Tattered Wings2
Artifact - Equipment (C)
Equipped creature has flying.
Equip 1
Implant : If this card is attached, transform it. Implant only as a sorcery.)
//////////////// Flight Implant
Implant (Implants can't be targeted, don't count as permanents, and stay attached in the graveyard and exile.)
Implanted creature gets +1/+1 and has flying.
Whenever implanted creature attacks, target attacking creature with less power than implanted creature gains flying until end of turn.
Sharp Katars2
Artifact - Equipment (U)
Equipped creature gets +1/+1 and has first strike.
Equip 2
Implant : If this card is attached, transform it. Implant only as a sorcery.)
///////////////// Wrist Blades
Implant (Implants can't be targeted, don't count as permanents, and stay attached in the graveyard and exile.)
Implanted creature gets +2/+2 and has double strike.
Resilient Armor1
Artifact - Equipment (U)
Resilient Armor is indestructible.
Equipped creature gets +0/+3.
Equip 2
Implant : If this card is attached, transform it. Implant only as a sorcery.)
///////////////// Resilient Exoskeleton
Implant (Implants can't be targeted, don't count as permanents, and stay attached in the graveyard and exile.)
Implanted creature gets +0/+3 and is indestructible.
Hand-Drawn Cannons2
Artifact - Equipment (U)
Whenever equipped creature becomes tapped, you may have it deal 1 damage to each of up to two target creatures.
Equip 2
Implant : If this card is attached, transform it. Implant only as a sorcery.)
////////////////// Arm Cannons
Implant (Implants can't be targeted, don't count as permanents, and stay attached in the graveyard and exile.)
Whenever implanted creature becomes tapped, you may have it deal 2 damage to each of up to two target creatures.
Poisoned Gloves 1
Artifact - Equipment (R)
Equipped creature gets +1/+0 and has deathtouch.
Equip 1
Implant : If this card is attached, transform it. Implant only as a sorcery.)
/////////////////// Phosporous Fists
Implant (Implants can't be targeted, don't count as permanents, and stay attached in the graveyard and exile.)
Implanted creature gets +2/+0 and has deathtouch.
Whenever ~ deals combat damage to an opponent, that player sacrifices two permanents.
Help me come up with more concepts for these? What implants would you like to see?
Edit: Bonus Idea
Mad Scientist3U
Creature - Human Scientist (R)
When ~ enters the battlefield, search your library for an artifact card with implant, reveal it, and put it into your hand. Then shuffle your library. UU,T: Draw a card for each implanted creature you control.
1/1
IMO, don't use the DFC for Implants; go flip cards from Kamigawa. From what i remember of it, there aren't any cards that can cause them to un-flip, where as there are quite a few for DFC, which will cause problems with how you want the ability to function.
Dahammer4
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature." t: Equipped creature gains flying until end of turn.
Equip 3
The only card I can find that transforms things is Moonmist, which we shouldn't have to worry about. Is there interaction with an older card that you're referring to, maybe?
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The only card I can find that transforms things is Moonmist, which we shouldn't have to worry about. Is there interaction with an older card that you're referring to, maybe?
Yes, because WoTC plans on not touching their new mechanic, despite the fact that there are TWO more sets in the block; nearly 300 more chances. Although moonmist may not affect it, wizards will be printing more cards like Moonmist in their next sets, one of them, i'm sure, will.
Dahammer4
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature." t: Equipped creature gains flying until end of turn.
Equip 3
Even if the new card said "transform all permanents," implants don't count as permanents. And they can't be targeted so "transform target" anything won't work. Only something that said "transform all cards" would work, and that doesn't even make sense itself. I think I'm pretty safe from transform interactions.
EDIT: The one danger would come from something that allowed a card to enter the battlefield transformed, for which there would just be a rule in the comprehensive rules that should an implant exist independent of a host, it goes into the graveyard Equipment-side up.
Overall, I think the increase in space DFCs allow is worth it.
Making a card type that does not count as a permanent and also is supposed to stay attached to a creature even when it leaves play causes more rules and memory issues than is worth the effort for a subset of cards that are really not much different from Equipment/Auras. Between Living Weapon and cards like Grafted Exoskeleton, this design space has been touched upon in ways that are much easier to understand. Unnecessarily complex as Implants are now, they make for terrible design.
Dahammer, I think you're overestimating the amount of space on those flip cards. I've put together a render on MSE and look at how little space there is even without reminder text. I think we should look past the prejudice against DFCs and accept them as the logical successor to flip cards.
I personally like this idea, but then again I like anything with a skirt and a good pair of... legs:embarrass: good idea behind it. May i suggest that you flip/transform the equipment into an aura enchantment that cannot be unattached? Like the render below.
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.
Right now these card stay attached when a creature is shuffled back into the library, or when it's bounced back to your hand. I'm gonna go ahead and say nuh uh.
Thanks for pointing that out, UncleIstvan. I've corrected the 'Imprinted' keyword to (This spell cannot be unattached by spells or abilities.) That work?
I mean, the concept of flipping an equipment while it's attached seems okay and could be cool. I just don't know if it really captures the flavor of implants. To be honest, its a difficult flavor to achieve. I would give a better suggestion if I had one. I think that I would just bring graft back....
I mean, the concept of flipping an enchantment while it's attached seems okay and could be cool. I just don't know if it really captures the flavor of implants. To be honest, its a difficult flavor to achieve. I would give a better suggestion if I had one. I think that I would just bring graft back....
I seriously doubt that this was what Socrates had in mind for Implants; Graft is way different in nearly every aspect of design, execution and even flavor.
The reason i say flips over DFC is because of the flavor that has been established with each one. In Kamigawa, flip card turned (usually) a creature into something else, whether it be another creature, an awesome legendary creature, or a freakin' enchantment. With DFCs, WotC has only had creature-creature changing. For now, i would say use flip card because the simply make more sense; flipping or transforming?
Dahammer4
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature." t: Equipped creature gains flying until end of turn.
Equip 3
Actually, the flip cards mostly turned creatures into legendary creatures. The Ascendant cycle is the only ones that turned creatures into non-creatures (in this case, enchantments). We've also only seen one set's worth of DFCs as opposed to a full block of flips. It's too early to compare them directly. And anyway, there's more room on DFC's, while flips are more convienient. Who's to say which is better?
I think I'm going to move forward with these as I have them, for now. The DFC part certainly seems worthwhile space-wise, and it just doesn't seem flavorfully correct for them to be Auras.
I think I'm going to move forward with these as I have them, for now. The DFC part certainly seems worthwhile space-wise, and it just doesn't seem flavorfully correct for them to be Auras.
Sometimes, it's good to push the boundaries of the game for flavor. IMO, this is not one of those times.
Currently, there are two types of cards that attach to creatures, Equipment and Auras. Equipment represents an object that can be used by multiple different creatures, while an Aura represents something that affects a single creature permanently.
Your implants go from being an equipment to being a permanent alteration... but we already have a card type to represent a permanent change. Why add an entirely new card type to handle something that already exists?
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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 might change my system to "Artifact — Implant" or even "Artifact — Equipment Implant"
I go back in forth in my mind about whether implants should count for metalcraft though, or be permanents distinct from their host.
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Artifact - Equipment (C)
Equipped creature has flying.
Equip 1
Implant : If this card is attached, transform it. Implant only as a sorcery.)
////////////////
Flight Implant
Implant
(Implants can't be targeted, don't count as permanents, and stay attached in the graveyard and exile.)
Implanted creature gets +1/+1 and has flying.
Whenever implanted creature attacks, target attacking creature with less power than implanted creature gains flying until end of turn.
Sharp Katars 2
Artifact - Equipment (U)
Equipped creature gets +1/+1 and has first strike.
Equip 2
Implant : If this card is attached, transform it. Implant only as a sorcery.)
/////////////////
Wrist Blades
Implant
(Implants can't be targeted, don't count as permanents, and stay attached in the graveyard and exile.)
Implanted creature gets +2/+2 and has double strike.
Resilient Armor 1
Artifact - Equipment (U)
Resilient Armor is indestructible.
Equipped creature gets +0/+3.
Equip 2
Implant : If this card is attached, transform it. Implant only as a sorcery.)
/////////////////
Resilient Exoskeleton
Implant
(Implants can't be targeted, don't count as permanents, and stay attached in the graveyard and exile.)
Implanted creature gets +0/+3 and is indestructible.
Hand-Drawn Cannons2
Artifact - Equipment (U)
Whenever equipped creature becomes tapped, you may have it deal 1 damage to each of up to two target creatures.
Equip 2
Implant : If this card is attached, transform it. Implant only as a sorcery.)
//////////////////
Arm Cannons
Implant
(Implants can't be targeted, don't count as permanents, and stay attached in the graveyard and exile.)
Whenever implanted creature becomes tapped, you may have it deal 2 damage to each of up to two target creatures.
Poisoned Gloves 1
Artifact - Equipment (R)
Equipped creature gets +1/+0 and has deathtouch.
Equip 1
Implant : If this card is attached, transform it. Implant only as a sorcery.)
///////////////////
Phosporous Fists
Implant
(Implants can't be targeted, don't count as permanents, and stay attached in the graveyard and exile.)
Implanted creature gets +2/+0 and has deathtouch.
Whenever ~ deals combat damage to an opponent, that player sacrifices two permanents.
Help me come up with more concepts for these? What implants would you like to see?
Edit: Bonus Idea
Mad Scientist 3U
Creature - Human Scientist (R)
When ~ enters the battlefield, search your library for an artifact card with implant, reveal it, and put it into your hand. Then shuffle your library.
UU,T: Draw a card for each implanted creature you control.
1/1
(Inspired by myself in this thread: http://forums.mtgsalvation.com/showthread.php?t=368277)
Sigpic by Rivenor
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature."
t: Equipped creature gains flying until end of turn.
Equip 3
Courtesy of Crepes
[OMC] Omerium's Collapse
Sieging Your Tower
Signature image by DNC.
Yes, because WoTC plans on not touching their new mechanic, despite the fact that there are TWO more sets in the block; nearly 300 more chances. Although moonmist may not affect it, wizards will be printing more cards like Moonmist in their next sets, one of them, i'm sure, will.
Sigpic by Rivenor
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature."
t: Equipped creature gains flying until end of turn.
Equip 3
Courtesy of Crepes
[OMC] Omerium's Collapse
EDIT: The one danger would come from something that allowed a card to enter the battlefield transformed, for which there would just be a rule in the comprehensive rules that should an implant exist independent of a host, it goes into the graveyard Equipment-side up.
Overall, I think the increase in space DFCs allow is worth it.
I personally like this idea, but then again I like anything with a
skirt and a good pair of... legs:embarrass:good idea behind it. May i suggest that you flip/transform the equipment into an aura enchantment that cannot be unattached? Like the render below.Decks:GU Evolver, W Modern Knights
Apprentice of Spell Manipulation
Archester: Frontier of Steam
I do like this idea though, trading the mobility of an equipment for a more powerful, static ability.
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
Decks:GU Evolver, W Modern Knights
Apprentice of Spell Manipulation
Archester: Frontier of Steam
I seriously doubt that this was what Socrates had in mind for Implants; Graft is way different in nearly every aspect of design, execution and even flavor.
The reason i say flips over DFC is because of the flavor that has been established with each one. In Kamigawa, flip card turned (usually) a creature into something else, whether it be another creature, an awesome legendary creature, or a freakin' enchantment. With DFCs, WotC has only had creature-creature changing. For now, i would say use flip card because the simply make more sense; flipping or transforming?
Sigpic by Rivenor
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature."
t: Equipped creature gains flying until end of turn.
Equip 3
Courtesy of Crepes
[OMC] Omerium's Collapse
Decks:GU Evolver, W Modern Knights
Apprentice of Spell Manipulation
Archester: Frontier of Steam
Sometimes, it's good to push the boundaries of the game for flavor. IMO, this is not one of those times.
Currently, there are two types of cards that attach to creatures, Equipment and Auras. Equipment represents an object that can be used by multiple different creatures, while an Aura represents something that affects a single creature permanently.
Your implants go from being an equipment to being a permanent alteration... but we already have a card type to represent a permanent change. Why add an entirely new card type to handle something that already exists?
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
Decks:GU Evolver, W Modern Knights
Apprentice of Spell Manipulation
Archester: Frontier of Steam
I might change my system to "Artifact — Implant" or even "Artifact — Equipment Implant"
I go back in forth in my mind about whether implants should count for metalcraft though, or be permanents distinct from their host.