But what about the cards that assemble contraptions?
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My take would be to have contraptions be stand alone artifacts with some kind of common theme. They can all be played with normal mana. Riggers are what tie them together. The "assembly" process could be something like the recruit mechanic from Masques: you sac one to search for another and put it onto the battlefield.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I had an idea. This design has its problems, but I figured I'd post it and we can iron them out, or pick it apart and use the good bits.
Name2
Artifact - Contraption C
When ~ enters the battlefield, draw a card.
Name5
Artifact - Contraption R (2/U), :symtap:: Draw a card. (2/U), Tap an untapped Component attached to ~: Draw a card.
Gremlin Rigger2R
Creature - Gremlin Rigger C (2/R), :symtap:: Assemble a Contraption you control. (To assemble a Contraption, attach an unattached Component you control to that Contraption.)
2/2
Gremlin's Mischief2R
Sorcery C
Disassemble target artifact. (To disassemble an artifact, its controller sacrifices it and you put a colorless Component artifact token with the disassembled artifact's abilities onto the battlefield. Those abilities are treated as though they don't exist unless that token is attached to a Contraption.)
Name1R
Creature - Gremlin Artificer Rigger U R, :symtap:: ~ deals 1 damage to target creature. 2, :symtap:: Put a colorless Component artifact token with ":symtap:: This deals 1 damage to target creature" onto the battlefield. (That ability is treated as though it doesn't exist unless that token is attached to a Contraption.)
1/1
OK, way too complex. You're talking about creating tokens with varying abilities, that also grant their abilities to other things when you attach them...
I like the idea of combining things together to get effects, like a big rube goldberg machine. However, it ultimately depends on how parasitic we want the contraptions to be. If we want contraptions to only work with other contraptions, then the idea of combining them together works really well.
However, if we want them to be less parasitic, we should try to keep our contraptions from relying on other contraptions to work well.
Personally, I prefer the latter, but it's up to the majority here I think. It would help if we created a new thread and an official design team, so we knew who's invested in the set.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
There are memory issues with multiple types of Components. If you were to have Component tokens -- as opposed to component counters -- then they would all either have to be vanilla or have the same abilities.
I said it had its problems (memory issues being the biggest one), but it's there to cannibalize. I'm sure there is something we can pull out of it, even if it's just inspiration.
One option could be to drop the disassemble mechanic altogether and just have maybe five different components (à la the last card in that list) that have "achromic" abilities of the five colors. Again, just a thought.
Also, repeatable Component makers might be a no-no.
EDIT: One thing I kept in mind while designing that was to make sure that every card could do something by itself. That's important, I think.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
The first solution about language is actually pretty awesome, but wouldn't it be simpler to just fix the card wording and say that we haven't gone far enough into the "future" to change the syntax?
Steamflogger Boss3R
Creature — Goblin Rigger (R)
Other Rigger creatures you control get +1/+0 and have haste.
If you would assemble a Contraption, you assemble two Contraptions instead.
3/3
I had some ideas for contraptions in this thread, and there were a lot of good ideas that people chimed in with there. Hopefully it could help.
Here is the entire first post again, spoilered:
WARNING: this is a long post. But I promise it'll be worth it.
Here I go again with my long, pseudodesign ramblings, again about - contraptions! After receiving some comments in my other thread, I just knew I had to try again. I know that Steamflogger Boss isn't a particularly good card, but there's just something really nice about having such a limited design space to work on. Plus, the fact that I haven't seen anyone make a design I'm fully satisfied with means all the more that I should try.
Yes, you got that title right. Seven different ideas for contraptions. I don't claim they're effective, though. That's just marketing. Haha. Read and comment away.
1. Contraptions must do something even when not assembled. They can't just "float there", waiting to be built.
2. People don't like card disadvantage - it's not a good design when you have to spend 3 turns and 5 riggers to make a contraption, only to see it Shattered.
3. The mechanic must not be insular - Design must not be tied to a single block. You can dump any card from the set into Lorwyn and still use it there.
4. Flavorwise, the rigger does the assembling, not the player. Mostly this can be remedied by giving the rigger a tap ability.
5. It has to be something Steamflogger Boss can copy.
6. If possible, avoid subtypes with special rules baggage - it has to be self-contained in the text.
7. They must not be memory-intensive. Sure, different types of contraption tokens might be fun, but it's hard to keep track of their abilities.
8. by Excise: Since Steamflogger Boss gives them +1/+0, riggers' assembly capabilities may depend on their power.
1. Rigger1W
Creature - Human Rigger
1/1 ,T: Assemble a Contraption. (Put a Contraption artifact token into the battlefield.)
Contraptions you control have "T: Target creature gains +0/+1 until end of turn".
Description
Since Steamflogger Boss' wording states that you assemble "two contraptions", not "two contraptions of the same type", we can assume that there is only one kind of contraption. The simplest execution would just be this - a blank artifact, with abilities given to it by the riggers. As silvercut pointed out, it's easy to understand and very flexible.
The problem is this - why bother with the "assemble" keyword in the first place? Also, one must be careful with balancing, especially with abilities that can swell exponentially with the number of contraptions on the battlefield. Lastly, one might think twice before designing "Tap a contraption" effects, since not everyone uses tappable tokens.
Variation
Limiting the number of contraptions ,t: Assemble a Contraption. (If you do not control at least 3 Contraptions, put a Contraption artifact token into the battlefield.)
2. Factory4
Artifact
At the beginning of your upkeep, Assemble 1. (Place a Contraption artifact token into the battlefield. It does not trigger "enters" or "leaves" effects.) T, Sacrifice X Contraptions: search your library for an artifact card with converted mana cost X or less and put it to the battlefield tapped. Play this ability as a sorcery.
Description
Related to the first idea. But while that first one cares about contraption quality (high cost for making contraptions, contraptions can be tapped, etc), this second one cares about quantity. Contraptions, essentially, are another resource - half-finished scraps that can be used for other purposes. Because of the number of artifacts entering and leaving, the usage of the term "assemble" is justified to prevent 187 shenanigans.
The problem is that it will litter the ground with so many tokens. People will be asking, "uh.. did I have 12 or 13 Contraptions in play?" Also, this idea might be done simpler with charge counters or something.
As an aside, it would be cool to create rat creatures that steal your opponent's contraptions and add them to your resource pile.
3. Rigger4B
Creature - Rat Rigger
3/2 ,T, Discard a card: Assemble 3. (You may search your library for a Contraption card with converted mana cost 3 or less and put it into the battlefield. Activate as a sorcery.)
Description
Totally different way of doing it. The difficulty with tokens is that it is memory-intensive. Why not just go the Spellshaper route? By keywording the subtype "Contraption", Wizards could control which artifacts were easily searchable, and prevent degenerate Johnny combos with forgotten relics of the past.
The problem with this is that aside from the keyword, contraptions have nothing inherent in them that separates them from ordinary artifacts, ultimately making them boring. Which leads us to the next idea...
4. Rigger3R
Creature - Goblin Rigger (C)
3/3 ,T, Discard a card: Assemble 3. (You may search your library for a Contraption card with converted mana cost 3 or less and put it into the battlefield. Attach it to a Contraption you control if able.)
Sun Driplet2
Artifact - Contraption
Combine 3(3, attach ~ to target Contraption you control. That Contraption gains all abilities of this permanent)
At the beginning of your upkeep, gain 1 life.
Description
Contraptions are artifacts that can attach to other contraptions to make MEGA MACHINES. They act like equipment (each contraption attaches only to one, doesn't get destroyed if it gets unattached, etc) so you don't lose card advantage. The contraptions' effects transfer to all they attach to - which means that if Sun Driplet is attached to a contraption, you gain 2 life. If THAT contraption was attached to another one, you gain three. Assembling indeed.
Again, though, costing is hard to do. The idea seems grokkable, but honestly is a lot of effort, especially for a mechanic that's confined to only one set.
5. Rigger2R
Creature - Goblin Rigger
1/2 ,T: Assemble a Contraption. (Choose one: Put a 1/1 Contraption artifact creature token into the battlefield; or put two +1/+1 counters on target Contraption you control.)
You can make new clanks or make your golems stronger! Conceptually, quite good, I think. No dumb rules baggage. Also conveys the feel of people assembling contraptions very well. Fun design space to make riggers that give contraptions abilities and +1/+1 counter shenanigans, ala Transformers!
Unfortunately, I've been staring at this for quite some time unable to balance the costs. At present, it blows way out of proportion quickly. Giving only one +1/+1 counter feels lame, as I'd prefer much more times to make another small guy rather than increase the size of my 1/1 to a 2/2.
Variation ,T: Assemble a Contraption. (Choose one: Put a 1/1 Contraption artifact creature token into the battlefield; or remove a +1/+1 counter from target Contraption and put two +1/+1 counters on it.)
You can create a 1/1, pump your 1/1 to be a 3/3, or struggle to slowly grow him afterward. This is the closest to the effect I want, but is hella ugly.
6. Rigger3R
Creature - Goblin Rigger
2/2 T: Assemble a Contraption. (Put a gear counter on target artifact you control. It's a Contraption as long as it has a gear counter on it.)
Contraptions you control have "2R,T: this deals damage to target creature or player equal to the number of gear counters on it."
Description
The problem with creating tokens is that they have a tendency to become unbalanced - a person who gets a rigger can create virtual card advantage by continuously pumping contraptions out. Requiring an initial artifact investment balances that somewhat.
The problem with this is that you will need a new counter type to mark contraptions, which means that you can't use +1/+1 or charge counters in the block, removing a lot of design space.
7. Rigger3W
Creature - Human Rigger
1/4 T: Assemble a Contraption. (Put a gear counter on a noncreature artifact or Contraption you control. It's a Contraption creature with power and toughness equal to its converted mana cost as long as it has a gear counter on it.)
Contraptions you control get +0/+1 for each gear counter on it.
Description
Not so much a new concept as an extension of the previous one. Person3142 made a lot of good points against the original wording, so I removed the whole "fading" aspect. I feel that the investment of the initial artifact gives the whole process more weight and flavor, plus you'll end up with cool artifact creatures with varied abilities.
Like the other one, though. this also means that we can't use any +1/+1 counters or charge counters in the entire block. Also, turning artifacts into creatures is not always a good thing - it makes them more suceptible to removal.
Variation: ,T: Assemble a Contraption. (Put two gear counters on target noncreature artifact or Contraption you control. It becomes Contraption creature with power and toughness equal to the number of gear counters on it.)
Whew. Glad I got that off my chest. If you read all this, a salute to you. What do you guys think? Which mechanics are feasible, broken, ugly? Do you have other suggestions?
And silvercut's suggestion which I really, really like:
number 1 + number 5 could be interesting...
Trying to simplify the wording while still be grokable:
Pyrite Rigger2R
Creature -- Goblin Rigger (C) T: Assemble a Contraption. (Put a Contraption artifact token onto the field. You may combine it with another Contraption.)
All Contraptions have ",T, Sacrifice this Contraption: This deals damage to target creature or player equal to the number of parts in it."
1/1
So then "combine" is an action word within an action word that allows you to add the new Contraption to an existing Contraption to make one single permanent (a la S.N.O.T.) with two parts. (The simplest way to play this would be to use coins for tokens and stack the coins as you combine them.)
I also like silvercut's idea, which I saw when I read your thread while searching the forums. I feel that the "You may combine it with another Contraption" part needs work though. I think if we can rework this, we may be onto something.
I like the idea of attaching an artifact to a Contraption -- it actually feels like assembling that Contraption. If we keep it general enough (i.e. no specialized Component tokens) I don't see why that would be too narrow.
Assemble a Contraption. (Attach target artifact you control to target Contraption you control.)
It's a lot like Basic Land Collector's original idea, but without Component tokens. And you can easily design Contraptions that "combine" their effects with other artifacts.
Attaching artifacts together seems like it could become really messy, especially if it's so open ended. Maybe the contraptions are what get attached to other things? Like, add-ons that increase their effectiveness. Basically artifact equipment.
Oiled Gears2
Artifact Contraption
Assemble (2/U)(Attach to target artifact you control. Assemble only as a sorcery)
Assembled artifact untaps during each player's untap step.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Attaching artifacts together seems like it could become really messy, especially if it's so open ended. Maybe the contraptions are what get attached to other things? Like, add-ons that increase their effectiveness. Basically artifact equipment.
Oiled Gears2
Artifact Contraption
Assemble (2/U)(Attach to target artifact you control. Assemble only as a sorcery)
Assembled artifact untaps during each player's untap step.
I like this idea, it works both flavor-wise and rules-wise and is a logical step past equipment.The only problem is Steamflogger Boss's "If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead." ability but I'm willing to ignore it since even Wotc doesn't know what it means. :p:D
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The problem with "Equipment" Contraptions is the artifact-creature overlap (i.e. being able to attach both Equipment and Contraptions to artifact creatures). Not a rules or flavor issue, but a design issue. "Equipment" Contraptions seem safe to me, but aren't original enough (and I mean no offense by that).
What particular problem do you have with attaching artifacts to Contraptions, out of curiosity?
I like this idea, it works both flavor-wise and rules-wise and is a logical step past equipment.The only problem is Steamflogger Boss's "If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead." ability but I'm willing to ignore it since even Wotc doesn't know what it means. :p:D
True, maybe it just means "attach a contraption to an artifact, then do it again"
The problem with "Equipment" Contraptions is the artifact-creature overlap (i.e. being able to attach both Equipment and Contraptions to artifact creatures). Not a rules or flavor issue, but a design issue. "Equipment" Contraptions seem safe to me, but aren't original enough (and I mean no offense by that).
What particular problem do you have with attaching artifacts to Contraptions, out of curiosity?
I think it's actually cool having equipment and contraptions both attach to artifact creatures.
The problem I have is that it doesn't make any sense. Why would I be able to attach a Darksteel Axe, Lux Cannon, and Wurmcoil Engine to a contraption? It's a lot easier to make flavorful addons to artifacts then it is to make something you can have be attached to by all kinds of random artifacts.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
The problem I have is that it doesn't make any sense. Why would I be able to attach a Darksteel Axe, Lux Cannon, and Wurmcoil Engine to a contraption? It's a lot easier to make flavorful addons to artifacts then it is to make something you can have be attached to by all kinds of random artifacts.
Was that what he suggested? I thought he meant equipment that could be attached to other artifacts not that other artifacts could attach to the Contraptions.
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Cube. The best way to play Magic. PERIOD. Come over and check it out. Also, check out my Peasant Split Card Cube.
The World of Pokemon RPG has been rebooted. Come over and check it out.
Was that what he suggested? I thought he meant equipment that could be attached to other artifacts not that other artifacts could attach to the Contraptions.
I suggested contraptions that could be attached to other artifacts, rather than artifacts that could be attached to contraptions.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Assembly Line 3U
Enchantment
[Assemble] 1U, exile an artifact in your hand: Put a token copy of the exiled card on to the battlefield. It is a Contraption in addition to its other types. It gains Haste and sacrifice at end of turn.
Mechanical Contraption 1
Artifact Contraption
CARDNAME is considered to be assembled when it enters the battlefield if it was cast from your hand.
1/1
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Name 2
Artifact - Contraption C
When ~ enters the battlefield, draw a card.
Name 5
Artifact - Contraption R
(2/U), :symtap:: Draw a card.
(2/U), Tap an untapped Component attached to ~: Draw a card.
Gremlin Rigger 2R
Creature - Gremlin Rigger C
(2/R), :symtap:: Assemble a Contraption you control. (To assemble a Contraption, attach an unattached Component you control to that Contraption.)
2/2
Gremlin's Mischief 2R
Sorcery C
Disassemble target artifact. (To disassemble an artifact, its controller sacrifices it and you put a colorless Component artifact token with the disassembled artifact's abilities onto the battlefield. Those abilities are treated as though they don't exist unless that token is attached to a Contraption.)
Name 1R
Creature - Gremlin Artificer Rigger U
R, :symtap:: ~ deals 1 damage to target creature.
2, :symtap:: Put a colorless Component artifact token with ":symtap:: This deals 1 damage to target creature" onto the battlefield. (That ability is treated as though it doesn't exist unless that token is attached to a Contraption.)
1/1
I like the idea of combining things together to get effects, like a big rube goldberg machine. However, it ultimately depends on how parasitic we want the contraptions to be. If we want contraptions to only work with other contraptions, then the idea of combining them together works really well.
However, if we want them to be less parasitic, we should try to keep our contraptions from relying on other contraptions to work well.
Personally, I prefer the latter, but it's up to the majority here I think. It would help if we created a new thread and an official design team, so we knew who's invested in the set.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
EDIT: MOON-E beat me to it.
One option could be to drop the disassemble mechanic altogether and just have maybe five different components (à la the last card in that list) that have "achromic" abilities of the five colors. Again, just a thought.
Also, repeatable Component makers might be a no-no.
EDIT: One thing I kept in mind while designing that was to make sure that every card could do something by itself. That's important, I think.
Heal-traption (2/W)
Artifact - Contraption
(2/W), tap an untapped contraption you control: Gain 3 life
Tap-traption (2/U)
Artifact - Contraption
(2/U), tap an untapped contraption you control: tap target creature.
Burn-traption (2/R)
Artifact - Contraption
(2/R), tap an untapped contraption you control: ~ deals 1 damage to target creature.
Cog 1
Artifact - Contraption
"It doesn't do anything, it does everything!"
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
I had some ideas for contraptions in this thread, and there were a lot of good ideas that people chimed in with there. Hopefully it could help.
Here is the entire first post again, spoilered:
WARNING: this is a long post. But I promise it'll be worth it.
Here I go again with my long, pseudodesign ramblings, again about - contraptions! After receiving some comments in my other thread, I just knew I had to try again. I know that Steamflogger Boss isn't a particularly good card, but there's just something really nice about having such a limited design space to work on. Plus, the fact that I haven't seen anyone make a design I'm fully satisfied with means all the more that I should try.
Yes, you got that title right. Seven different ideas for contraptions. I don't claim they're effective, though. That's just marketing. Haha. Read and comment away.
Eight Rules for Making Contraptions:
1. Contraptions must do something even when not assembled. They can't just "float there", waiting to be built.
2. People don't like card disadvantage - it's not a good design when you have to spend 3 turns and 5 riggers to make a contraption, only to see it Shattered.
3. The mechanic must not be insular - Design must not be tied to a single block. You can dump any card from the set into Lorwyn and still use it there.
4. Flavorwise, the rigger does the assembling, not the player. Mostly this can be remedied by giving the rigger a tap ability.
5. It has to be something Steamflogger Boss can copy.
6. If possible, avoid subtypes with special rules baggage - it has to be self-contained in the text.
7. They must not be memory-intensive. Sure, different types of contraption tokens might be fun, but it's hard to keep track of their abilities.
8. by Excise: Since Steamflogger Boss gives them +1/+0, riggers' assembly capabilities may depend on their power.
Rigger 1W
Creature - Human Rigger
1/1
,T: Assemble a Contraption. (Put a Contraption artifact token into the battlefield.)
Contraptions you control have "T: Target creature gains +0/+1 until end of turn".
Description
Since Steamflogger Boss' wording states that you assemble "two contraptions", not "two contraptions of the same type", we can assume that there is only one kind of contraption. The simplest execution would just be this - a blank artifact, with abilities given to it by the riggers. As silvercut pointed out, it's easy to understand and very flexible.
The problem is this - why bother with the "assemble" keyword in the first place? Also, one must be careful with balancing, especially with abilities that can swell exponentially with the number of contraptions on the battlefield. Lastly, one might think twice before designing "Tap a contraption" effects, since not everyone uses tappable tokens.
Variation
Limiting the number of contraptions
,t: Assemble a Contraption. (If you do not control at least 3 Contraptions, put a Contraption artifact token into the battlefield.)
Factory 4
Artifact
At the beginning of your upkeep, Assemble 1. (Place a Contraption artifact token into the battlefield. It does not trigger "enters" or "leaves" effects.)
T, Sacrifice X Contraptions: search your library for an artifact card with converted mana cost X or less and put it to the battlefield tapped. Play this ability as a sorcery.
Description
Related to the first idea. But while that first one cares about contraption quality (high cost for making contraptions, contraptions can be tapped, etc), this second one cares about quantity. Contraptions, essentially, are another resource - half-finished scraps that can be used for other purposes. Because of the number of artifacts entering and leaving, the usage of the term "assemble" is justified to prevent 187 shenanigans.
The problem is that it will litter the ground with so many tokens. People will be asking, "uh.. did I have 12 or 13 Contraptions in play?" Also, this idea might be done simpler with charge counters or something.
As an aside, it would be cool to create rat creatures that steal your opponent's contraptions and add them to your resource pile.
Rigger 4B
Creature - Rat Rigger
3/2
,T, Discard a card: Assemble 3. (You may search your library for a Contraption card with converted mana cost 3 or less and put it into the battlefield. Activate as a sorcery.)
Description
Totally different way of doing it. The difficulty with tokens is that it is memory-intensive. Why not just go the Spellshaper route? By keywording the subtype "Contraption", Wizards could control which artifacts were easily searchable, and prevent degenerate Johnny combos with forgotten relics of the past.
The problem with this is that aside from the keyword, contraptions have nothing inherent in them that separates them from ordinary artifacts, ultimately making them boring. Which leads us to the next idea...
Rigger 3R
Creature - Goblin Rigger (C)
3/3
,T, Discard a card: Assemble 3. (You may search your library for a Contraption card with converted mana cost 3 or less and put it into the battlefield. Attach it to a Contraption you control if able.)
Sun Driplet 2
Artifact - Contraption
Combine 3 (3, attach ~ to target Contraption you control. That Contraption gains all abilities of this permanent)
At the beginning of your upkeep, gain 1 life.
Description
Contraptions are artifacts that can attach to other contraptions to make MEGA MACHINES. They act like equipment (each contraption attaches only to one, doesn't get destroyed if it gets unattached, etc) so you don't lose card advantage. The contraptions' effects transfer to all they attach to - which means that if Sun Driplet is attached to a contraption, you gain 2 life. If THAT contraption was attached to another one, you gain three. Assembling indeed.
Again, though, costing is hard to do. The idea seems grokkable, but honestly is a lot of effort, especially for a mechanic that's confined to only one set.
Rigger 2R
Creature - Goblin Rigger
1/2
,T: Assemble a Contraption. (Choose one: Put a 1/1 Contraption artifact creature token into the battlefield; or put two +1/+1 counters on target Contraption you control.)
You can make new clanks or make your golems stronger! Conceptually, quite good, I think. No dumb rules baggage. Also conveys the feel of people assembling contraptions very well. Fun design space to make riggers that give contraptions abilities and +1/+1 counter shenanigans, ala Transformers!
Unfortunately, I've been staring at this for quite some time unable to balance the costs. At present, it blows way out of proportion quickly. Giving only one +1/+1 counter feels lame, as I'd prefer much more times to make another small guy rather than increase the size of my 1/1 to a 2/2.
Variation
,T: Assemble a Contraption. (Choose one: Put a 1/1 Contraption artifact creature token into the battlefield; or remove a +1/+1 counter from target Contraption and put two +1/+1 counters on it.)
You can create a 1/1, pump your 1/1 to be a 3/3, or struggle to slowly grow him afterward. This is the closest to the effect I want, but is hella ugly.
Rigger 3R
Creature - Goblin Rigger
2/2
T: Assemble a Contraption. (Put a gear counter on target artifact you control. It's a Contraption as long as it has a gear counter on it.)
Contraptions you control have "2R,T: this deals damage to target creature or player equal to the number of gear counters on it."
Description
The problem with creating tokens is that they have a tendency to become unbalanced - a person who gets a rigger can create virtual card advantage by continuously pumping contraptions out. Requiring an initial artifact investment balances that somewhat.
The problem with this is that you will need a new counter type to mark contraptions, which means that you can't use +1/+1 or charge counters in the block, removing a lot of design space.
Rigger 3W
Creature - Human Rigger
1/4
T: Assemble a Contraption. (Put a gear counter on a noncreature artifact or Contraption you control. It's a Contraption creature with power and toughness equal to its converted mana cost as long as it has a gear counter on it.)
Contraptions you control get +0/+1 for each gear counter on it.
Description
Not so much a new concept as an extension of the previous one. Person3142 made a lot of good points against the original wording, so I removed the whole "fading" aspect. I feel that the investment of the initial artifact gives the whole process more weight and flavor, plus you'll end up with cool artifact creatures with varied abilities.
Like the other one, though. this also means that we can't use any +1/+1 counters or charge counters in the entire block. Also, turning artifacts into creatures is not always a good thing - it makes them more suceptible to removal.
Variation:
,T: Assemble a Contraption. (Put two gear counters on target noncreature artifact or Contraption you control. It becomes Contraption creature with power and toughness equal to the number of gear counters on it.)
Whew. Glad I got that off my chest. If you read all this, a salute to you. What do you guys think? Which mechanics are feasible, broken, ugly? Do you have other suggestions?
And silvercut's suggestion which I really, really like:
Assemble a Contraption. (Attach target artifact you control to target Contraption you control.)
It's a lot like Basic Land Collector's original idea, but without Component tokens. And you can easily design Contraptions that "combine" their effects with other artifacts.
Oiled Gears 2
Artifact Contraption
Assemble (2/U) (Attach to target artifact you control. Assemble only as a sorcery)
Assembled artifact untaps during each player's untap step.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
I like this idea, it works both flavor-wise and rules-wise and is a logical step past equipment.The only problem is Steamflogger Boss's "If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead." ability but I'm willing to ignore it since even Wotc doesn't know what it means. :p:D
Sig by Rivenor
Cube. The best way to play Magic. PERIOD. Come over and check it out. Also, check out my Peasant Split Card Cube.
The World of Pokemon RPG has been rebooted. Come over and check it out.
Set Creation Projects: Archester: Frontier of Steam Come over and check out our AWESOME Steampunk set.
(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)
What particular problem do you have with attaching artifacts to Contraptions, out of curiosity?
Sig by Rivenor
Cube. The best way to play Magic. PERIOD. Come over and check it out. Also, check out my Peasant Split Card Cube.
The World of Pokemon RPG has been rebooted. Come over and check it out.
Set Creation Projects: Archester: Frontier of Steam Come over and check out our AWESOME Steampunk set.
(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)
True, maybe it just means "attach a contraption to an artifact, then do it again"
I think it's actually cool having equipment and contraptions both attach to artifact creatures.
The problem I have is that it doesn't make any sense. Why would I be able to attach a Darksteel Axe, Lux Cannon, and Wurmcoil Engine to a contraption? It's a lot easier to make flavorful addons to artifacts then it is to make something you can have be attached to by all kinds of random artifacts.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Was that what he suggested? I thought he meant equipment that could be attached to other artifacts not that other artifacts could attach to the Contraptions.
Sig by Rivenor
Cube. The best way to play Magic. PERIOD. Come over and check it out. Also, check out my Peasant Split Card Cube.
The World of Pokemon RPG has been rebooted. Come over and check it out.
Set Creation Projects: Archester: Frontier of Steam Come over and check out our AWESOME Steampunk set.
(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)
I suggested contraptions that could be attached to other artifacts, rather than artifacts that could be attached to contraptions.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Assembly Line
3U
Enchantment
[Assemble] 1U, exile an artifact in your hand: Put a token copy of the exiled card on to the battlefield. It is a Contraption in addition to its other types. It gains Haste and sacrifice at end of turn.
Mechanical Contraption
1
Artifact Contraption
CARDNAME is considered to be assembled when it enters the battlefield if it was cast from your hand.
1/1
Enjoy!
Magic Work Station Winston-180 http://forums.mtgsalvation.com/showthread.php?t=315755