Steamdriver Boss 3(R/W)
Creature - Dwarf Pilot
Other Pilot creatures you control get +1/+0 and have haste.
If a Pilot you control would crew a Vehicle, it crews two Vehicles instead.
3/3
I don't know that the above design [I]technically[/I] works, but it [I]feels[/I] like a valid ability. One of the problems with the Boss / contraptions / assembling, was the idea that it was the creature taking the action of assembling, as opposed to the player. Kind of like how a creature's ability can cause you to create tokens, but the creature doesn't create the tokens; as opposed to crewing a vehicle, which is something a creature itself does.
I feel like a creature assembling a contraption could act similar to a creature crewing a vehicle.
What happens when a contraption becomes assembled? I have no idea. Maybe you put assembly counters on it? Maybe that acts a lot like Monstrous...
Half-Built Contraption 3
Artifact - Contraption
As long as Half-Built Contraption is assembled, creatures you control get +1/+0 and have first strike.
When Half-Built Contraption becomes assembled, creatures you control get +1/+0 until end of turn.
Assemble 3 [I](Tap any number of creatures you control with total power 3 or more: If this artifact isn't assembled, put an Assembly counter on it and it becomes Assembled.)[I]
[I]"Half-built hunk o' junk!"[/I]
Just some ideas to throw around. Most of these numbers are just fill-ins to express the concepts; power level was not taken into consideration.
Thoughts?
(edit p.s.: anyone know why my italic tags aren't working?)
If Steamdriver Boss worked this would be an adequate solution. Steamdriver Boss doesn't work though. It needs a different wording that takes into account that a single creature can't always assemble any given vehicle alone and that there is not always a second vehicle to crew - or only a second vehicle.
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Would the general rule of "do as much as you can" apply here? If you're supposed to crew two vehicles but only have one, you do as much of the effect as you can, like when an effect causes you to discard more cards than you have in hand.
The crew ability is tied to Vehicles, not Pilots. So no, this doesn't work as intended.
I'm thinking Assemble would be closer to either Fight (action word that describes an interaction) or Evolve (activating or triggering the ability is abbreviated with a verb). Granted, Crew is also treated as a verb (shorthand for "creature being tapped to help pay the Crew cost of a Vehicle"), but that's what I'd call an "introverted action" (something else affects this card) as opposed to an "extroverted action" (this card affect something else), based on the source of the ability. Pilots don't have "T: Target Vehicle becomes an artifact creature until end of turn", Vehicles have "Tap creatures with total power N or greater: This Vehicle becomes an artifact creature until end of turn". By the sounds of it, Assemble is an action that must be found on Riggers and other creatures.
If Tutors weren't out of the question as a mechanic, Assemble could just as easily have been "T: Search your library for a Contraption card, reveal it, and put it into your hand, then shuffle your library", with Steamflogger Boss essentially doubling the tutor. Although, Maro's Forbidden mechanic experimented with playing cards from outside your deck; what if Assemble was a creature action that allows you to put Contraptions onto the battlefield from outside the game?
It would make sense if Steamflogger Boss' power boost also played a role in helping assemble Contraptions. Perhaps Contraptions have some kind of alternate cost tied to creature power? Of course, that starts leaning in the direction of Crew. Maybe Contraptions have a special assembly number, let's call it the assembly cost, and assembling creatures can only assemble a Contraption with an assembly cost equal to or lower than their power? Much like Crew, it gives power boosts a use besides "hit harder".
"T: ~ assembles a Contraption. (Choose a Contraption card in your hand with assembly cost equal to or less than this creature's power. Put that card onto the battlefield.)"
Of course, Contraptions could simply have mana costs so you can cast them without Riggers or other assembling creatures, making them less A/B. Then assembling creatures simply check the converted mana cost of Contraption cards in your hand, acting as a means to cheat them onto the battlefield.
Steamflogger Lackey1R
Creature - Goblin Rigger
Assemble (T: Choose a Contraption card in your hand with converted mana cost equal to or less than this creature's power. Put that card onto the battlefield.)
2/1
Junk Slinger3
Artifact - Contraption T: ~ deals 1 damage to target player.
Whenever an artifact you control is put into a graveyard from the battlefield, untap ~.
Contraptions in turn could have a relationship similar to Mirrodin's Stations and Kaladesh's Modules, wherein each of them has a tap ability and a triggered untap ability that another Contraption can trigger. The more Contraptions you play, the bigger and wackier your artifact combos become!
MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
If a Pilot you control would crew a Vehicle, it crews two Vehicles instead.
So let's say you're activating the crew ability of Vehicle A, and let's suppose that you control three other Vehicles (B, C, and D). Which other Vehicle does this guy crew? It can't be any of the other Vehicles, since those Vehicles' crew abilities either:
a. aren't on the stack, so it's impossible for this guy to become tapped to pay the costs of those abilities;
b. are already on the stack at a point where they have already been activated, so the time for paying their costs have already passed;
c. will be activated at the same time as the current activation, but since abilities can only be activated in sequence, this will always degenerate into either case (a) or case (b).
The reason why this is is because the phrase "crew a Vehicle" has a set-in-stone definition that only really has meaning to a creature during the activation of a crew ability.
Private Mod Note
():
Rollback Post to RevisionRollBack
How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
To post a comment, please login or register a new account.
Steamflogger Boss. Yep.
Let's try shifting and replacing a few words:
Steamdriver Boss 3(R/W)
Creature - Dwarf Pilot
Other Pilot creatures you control get +1/+0 and have haste.
If a Pilot you control would crew a Vehicle, it crews two Vehicles instead.
3/3
I don't know that the above design [I]technically[/I] works, but it [I]feels[/I] like a valid ability. One of the problems with the Boss / contraptions / assembling, was the idea that it was the creature taking the action of assembling, as opposed to the player. Kind of like how a creature's ability can cause you to create tokens, but the creature doesn't create the tokens; as opposed to crewing a vehicle, which is something a creature itself does.
I feel like a creature assembling a contraption could act similar to a creature crewing a vehicle.
What happens when a contraption becomes assembled? I have no idea. Maybe you put assembly counters on it? Maybe that acts a lot like Monstrous...
Half-Built Contraption 3
Artifact - Contraption
As long as Half-Built Contraption is assembled, creatures you control get +1/+0 and have first strike.
When Half-Built Contraption becomes assembled, creatures you control get +1/+0 until end of turn.
Assemble 3 [I](Tap any number of creatures you control with total power 3 or more: If this artifact isn't assembled, put an Assembly counter on it and it becomes Assembled.)[I]
[I]"Half-built hunk o' junk!"[/I]
Just some ideas to throw around. Most of these numbers are just fill-ins to express the concepts; power level was not taken into consideration.
Thoughts?
(edit p.s.: anyone know why my italic tags aren't working?)
My free stuff so far: 2 Rise of the Eldrazi boosters & 1600 XBOX points
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
My free stuff so far: 2 Rise of the Eldrazi boosters & 1600 XBOX points
I'm thinking Assemble would be closer to either Fight (action word that describes an interaction) or Evolve (activating or triggering the ability is abbreviated with a verb). Granted, Crew is also treated as a verb (shorthand for "creature being tapped to help pay the Crew cost of a Vehicle"), but that's what I'd call an "introverted action" (something else affects this card) as opposed to an "extroverted action" (this card affect something else), based on the source of the ability. Pilots don't have "T: Target Vehicle becomes an artifact creature until end of turn", Vehicles have "Tap creatures with total power N or greater: This Vehicle becomes an artifact creature until end of turn". By the sounds of it, Assemble is an action that must be found on Riggers and other creatures.
If Tutors weren't out of the question as a mechanic, Assemble could just as easily have been "T: Search your library for a Contraption card, reveal it, and put it into your hand, then shuffle your library", with Steamflogger Boss essentially doubling the tutor. Although, Maro's Forbidden mechanic experimented with playing cards from outside your deck; what if Assemble was a creature action that allows you to put Contraptions onto the battlefield from outside the game?
It would make sense if Steamflogger Boss' power boost also played a role in helping assemble Contraptions. Perhaps Contraptions have some kind of alternate cost tied to creature power? Of course, that starts leaning in the direction of Crew. Maybe Contraptions have a special assembly number, let's call it the assembly cost, and assembling creatures can only assemble a Contraption with an assembly cost equal to or lower than their power? Much like Crew, it gives power boosts a use besides "hit harder".
"T: ~ assembles a Contraption. (Choose a Contraption card in your hand with assembly cost equal to or less than this creature's power. Put that card onto the battlefield.)"
Of course, Contraptions could simply have mana costs so you can cast them without Riggers or other assembling creatures, making them less A/B. Then assembling creatures simply check the converted mana cost of Contraption cards in your hand, acting as a means to cheat them onto the battlefield.
Steamflogger Lackey 1R
Creature - Goblin Rigger
Assemble (T: Choose a Contraption card in your hand with converted mana cost equal to or less than this creature's power. Put that card onto the battlefield.)
2/1
Junk Slinger 3
Artifact - Contraption
T: ~ deals 1 damage to target player.
Whenever an artifact you control is put into a graveyard from the battlefield, untap ~.
Contraptions in turn could have a relationship similar to Mirrodin's Stations and Kaladesh's Modules, wherein each of them has a tap ability and a triggered untap ability that another Contraption can trigger. The more Contraptions you play, the bigger and wackier your artifact combos become!
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
So let's say you're activating the crew ability of Vehicle A, and let's suppose that you control three other Vehicles (B, C, and D). Which other Vehicle does this guy crew? It can't be any of the other Vehicles, since those Vehicles' crew abilities either:
a. aren't on the stack, so it's impossible for this guy to become tapped to pay the costs of those abilities;
b. are already on the stack at a point where they have already been activated, so the time for paying their costs have already passed;
c. will be activated at the same time as the current activation, but since abilities can only be activated in sequence, this will always degenerate into either case (a) or case (b).
The reason why this is is because the phrase "crew a Vehicle" has a set-in-stone definition that only really has meaning to a creature during the activation of a crew ability.
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall