall at common, but I am probably jumping way to far ahead.
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Post by Inanimate on Oct 27, 2015 14:37:11 GMT -8
Agreed, radicaljackal. The idea behind the design is fine but playtesting is what we need to see if its fair in practice.
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Post by reuben on Oct 28, 2015 1:35:16 GMT -8
Probably ends up being a 4/4....
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Post by nichgrayson on Nov 5, 2015 13:09:59 GMT -8
I am playtesting Charge in GWU, renamed recharge to avoid confusion with the common artifact counter type. It plays a support role, being grafted onto a lot of staple effects, but I also included a lot of enablers for it (not including AEtherstudy, which alrady has synergy.)
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.
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Post by Inanimate on Nov 5, 2015 17:51:17 GMT -8
These look really nice, Nich. I'll add them to the Multiverse ASAP.
One thing I'd like for us to try to keep doing is finding effects that promote the many diverse uses of Canisters. The cards that include incentives to untap stuff - like Necrogenic Experiment, Challenge Allegiance, etc. - are fantastic for this reason, as they highlight this use. One-mana spells highlight the way they can 'rebate' you on mana. My tap-cost cycle highlights the ability to activate an ability twice in one turn for larger advantage. And so on.
The primary issue I foresee with Canisters is their loss of interactivity compared to Scions/Spawns. So we want to find ways to make them play interestingly and differently, and have many varying uses, just as Scions/Spawn did. I see the following variables, not all mutually exclusive:
-Is it used on a creature, artifact, or as ramp? -Is it used immediately, or saved for an opportune use, or saved until a critical density of Canisters for 'one big turn'? -Do we use it for its untapping ability at all, or do we keep it for stuff that cares about artifacts, or things that use artifacts as costs? -Do we use it on something different than the result of the spell? (E.g. Necrogenic Experiment and Challenge Allegiance encourage use on the targeted thing, Tapper cycle encourages use on the permanent, etc.)
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AlexC
New Member
Posts: 16
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Post by AlexC on Nov 17, 2015 5:39:56 GMT -8
Fill Canisters is interesting. I'm still curious how far we can color-stretch with Charge - Fill Canisters, for example, can be "two creatures gain vigilance until end of turn". And since when does Red get sorcery-speed untapping? The only examples I can think of are Act of Treason and company, and that's not really what I'd consider their intended use... Another big segment of red sorcery-speed-untapping is Relentless Assault, which could be "creatures you control gain (retroactive) vigilance UEOT" if you really want it to. I think it's cool.
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Post by Inanimate on Nov 17, 2015 14:56:59 GMT -8
That last mention gives me a fun idea...
Charging Charge 5RR Sorcery Put a Canister token onto the battlefield for each creature you control that attacked this turn. Yada yada yada After this main phase, there is an additional combat phase followed by an additional main phase.
You can attack again if you use the Canisters for the creatures. But some creatures you can attack with the first time just to get the Canister for other purposes.
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AlexC
New Member
Posts: 16
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Post by AlexC on Nov 17, 2015 17:19:39 GMT -8
The name "Charging Charge" makes me giggle greatly But yes, that seems a fine card (at rare); probably only needs to cost 5.
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