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  • posted a message on The Mechanics Workshop
    My new mechanic idea is similar to Living Weapon but instead of offering a +/+ boost to a 0/0 token the mechanic "Biotech" should be more focused on giving the creature itself the ability and more importantly something to put it on. The reason the equipment cant be moved is because its biotech its part of the creature itself (so all things listed on the card should read "equipped creature has") but when the creature dies or is otherwise removed it detaches and drops and when another creature wants to use it they need to reattach it. this can be used with both complex abilities and simple one word mechanics but i think it would be most effective with small and simplae abilities and could possably be a theme of a new atifact bassed block or set. how would its play differ from living weapon or other equipments? it should halt re-equipping but due to that disadvantage the overall costs should be reduced. Example:

    Spear of Faith W
    Artifact - Equipment {R}

    Biotech Equip2: (as you cast this spell you may pay an additional 2 to have this card enter equipped to a 1/1 white warrior token or another target creature you control. when this card becomes equipped to a creature it gains summoning sickness and cannot be re-equipped untill equipped creature is removed from play).

    Equipped creature has Lifelink


    eventually like most known mechanics this should read "Biotech Equip2" as all biotech equipping gives summoning sickness and can produce a 1/1 token or placed on a creature on casting for its eqip cost. they could be made colorless using the new eldrazi mechanic devoid as well

    one more example:
    Fire SlingRR
    Artifact - equipment {u}

    devoid

    Biotech Equip1: (as you cast this spell you may pay an additional 1 to have this card enter equipped to a 1/1 colorless goblin token or another target creature you control.)

    Equipped creature has T: deal one damage to target creature or player
    Posted in: Custom Card Rulings
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