Mystic ExtractionW
Sorcery (C)
Diverge 3(You may pay 3 as you play this spell. If you do, copy this spell for each permanent it could target. Each copy targets a different one of those permanents.)
Destroy target enchantment.
Merchant's Deception1U
Instant (R)
When you play Merchant's Deception, any player may have you gain control of an artifact he or she controls. If any player does, counter Merchant's Deception.
Counter target spell.
Misshapen Hybrid3BB
Artifact Creature — Beast Mutant (C)
Flying
As long as Misshapen Hybrid is equipped, it gets +2/+2 and has "B: Regenerate Misshapen Hybrid." 3/2
Industrial Hazard2R
Sorcery (C)
As an additional cost to play Industrial Hazard, discard an artifact card.
Industrial Hazard deals 4 damage to target creature or player.
Feral Rage1GG
Enchantment — Aura (U)
Enchant permanent
If enchanted permanent is a creature, it gets +3/+3.
If enchanted creature is an artifact or enchantment, it has "At the beginning of your upkeep, destroy enchanted permanent."
Steamwork Incinerator6
Artifact Creature — Automaton (C)
Whenever Steamwork Incinerator becomes tapped, it doesn't untap during its controller's next untap step. 2: Steamwork Incinerator deals 1 damage to target creature. Play this ability only as long as Steamwork Incinerator is tapped. 4/3
Healer's Wagon3
Artifact — Vehicle (U)
Operate 1(1: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can't attack or block. When this Vehicle leaves play, sacrifice all creatures attached to it.)
As long as Healer's Wagon is operated, it is a 3/3 Construct creature with lifelink.
Blaze Gun4
Artifact — Equipment (R)
When Blaze Gun comes into play, you may attach it to target creature you control.
Equipped creature has "T: This creature deals X damage to each creature and each player, where X is the number of Equipment attached to this creature."
Equip 3
Starlight Squadron2
Artifact — Vehicle (R)
Operate 1(1: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can't attack or block. When this Vehicle leaves play, sacrifice all creatures attached to it.)
As long as Starlight Squadron is operated, it is a 3/3 Thopter artifact creature with flying and "Starlight Squadron gets +1/+0 for each other Vehicle you control."
1. "Opperate" seems like it would be better done as "champion a creature"...
2. Delay, as a "drawback" keyword, is undesirable.
3. Feral Rage - seems like it could work, but I'm not sure people would see the connection. Afterall, I understand casting rage and killing something OR giving something +3,+3... but having an artifact enchanted with feral rage feels odd...
4. Industrial Hazard - So, bad shrapnelblast? It is common, but it'd be really hard to draft in anything but mirrodin...
5. Misshapen Hybrid - I understand the "cyborg" idea, but artifact colored creatures just seem rather lame, and equipment triggers were white...
6. Diverge seems limited... sure, my shock becomes a pyroclasm, my terminate a ***, but whatever... seems like many times, diverge turns into a drawback - and drawbacks are bad. "So, I can kill your 3 creatures... and my 1 creature... or I can kill one of your creatures... what to do, what to do..."
Merchant's Deception :1mana::symu:
Instant
When you play ~, any player may have you gain control of an artifact he or she controls. If any player does, counter ~.
Counter target spell.
Misshapen Hybrid - Also not a fan of colored artifacts.
Industrial Hazard - I'd rather keep my artifact and have added versatility for one mana less, or keep my artifact and take some damage for instant speed.
Feral Rage - Doesn't work flavor-wise.
Steamwork Incinerator - Delay shouldn't be a keyword.
Healer's Wagon - If I'm paying 3 mana I'd rather just get a 3/3 than a 3/3 with a liability.
Blaze Gun - Magnetism shouldn't be a keyword, also it shouldn't target. The equipment itself is less than impressive.
Starlight Squadron - I shock it, you lose it and whatever creature was operating it. Just not powerful enough.
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Level 1 Judge
Hey, you! Yeah, you behind the computer screen! You're unconstitutional.
Sutherlands:
1. Almost everything can be done "with kicker", but I take it that he can counter the copies... and can't target shrouded enchantments.
2. Your Merchant's Deception is needlessly complex. However, the spell is broken (it's a 1U counterspell against most decks...)
Mystic Extraction = Pretty cool. Nice keyword mechanic. I remember someone suggesting that years ago and I always thought it was a good idea.
Merchant's Deception = Nice! Maybe too good at 1U, though.
Industrial Hazard = Love the flavor of this one. Drop that Darksteel Ingot on 'em! ... *CRUNCH* I was thinking it would be cool if it dealt damage equal to the artifact's cmc, but that would probably be too good when it can deal damage to players.
Feral Rage = Again, nice flavor. I like the versatility here. It gives players utility against crazy artifact and enchantment decks, and still works just fine as beatdown otherwise.
Healer's Wagon = I think there's probably a simpler way to handle a vehicle mechanic (Telethopter comes to mind). That being said, the card itself is cool.
Blaze Gun = I like it!
Mystic ExtractionW
Sorcery (C)
Diverge 3(You may pay 3 as you play this spell. If you do, copy this spell for each permanent it could target. Each copy targets a different one of those permanents.)
Destroy target enchantment.
This is basically just Kicker 3 "if you paid kicker, destroy all enchantments". I know alot of mechanics can be re-written as kicker so thats not necessarily a reason not to use them, but this card in particular would probably be more elegant as kicker. I think Diverge might be alot more interesting if instead of causing something to target ALL possible targets, it was limited to a certain number (say 2 additional targets).
Merchant's Deception1U
Instant (R)
When you play Merchant's Deception, any player may have you gain control of an artifact he or she controls. If any player does, counter Merchant's Deception.
Counter target spell.
I like this design alot. Its obviously going to be very format sensitive, it would be very overpowered in a Standard like the current environment with very few artifacts being played. It would be a very interesting inclusion in a Mirrodin kind of set.
Misshapen Hybrid3BB
Artifact Creature — Beast Mutant (C)
Flying
As long as Misshapen Hybrid is equipped, it gets +2/+2 and has "B: Regenerate Misshapen Hybrid." 3/2
This is very hard for me to evaluate. The design looks ok for a draft common. The amount of equipment in the draft pool would have a huge influence on how good this is. Small power level tweaks might help balance the card, but I don't know, too hard to tell without a draft set context. This thing would be a real terror with a Vulshok Morningstar or something though.
Industrial Hazard2R
Sorcery (C)
As an additional cost to play Industrial Hazard, discard an artifact card.
Industrial Hazard deals 4 damage to target creature or player.
A shrapnel blast variant, not quite as good. Nice card. I was also a big fan of Mirrodin block (other then Skullclamp, obvs) and I like the artifact theme.
Feral Rage1GG
Enchantment — Aura (U)
Enchant permanent
If enchanted permanent is a creature, it gets +3/+3.
If enchanted creature is an artifact or enchantment, it has "At the beginning of your upkeep, destroy enchanted permanent."
This is very interesting. A nice versatile design, I think its just right except for the name. How about something like "Strength in Simplicity".
Steamwork Incinerator6
Artifact Creature — Automaton (C)
Whenever Steamwork Incinerator becomes tapped, it doesn't untap during its controller's next untap step. 2: Steamwork Incinerator deals 1 damage to target creature. Play this ability only as long as Steamwork Incinerator is tapped. 4/3
Seems clunky. Its too small to be a good 6 drop attacker but the creature burning ability is potentially game breaking. I suppose it has a certain balance there, but I don't like it for some reason.
Healer's Wagon3
Artifact — Vehicle (U)
Operate 1(1: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can't attack or block. When this Vehicle leaves play, sacrifice all creatures attached to it.)
As long as Healer's Wagon is operated, it is a 3/3 Construct creature with lifelink.
This is a very interesting mechanic. Kind of a combination of Equipment and Champion. I think there's a design issue with the ability to attack creatures to this, it feels like it should be the other way around (like equipment). Its also strange that you can attach more then 1 creature to it but don't get any benefit past the first creature.
Blaze Gun4
Artifact — Equipment (R)
When Blaze Gun comes into play, you may attach it to target creature you control.
Equipped creature has "T: This creature deals X damage to each creature and each player, where X is the number of Equipment attached to this creature."
Equip 3
This seems like it encourages over commitment of both cards and mana. It does generate a very powerful effect but I'm not sure that its worth it. On the other hand it completely blows a draft game wide open if you've got even just 1 other equipment. This one looks a bit too much like a bulk rare/draft bomb, which is my least favorite type of card (bad for both types of play).
Starlight Squadron2
Artifact — Vehicle (R)
Operate 1(1: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can't attack or block. When this Vehicle leaves play, sacrifice all creatures attached to it.)
As long as Starlight Squadron is operated, it is a 3/3 Thopter artifact creature with flying and "Starlight Squadron gets +1/+0 for each other Vehicle you control."
Same comments as the other vehicle. I like the concept but I think the execution needs to be cleaned up. For example, couldn't this have "Starlight Squadron gets +1/+0 for each creature operating it" instead of each other vehicle you control?
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Sorcery (C)
Diverge 3 (You may pay 3 as you play this spell. If you do, copy this spell for each permanent it could target. Each copy targets a different one of those permanents.)
Destroy target enchantment.
Merchant's Deception 1U
Instant (R)
When you play Merchant's Deception, any player may have you gain control of an artifact he or she controls. If any player does, counter Merchant's Deception.
Counter target spell.
Misshapen Hybrid 3BB
Artifact Creature — Beast Mutant (C)
Flying
As long as Misshapen Hybrid is equipped, it gets +2/+2 and has "B: Regenerate Misshapen Hybrid."
3/2
Industrial Hazard 2R
Sorcery (C)
As an additional cost to play Industrial Hazard, discard an artifact card.
Industrial Hazard deals 4 damage to target creature or player.
Feral Rage 1GG
Enchantment — Aura (U)
Enchant permanent
If enchanted permanent is a creature, it gets +3/+3.
If enchanted creature is an artifact or enchantment, it has "At the beginning of your upkeep, destroy enchanted permanent."
Steamwork Incinerator 6
Artifact Creature — Automaton (C)
Whenever Steamwork Incinerator becomes tapped, it doesn't untap during its controller's next untap step.
2: Steamwork Incinerator deals 1 damage to target creature. Play this ability only as long as Steamwork Incinerator is tapped.
4/3
Healer's Wagon 3
Artifact — Vehicle (U)
Operate 1 (1: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can't attack or block. When this Vehicle leaves play, sacrifice all creatures attached to it.)
As long as Healer's Wagon is operated, it is a 3/3 Construct creature with lifelink.
Blaze Gun 4
Artifact — Equipment (R)
When Blaze Gun comes into play, you may attach it to target creature you control.
Equipped creature has "T: This creature deals X damage to each creature and each player, where X is the number of Equipment attached to this creature."
Equip 3
Starlight Squadron 2
Artifact — Vehicle (R)
Operate 1 (1: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can't attack or block. When this Vehicle leaves play, sacrifice all creatures attached to it.)
As long as Starlight Squadron is operated, it is a 3/3 Thopter artifact creature with flying and "Starlight Squadron gets +1/+0 for each other Vehicle you control."
2. Delay, as a "drawback" keyword, is undesirable.
3. Feral Rage - seems like it could work, but I'm not sure people would see the connection. Afterall, I understand casting rage and killing something OR giving something +3,+3... but having an artifact enchanted with feral rage feels odd...
4. Industrial Hazard - So, bad shrapnelblast? It is common, but it'd be really hard to draft in anything but mirrodin...
5. Misshapen Hybrid - I understand the "cyborg" idea, but artifact colored creatures just seem rather lame, and equipment triggers were white...
6. Diverge seems limited... sure, my shock becomes a pyroclasm, my terminate a ***, but whatever... seems like many times, diverge turns into a drawback - and drawbacks are bad. "So, I can kill your 3 creatures... and my 1 creature... or I can kill one of your creatures... what to do, what to do..."
Sorcery
Kicker
Destroy target enchantment. If you paid the kicker cost, destroy all enchantments instead.
Mystic
Sorcery
Destroy target enchantment
//
Extraction :3mana::symw:
Sorcery
Destroy all enchantments
Merchant's Deception :1mana::symu:
Instant
When you play ~, any player may have you gain control of an artifact he or she controls. If any player does, counter ~.
Counter target spell.
Misshapen Hybrid - Also not a fan of colored artifacts.
Industrial Hazard - I'd rather keep my artifact and have added versatility for one mana less, or keep my artifact and take some damage for instant speed.
Feral Rage - Doesn't work flavor-wise.
Steamwork Incinerator - Delay shouldn't be a keyword.
Healer's Wagon - If I'm paying 3 mana I'd rather just get a 3/3 than a 3/3 with a liability.
Blaze Gun - Magnetism shouldn't be a keyword, also it shouldn't target. The equipment itself is less than impressive.
Starlight Squadron - I shock it, you lose it and whatever creature was operating it. Just not powerful enough.
Hey, you! Yeah, you behind the computer screen! You're unconstitutional.
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1. Almost everything can be done "with kicker", but I take it that he can counter the copies... and can't target shrouded enchantments.
2. Your Merchant's Deception is needlessly complex. However, the spell is broken (it's a 1U counterspell against most decks...)
2: Not really, and it's how they're doing effects like that nowadays.
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America == Velociraptor
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Merchant's Deception = Nice! Maybe too good at 1U, though.
Industrial Hazard = Love the flavor of this one. Drop that Darksteel Ingot on 'em! ... *CRUNCH* I was thinking it would be cool if it dealt damage equal to the artifact's cmc, but that would probably be too good when it can deal damage to players.
Feral Rage = Again, nice flavor. I like the versatility here. It gives players utility against crazy artifact and enchantment decks, and still works just fine as beatdown otherwise.
Healer's Wagon = I think there's probably a simpler way to handle a vehicle mechanic (Telethopter comes to mind). That being said, the card itself is cool.
Blaze Gun = I like it!
• Recent Card Ideas • My Drawings at DeviantArt
This is basically just Kicker 3 "if you paid kicker, destroy all enchantments". I know alot of mechanics can be re-written as kicker so thats not necessarily a reason not to use them, but this card in particular would probably be more elegant as kicker. I think Diverge might be alot more interesting if instead of causing something to target ALL possible targets, it was limited to a certain number (say 2 additional targets).
I like this design alot. Its obviously going to be very format sensitive, it would be very overpowered in a Standard like the current environment with very few artifacts being played. It would be a very interesting inclusion in a Mirrodin kind of set.
This is very hard for me to evaluate. The design looks ok for a draft common. The amount of equipment in the draft pool would have a huge influence on how good this is. Small power level tweaks might help balance the card, but I don't know, too hard to tell without a draft set context. This thing would be a real terror with a Vulshok Morningstar or something though.
A shrapnel blast variant, not quite as good. Nice card. I was also a big fan of Mirrodin block (other then Skullclamp, obvs) and I like the artifact theme.
This is very interesting. A nice versatile design, I think its just right except for the name. How about something like "Strength in Simplicity".
Seems clunky. Its too small to be a good 6 drop attacker but the creature burning ability is potentially game breaking. I suppose it has a certain balance there, but I don't like it for some reason.
This is a very interesting mechanic. Kind of a combination of Equipment and Champion. I think there's a design issue with the ability to attack creatures to this, it feels like it should be the other way around (like equipment). Its also strange that you can attach more then 1 creature to it but don't get any benefit past the first creature.
This seems like it encourages over commitment of both cards and mana. It does generate a very powerful effect but I'm not sure that its worth it. On the other hand it completely blows a draft game wide open if you've got even just 1 other equipment. This one looks a bit too much like a bulk rare/draft bomb, which is my least favorite type of card (bad for both types of play).
Same comments as the other vehicle. I like the concept but I think the execution needs to be cleaned up. For example, couldn't this have "Starlight Squadron gets +1/+0 for each creature operating it" instead of each other vehicle you control?