Edged Discus 3
Artifact - Equipment
Equipped creature gets +2/+2 and has, "T, Return Edged Discus to its owner's hand: Destroy target creature. It can't be regenerated." ,T: Put all nonland permanents on the bottom of their owner's libraries. Each player shuffles his or her library.
Equip 5
Sword of Pharos 7
Artifact - Equipment
Equipped creature gets +7/+7.
Whenever equipped creature deals combat damage, Sword of Pharos deals that much damage to target creature. ,T: Sword of Pharos deals 3 damage to target creature or player.
Equip 7
Prison Chains 4
Artifact - Equipment
Each player can't untap more than three permanents during his or her untap step.
Equipped creature has, "Other creatures you control have vigilance."
Equip 4
Tearcatcher 5
Artifact - Equipment
At the beginning of your draw step, draw a card.
At the beginning of your end step, discard your hand.
Whenever you draw a card, put a +1/+1 counter on equipped creature.
When Tearcatcher becomes unattached from a creature, all +1/+1 counters on that creature become -1/-1 counters.
Equip 0
Edged Discus 3
Artifact - Equipment
Equipped creature gets +2/+2 and has, "T, Return Edged Discus to its owner's hand: Destroy target creature. It can't be regenerated." ,T: Put all nonland permanents on the bottom of their owner's libraries. Each player shuffles his or her library.
Equip 5
Sword of Pharos 7
Artifact - Equipment
Equipped creature gets +7/+7.
Whenever equipped creature deals combat damage, Sword of Pharos deals that much damage to target creature. ,T: Sword of Pharos deals 3 damage to target creature or player.
Equip 7
Prison Chains 4
Artifact - Equipment
Each player can't untap more than three permanents during his or her untap step.
Equipped creature has, "Other creatures you control have vigilance."
Equip 4
Tearcatcher 5
Artifact - Equipment
At the beginning of your draw step, draw a card.
At the beginning of your end step, discard your hand.
Whenever you draw a card, put a +1/+1 counter on equipped creature.
When Tearcatcher becomes unattached from a creature, all +1/+1 counters on that creature become -1/-1 counters.
Equip 0
I think these cards will live and die by their flavor and the connectivity of their abilities. I like the concept, but I don't think any of the cards make a lot of sense beyond "X equipment plus Y card equals XY equipment."
Edged Discus does not feel cohesive. Why does half of its abilities destroy a permanent and the other half Oblations permanents? I get that this is a cross between Heartseeker and Disk, but when I look at the card I see a few disjointed abilities with no flavor connection.
Sword of Pharos looks and feels like it should be Legendary. It could also be simplified.
Prision Chains seems a mishmash of ideas. Why does this give your other guys vigilance? Why would anyone equip their own creature with something bad sounding like prison chains? Why do players get to untap three permanents, which is more than even Static Orb.
Tearcatcher has an awesome ability. Growing +1/+1 counters that get bad when the equipment gets removed. I like that flavor a lot. It's like the creature is taking some dangerous but potent steroid that might kill them if not administered correctly. Adding the Grafted Skullcap effect seems really unnecessary and takes a good uncommon and forces it to be a less stellar rare.
***
Last night Wamyc and I were discussing one of his old cards and how it's not as good as we once thought. My solution was to make it an equipement too since the name already fit for an equipment and would make it better. So we had the same idea that led you to post this thread. His card, revamped:
Psyche Pick2
Artifact - Equipment (UNC)
At the beginning of your upkeep, search your library for a card and exile the card. Then shuffle your library.
Equipped creature gets +2/+1.
Equip 2
I personally don't like the concept. I feel like if a card is going to affect the entire board, it shouldn't be something that gets hidden underneath a creature.
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Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your ***** online within 3 minutes
I personally don't like the concept. I feel like if a card is going to affect the entire board, it shouldn't be something that gets hidden underneath a creature.
That is a really good point, and one I never even thought of.
Artifact - Equipment
Equipped creature gets +2/+2 and has, "T, Return Edged Discus to its owner's hand: Destroy target creature. It can't be regenerated."
,T: Put all nonland permanents on the bottom of their owner's libraries. Each player shuffles his or her library.
Equip 5
Heartseeker + Nevinyrral's Disk
Sword of Pharos 7
Artifact - Equipment
Equipped creature gets +7/+7.
Whenever equipped creature deals combat damage, Sword of Pharos deals that much damage to target creature.
,T: Sword of Pharos deals 3 damage to target creature or player.
Equip 7
Aladdin's Ring meets equipment.
Prison Chains 4
Artifact - Equipment
Each player can't untap more than three permanents during his or her untap step.
Equipped creature has, "Other creatures you control have vigilance."
Equip 4
In the style of Winter Orb.
Tearcatcher 5
Artifact - Equipment
At the beginning of your draw step, draw a card.
At the beginning of your end step, discard your hand.
Whenever you draw a card, put a +1/+1 counter on equipped creature.
When Tearcatcher becomes unattached from a creature, all +1/+1 counters on that creature become -1/-1 counters.
Equip 0
Oh Grafted Skullcap. I love that card. Especially the 7th flavortext. Mix with Grafted Wargear for cool-ranch flavor!
Banner by Topher!
I think these cards will live and die by their flavor and the connectivity of their abilities. I like the concept, but I don't think any of the cards make a lot of sense beyond "X equipment plus Y card equals XY equipment."
Edged Discus does not feel cohesive. Why does half of its abilities destroy a permanent and the other half Oblations permanents? I get that this is a cross between Heartseeker and Disk, but when I look at the card I see a few disjointed abilities with no flavor connection.
Sword of Pharos looks and feels like it should be Legendary. It could also be simplified.
Prision Chains seems a mishmash of ideas. Why does this give your other guys vigilance? Why would anyone equip their own creature with something bad sounding like prison chains? Why do players get to untap three permanents, which is more than even Static Orb.
Tearcatcher has an awesome ability. Growing +1/+1 counters that get bad when the equipment gets removed. I like that flavor a lot. It's like the creature is taking some dangerous but potent steroid that might kill them if not administered correctly. Adding the Grafted Skullcap effect seems really unnecessary and takes a good uncommon and forces it to be a less stellar rare.
***
Last night Wamyc and I were discussing one of his old cards and how it's not as good as we once thought. My solution was to make it an equipement too since the name already fit for an equipment and would make it better. So we had the same idea that led you to post this thread. His card, revamped:
Psyche Pick 2
Artifact - Equipment (UNC)
At the beginning of your upkeep, search your library for a card and exile the card. Then shuffle your library.
Equipped creature gets +2/+1.
Equip 2
That is a really good point, and one I never even thought of.