WARNING: this is a long post. But I promise it'll be worth it.
Here I go again with my long, pseudodesign ramblings, again about - contraptions! After receiving some comments in my other thread, I just knew I had to try again. I know that Steamflogger Boss isn't a particularly good card, but there's just something really nice about having such a limited design space to work on. Plus, the fact that I haven't seen anyone make a design I'm fully satisfied with means all the more that I should try.
Yes, you got that title right. Seven different ideas for contraptions. I don't claim they're effective, though. That's just marketing. Haha. Read and comment away.
1. Contraptions must do something even when not assembled. They can't just "float there", waiting to be built.
2. People don't like card disadvantage - it's not a good design when you have to spend 3 turns and 5 riggers to make a contraption, only to see it Shattered.
3. The mechanic must not be insular - Design must not be tied to a single block. You can dump any card from the set into Lorwyn and still use it there.
4. Flavorwise, the rigger does the assembling, not the player. Mostly this can be remedied by giving the rigger a tap ability.
5. It has to be something Steamflogger Boss can copy.
6. If possible, avoid subtypes with special rules baggage - it has to be self-contained in the text.
7. They must not be memory-intensive. Sure, different types of contraption tokens might be fun, but it's hard to keep track of their abilities.
8. by Excise: Since Steamflogger Boss gives them +1/+0, riggers' assembly capabilities may depend on their power.
1. Rigger1W
Creature - Human Rigger
1/1 ,T: Assemble a Contraption. (Put a Contraption artifact token into the battlefield.)
Contraptions you control have "T: Target creature gains +0/+1 until end of turn".
Description
Since Steamflogger Boss' wording states that you assemble "two contraptions", not "two contraptions of the same type", we can assume that there is only one kind of contraption. The simplest execution would just be this - a blank artifact, with abilities given to it by the riggers. As silvercut pointed out, it's easy to understand and very flexible.
The problem is this - why bother with the "assemble" keyword in the first place? Also, one must be careful with balancing, especially with abilities that can swell exponentially with the number of contraptions on the battlefield. Lastly, one might think twice before designing "Tap a contraption" effects, since not everyone uses tappable tokens.
Variation
Limiting the number of contraptions ,t: Assemble a Contraption. (If you do not control at least 3 Contraptions, put a Contraption artifact token into the battlefield.)
2. Factory4
Artifact
At the beginning of your upkeep, Assemble 1. (Place a Contraption artifact token into the battlefield. It does not trigger "enters" or "leaves" effects.) T, Sacrifice X Contraptions: search your library for an artifact card with converted mana cost X or less and put it to the battlefield tapped. Play this ability as a sorcery.
Description
Related to the first idea. But while that first one cares about contraption quality (high cost for making contraptions, contraptions can be tapped, etc), this second one cares about quantity. Contraptions, essentially, are another resource - half-finished scraps that can be used for other purposes. Because of the number of artifacts entering and leaving, the usage of the term "assemble" is justified to prevent 187 shenanigans.
The problem is that it will litter the ground with so many tokens. People will be asking, "uh.. did I have 12 or 13 Contraptions in play?" Also, this idea might be done simpler with charge counters or something.
As an aside, it would be cool to create rat creatures that steal your opponent's contraptions and add them to your resource pile.
3. Rigger4B
Creature - Rat Rigger
3/2 ,T, Discard a card: Assemble 3. (You may search your library for a Contraption card with converted mana cost 3 or less and put it into the battlefield. Activate as a sorcery.)
Description
Totally different way of doing it. The difficulty with tokens is that it is memory-intensive. Why not just go the Spellshaper route? By keywording the subtype "Contraption", Wizards could control which artifacts were easily searchable, and prevent degenerate Johnny combos with forgotten relics of the past.
The problem with this is that aside from the keyword, contraptions have nothing inherent in them that separates them from ordinary artifacts, ultimately making them boring. Which leads us to the next idea...
4. Rigger3R
Creature - Goblin Rigger (C)
3/3 ,T, Discard a card: Assemble 3. (You may search your library for a Contraption card with converted mana cost 3 or less and put it into the battlefield. Attach it to a Contraption you control if able.)
Sun Driplet2
Artifact - Contraption
Combine 3(3, attach ~ to target Contraption you control. That Contraption gains all abilities of this permanent)
At the beginning of your upkeep, gain 1 life.
Description
Contraptions are artifacts that can attach to other contraptions to make MEGA MACHINES. They act like equipment (each contraption attaches only to one, doesn't get destroyed if it gets unattached, etc) so you don't lose card advantage. The contraptions' effects transfer to all they attach to - which means that if Sun Driplet is attached to a contraption, you gain 2 life. If THAT contraption was attached to another one, you gain three. Assembling indeed.
Again, though, costing is hard to do. The idea seems grokkable, but honestly is a lot of effort, especially for a mechanic that's confined to only one set.
5. Rigger2R
Creature - Goblin Rigger
1/2 ,T: Assemble a Contraption. (Choose one: Put a 1/1 Contraption artifact creature token into the battlefield; or put two +1/+1 counters on target Contraption you control.)
You can make new clanks or make your golems stronger! Conceptually, quite good, I think. No dumb rules baggage. Also conveys the feel of people assembling contraptions very well. Fun design space to make riggers that give contraptions abilities and +1/+1 counter shenanigans, ala Transformers!
Unfortunately, I've been staring at this for quite some time unable to balance the costs. At present, it blows way out of proportion quickly. Giving only one +1/+1 counter feels lame, as I'd prefer much more times to make another small guy rather than increase the size of my 1/1 to a 2/2.
Variation ,T: Assemble a Contraption. (Choose one: Put a 1/1 Contraption artifact creature token into the battlefield; or remove a +1/+1 counter from target Contraption and put two +1/+1 counters on it.)
You can create a 1/1, pump your 1/1 to be a 3/3, or struggle to slowly grow him afterward. This is the closest to the effect I want, but is hella ugly.
6. Rigger3R
Creature - Goblin Rigger
2/2 T: Assemble a Contraption. (Put a gear counter on target artifact you control. It's a Contraption as long as it has a gear counter on it.)
Contraptions you control have "2R,T: this deals damage to target creature or player equal to the number of gear counters on it."
Description
The problem with creating tokens is that they have a tendency to become unbalanced - a person who gets a rigger can create virtual card advantage by continuously pumping contraptions out. Requiring an initial artifact investment balances that somewhat.
The problem with this is that you will need a new counter type to mark contraptions, which means that you can't use +1/+1 or charge counters in the block, removing a lot of design space.
7. Rigger3W
Creature - Human Rigger
1/4 T: Assemble a Contraption. (Put a gear counter on a noncreature artifact or Contraption you control. It's a Contraption creature with power and toughness equal to its converted mana cost as long as it has a gear counter on it.)
Contraptions you control get +0/+1 for each gear counter on it.
Description
Not so much a new concept as an extension of the previous one. Person3142 made a lot of good points against the original wording, so I removed the whole "fading" aspect. I feel that the investment of the initial artifact gives the whole process more weight and flavor, plus you'll end up with cool artifact creatures with varied abilities.
Like the other one, though. this also means that we can't use any +1/+1 counters or charge counters in the entire block. Also, turning artifacts into creatures is not always a good thing - it makes them more suceptible to removal.
Variation: ,T: Assemble a Contraption. (Put two gear counters on target noncreature artifact or Contraption you control. It becomes Contraption creature with power and toughness equal to the number of gear counters on it.)
Whew. Glad I got that off my chest. If you read all this, a salute to you. What do you guys think? Which mechanics are feasible, broken, ugly? Do you have other suggestions?
It's probably nothing, but it feels a little cluttered. I do have to admit I really enjoyed the concept, but, imho, there are too many instances where the keyword "Assemble" is used, and might confuse newer players.
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I agree that avoiding rules baggage is a good thing. I'm not a fan of the versions that use assemble as an actionword with all sorts of mechanics attached, like Clash. I like using assemble as a simple, intuitive, and flavorful way to shorten the template. i.e., an alternative to "attach X to target Y, blah blah".
I kind of like the idea of contraptions as 'artifact Slivers', where you spit tokens out and the riggers act like lords. But that also is the problem: it feels like it's been done.
I envisoned contraptions being like a Rube-Goldberg machine, which all sorts of weird components thrown together to do something crazy. I've tinkered with this some and your #4 option comes closets to my own work, but I think you've done it better than I. It's simple, it's interesting, and it can potentially create crazy game states, which is good. I also like in this version that riggers have a limiting factor; I could even see further specialization of riggers, maybe based on the abilities of the contraptions they can tutor for?
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number 1 + number 5 could be interesting...
Trying to simplify the wording while still be grokable:
Pyrite Rigger2R
Creature -- Goblin Rigger (C) T: Assemble a Contraption. (Put a Contraption artifact token onto the field. You may combine it with another Contraption.)
All Contraptions have ",T, Sacrifice this Contraption: This deals damage to target creature or player equal to the number of parts in it."
1/1
So then "combine" is an action word within an action word that allows you to add the new Contraption to an existing Contraption to make one single permanent (a la S.N.O.T.) with two parts. (The simplest way to play this would be to use coins for tokens and stack the coins as you combine them.)
This is a very well thought out thread. I have an 8th idea for you to consider. First, let me show my work:
Steamflogger Boss 3R
Creature - Goblin Rigger
Other Rigger creatures you control get +1/+0 and have haste.
If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead.
3/3
* Riggers may care about their power (but not their toughness.)
* Riggers may have tap abilities and can benefit from haste.
* Assembling a Contraption could trigger a Rigger's other abilities.
* A Contraption sounds like an artifact made from junk. Maybe assembling artifacts already in the 'yard.
* Obsidian Fireheart shows that abilities could qualify the ability later within the ability. (So we could use an ability word, but don't have to. I will for my purposes here.)
FlogglingR
Creature - Goblin Rigger Assembly - Sacrifice an artifact, T: Return target artifact card with converted mana cost X or less from your graveyard to the battlefield. X is Floggling's power.
Whenever Floggling assembles a Contraption, you may put a +1/+1 counter on Floggling.
1/1
This idea of assembly is flavorful, and reusable in a Red way, (see Trash for Treasure, and Goblin Welder.) I can imagine Riggers destroying and rebuilding their contraptions over and over again to take advantage of their ETB and LTB and sac effects.
The "X is it's power" idea with a restriction to prevent brokeness while not being a mana cost, which I like.
Riggers could have different triggered abilities, or none at all. Some of them would benefit from Stemflogger Boss's second ability, (Whenever ~ assembles a Contraption, it deals 1 damage to target player) while others may not (Whenever ~ assembles a Contraption, untap it at end of turn.) And I could imagine some gonzo triggers that would love the Boss. (Whenever ~ assembles a contraption, draw a card.)
If it's not clear, this idea assumes Contraptions are artifacts with that subtype. And maybe they work well with Riggers, while also functioning on their own. Here's a sample Contraption:
Manadrip 1
Artifact - Contraption
When ~ enters the battlefield, you may add one mana of any color to your mana pool.
1 and 2 seem to be the most consistent with Steamflogger Boss. From a purely mechanical point of view, I think 2 is cleaner, but 1 fits better conceptually with the idea of "contraptions"; 2 would be better with "scrap" or "ore" or something.
3 seems rather ordinary, not something worth introducing entirely new terminology for.
4 is, likewise, ordinary, at least as regards the "assemble" action. I do really like the idea behind Sun Driplet, and I'd love to see you expand on it in some way, but it doesn't make sense as a contraption; how are you supposed to assemble two of them with the Boss?
5 is kind of clunky, and for "assemble" to mean "make bigger" seems to be stretching things quite a bit.
6 and 7 are interesting in principle (especially 6). But again, their interaction with the Boss seems problematic. What's the "a contraption" in "assemble a contraption" referring to? The target artifact, which is not a contraption yet? The counter?
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candidus inperti; si nil, his utere mecum.
I imagine someone, in at least one of these threads about Contraptions and assembling, has gone the route of "Assemble is like splice"?
For example:
Flange Handle2
Artifact - Contraption Equipment
Equipped creature gets +0/+1 and can block an additional creature.
Equip 1
Assemble 2(Reveal this card from your hand, tap an untapped Rigger you control, 2: Target artifact you control gains all artifact types and all non-Equip, non-Fortify, non-Assemble abilities this card has. Play this ability only whenever you could play a sorcery.)
It feels like assembling... it just seems a little wordy to me. (As far as what "assemble two contraptions instead" would be: you only have to pay the assemble costs once, but the abilities - and artifact types - get put onto two new artifacts.)
I think contraptions should be artifacts that are decent cards that become awesome once assembled by a rigger. For example:
Ancient Device 3
Artifact - Contraption
When Ancient Device comes into play, look at the top 4 cards of your library. You may put them back on top of your library in any order.
As long as Ancient Device is assembled, it has, "3UU, T: Draw two cards."
I like the idea of Contraptions being something at first, then something new and different once it's been assembled.
Ancient Engine 6
Artifact - Contraption
R: Target red creature gets +1/+1 until the beginning of the next end step.
Ancient Engine is a 5/5 Red Dragon in addition to its other types a long as it's assembled.
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Seven Knights gathered under a single banner, but soon came to learn one more would join their cause.
(As far as what "assemble two contraptions instead" would be: you only have to pay the assemble costs once, but the abilities - and artifact types - get put onto two new artifacts.)
This they'd never do. Memory nightmare.
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First off, thanks to everyone who pitched in with their comments. I'm particularly pleased that at least one person liked each of the seven ideas presented, which means all of them have potential. I should have made a poll, though. Haha. Everyone has such good ideas, and if you have something to contribute, feel free to drop some stuff in before the thread dies. I intend to keep this thread in my sig forever, and I'd like viewers to see as many different points of view as possible.
It's probably nothing, but it feels a little cluttered. I do have to admit I really enjoyed the concept, but, imho, there are too many instances where the keyword "Assemble" is used, and might confuse newer players.
Which mechanic in particular are you referring to? Those mechanics are meant to be mutually exclusive, different ideas, not used all at the same time.
I envisoned contraptions being like a Rube-Goldberg machine, which all sorts of weird components thrown together to do something crazy. I've tinkered with this some and your #4 option comes closets to my own work.
Thanks. It needs rewording, though, as I found a fatal flaw. Imagine I have two contraptions, A and B; I attach A to B, then attach B to A. Infinity abilities, universe collapses.
Pyrite Rigger2R
Creature -- Goblin Rigger (C) T: Assemble a Contraption. (Put a Contraption artifact token onto the field. You may combine it with another Contraption.)
All Contraptions have ",T, Sacrifice this Contraption: This deals damage to target creature or player equal to the number of parts in it."
1/1
WOW. THAT is amazing! I was wrecking my mind trying to think of a way to make the player want to limit the number of contraptions he makes, but this nails it right on the head!
You sir, are a genius.
Naah, just a guy with too much time on his hands and an insatiable lust to create. Haha.
FlogglingR
Creature - Goblin Rigger Assembly - Sacrifice an artifact, T: Return target artifact card with converted mana cost X or less from your graveyard to the battlefield. X is Floggling's power.
Whenever Floggling assembles a Contraption, you may put a +1/+1 counter on Floggling.
1/1
That's certainly an interesting idea. I'm particularly pleased about the way you used the way Steamflogger cares about power. If you don't mind, I'll add that to the "rules for making contraptions" part.
Good thoughts here.
1 and 2 seem to be the most consistent with Steamflogger Boss. From a purely mechanical point of view, I think 2 is cleaner, but 1 fits better conceptually with the idea of "contraptions"; 2 would be better with "scrap" or "ore" or something.
3 seems rather ordinary, not something worth introducing entirely new terminology for.
4 is, likewise, ordinary, at least as regards the "assemble" action. I do really like the idea behind Sun Driplet, and I'd love to see you expand on it in some way, but it doesn't make sense as a contraption; how are you supposed to assemble two of them with the Boss?
5 is kind of clunky, and for "assemble" to mean "make bigger" seems to be stretching things quite a bit.
6 and 7 are interesting in principle (especially 6). But again, their interaction with the Boss seems problematic. What's the "a contraption" in "assemble a contraption" referring to? The target artifact, which is not a contraption yet? The counter?
2 - yes, you're right, it does sound like ore / coal / tiberium / vespene gas. Haha.
3 - Agree. Which is why I introduced #4.
4 - I don't think so - while mechanically, it's nothing but a search function, flavorwise, the rigger works on the contraption and adds another part to it.
5 - See Silvercut's idea above. His idea is amazing.
6 - When we "assemble a car", the "car" refers to the end product. When we assemble a contraption, the raw materials are the artifact in play, but the contraption is the final product. "it's a contraption as long as it has a gear counter...".
7 - I was running out of ideas. Haha.
I imagine someone, in at least one of these threads about Contraptions and assembling, has gone the route of "Assemble is like splice"?
I agree with Blinking Spirit's last post - many ideas have been about different kinds of contraptions, or combining abilities from different artifacts. What one must keep in mind, though, is that there should be a way of tracking which abilities go to which artifacts.
I think contraptions should be artifacts that are decent cards that become awesome once assembled by a rigger.
That's certainly interesting. I'd like to see your design for a rigger and the keyword "assemble". My comment is, Steamflogger Boss doesn't seem that impressive - he just speeds up the process, not actually increasing your output. If you only have one contraption in play, he's pretty useless.
With my Rigger designs for my previous contraption ideas, I am most influenced by rebels/mercenaries. I will show three creatures to showcase some ideas -
1 - Assembly should in most cases be linked to the cmc of the contraption. For example, the general rule of thumb would be that *normal* riggers can't assemble anything that costs more than themselves, although there would be exceptions.
2 - There should be riggers AND non-riggers (aka spells/lands) that can assemble or "disassemble."
3 - For pete's sake the design needs to avoid the obvious token-making ideas at all costs. I don't like the Boss being a doubling season for its theme enough as it is and I like my design on contraptions since it demands more dedicated deckbuilding for the themes.
Steamflogger LackeyRR (Rare or Mythic Rare)
Creature - Goblin Rigger
1/1
Assemble 2 - 2R, T: Put a gear counter on target contraption you control with converted mana cost 2 or less. (It's assembled as long as it has a gear counter on it.)
Whenever Steamflogger lackey deals combat damage to an opponent, you may put a contraption card from your hand onto the battlefield.
Assemble 4 - 1B,T: Put a gear counter on target contraption you control with converted mana cost 4 or less. (It's assembled as long as it has a gear counter on it.)
2R, Sacrifice two Riggers you control: search your library for a contraption card and place it onto the battlefield. Shuffle your library afterwards.
Clockwork Rigger comes enters the battlefield with 3 +1/+1 Counters on it.
Disassemble a Contraption you control: put a +1/+1 counter on Clockwork Rigger.
Remove 3 +1/+1 counters from Clockwork Rigger - search your library for a Contraption card with converted mana cost 3 or less and put it onto the battlefield.
Mechanical Prodigy2R
Creature - Human Rigger
2/2
Assemble 3 - T: Put a gear counter on target contraption you control with converted mana cost 3 or less. (It's assembled as long as it has a gear counter on it.)
And now for other stuff...
Half-witted Research2BR
Sorcery (probably rare? I think it should be but WotC has made some pretty broken uncommons)
Entwine - discard two cards
Choose one - Search your library for a Rigger card, reveal it, then put it into your hand and shuffle your library afterwards; or search your graveyard for a Contraption card and place it onto the battlefield.
Steamflogger Warren1RR Uncommon
Enchantment
Whenver a Rigger comes into play, Assemble a contraption you control equal to or less than that Rigger's converted mana cost.
Surge of Production2UU
Enchantment
Each Contraption enters the battlefield assembled.
Ancient Conduit3
Artifact - Contraption
Assemble abilities cost 2 less to play.
As long as Ancient Conduit is assembled, Contraptions you control have "T: Add 1 to your mana pool."
Unstable Golem2
Artifact - Contraption
Unstable golem is a 4/4 Golem artifact creature in addition to its other types as long as it's assembled.
Whenever Unstable Golem attacks or blocks, disassemble it at the beginning of the next end step. (Remove a gear counter from it.)
Master of SabotageWW
Creature - Human Scout Warrior
2/2
First Strike
,T: Disassemble target Contraption. (Remove a gear counter from it.)
That's pretty cool, it's kind of like ally trigger meets tribal contraption theme. If you're going along with the contraptions-are-tokens ideas, that would be a good card. My suggestion would be to make that either Black or Red though.
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I kind of like the idea of Contraptions getting abilities from the Riggers that make them.
And the ability could be like...
Assembly X (Whenever a non-token artifact is put into a graveyard from play, you may remove it from the game. If you do, assemble a contraption with X 'charge' counters on it.)
...where "assemble a contraption" means the same thing as "put a contraption artifact token onto the battlefield" or w/e, and they're basically just recycling the junk...
Rigger :3mana::symr:
Creature - Rigger
Assembly 2
Each Contraption artifact is an artifact creature with power and toughness each equal to the number of 'charge' counters on it.
2/2
Charge counters could be replaced with something else... idk...
Rigger :2mana::symr::symr::symr:
Creature - Rigger
Assembly X (...where X is ~'s power.)
:symtap:, sacrifice a Contraption: ~ deals damage equal to the number of 'charge' counters on the sacrificed contraption to target creature or player.
3/2
Or it could always just be attached to its power instead of having a number there.
Random thoughts from a random person... at 2:30-ish something am.
Design becomes too cluttered when you mix tokens with counters. If you want your contraptions to be tokens, you can have riggers give sliver-like global bonuses to your contraptions. Or if you want counters, you can use those. But mixing the two within the same theme is just asking for design cleanup.
Hence my idea for contraptions, see my previous posts. I stray away from tokens AND counters. I'm not opposed to tokens or counters, but it seems thus far each interpretation of the theme turns your side of the field into a cluttered mess of keeping track of how many of what is in play and with what abilities.
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1 - Assembly should in most cases be linked to the cmc of the contraption. For example, the general rule of thumb would be that *normal* riggers can't assemble anything that costs more than themselves, although there would be exceptions.
Excise has a good point, you may want to see his post. He uses the power of the riggers as a limiting factor, inspired by the fact that SFB gives them +1/+0.
3 - For pete's sake the design needs to avoid the obvious token-making ideas at all costs. I don't like the Boss being a doubling season for its theme enough as it is and I like my design on contraptions since it demands more dedicated deckbuilding for the themes.
That's an interesting point of view. Be careful, though, as this might fall into the whole Arcane-splice thing; a mechanic that is only applicable to the block itself. That's why if you would look at design#6 from the original post (it's the one most similar to yours), he can put gear counters on any artifact, not just specific ones.
Clockwork Rigger4
Artifact creature - Rigger Golem
0/0
Clockwork Rigger comes enters the battlefield with 3 +1/+1 Counters on it.
Disassemble a Contraption you control: put a +1/+1 counter on Clockwork Rigger.
Remove 3 +1/+1 counters from Clockwork Rigger - search your library for a Contraption card with converted mana cost 3 or less and put it onto the battlefield.
I also personally like the "gear counter" angle the best, but it would expose one very heavy design limitation - You can't use any other types of counters for the entire block design except gear counters. (i suppose you could give nonartifact creatures +1/+1 counters or something; the design limitation only holds for artifacts)
Assembly X (Whenever a non-token artifact is put into a graveyard from play, you may remove it from the game. If you do, assemble a contraption with X 'charge' counters on it.)
Hmm. Again, a nice take on it. However, what's the purpose of Steamflogger boss giving riggers haste? And design would feel limited if you had to wait for your artifacts to die before you could assemble new ones.
Design becomes too cluttered when you mix tokens with counters.
Agreed. A similar design could be made by following Silvercut's wording on page 1. That was pure genius
My only issue with idea #6 is that a contraption's abilities are limited by the riggers that remain in play. It makes sense from one viewpoint that each rigger builds a contraption with a personal touch, but then losing its power because that rigger leaves flavor-wise goes against common sense. (i.e. I built a watch but when I die it will no longer be able to tell time.)
As for counters and design space, Clockwork Rigger should be fine because in my design only contraptions can get gear counters. If I had to remove gear counters completely, I'd design contraptions as flip cards, and that when you assemble one it gets flipped. I'd have to re-work how it retains its previous abilities to keep with my original make, but that dodges the design-space bullet of gear counters completely.
The best mechanics and themes can be revisited in other sets, but WotC doesn't avoid making keywords and mechanics that only appear in one block or even one set. And unlike stuff like Ninjitsu, which would have to be either renamed or be brought back only during another japanese-themed set, Contraptions are only dependent on artifact themes, which are universal for the multiverse. Long story short I don't see it as a problem or setback to design something that would only be used for one block.
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Here I go again with my long, pseudodesign ramblings, again about - contraptions! After receiving some comments in my other thread, I just knew I had to try again. I know that Steamflogger Boss isn't a particularly good card, but there's just something really nice about having such a limited design space to work on. Plus, the fact that I haven't seen anyone make a design I'm fully satisfied with means all the more that I should try.
Yes, you got that title right. Seven different ideas for contraptions. I don't claim they're effective, though. That's just marketing. Haha. Read and comment away.
Eight Rules for Making Contraptions:
1. Contraptions must do something even when not assembled. They can't just "float there", waiting to be built.
2. People don't like card disadvantage - it's not a good design when you have to spend 3 turns and 5 riggers to make a contraption, only to see it Shattered.
3. The mechanic must not be insular - Design must not be tied to a single block. You can dump any card from the set into Lorwyn and still use it there.
4. Flavorwise, the rigger does the assembling, not the player. Mostly this can be remedied by giving the rigger a tap ability.
5. It has to be something Steamflogger Boss can copy.
6. If possible, avoid subtypes with special rules baggage - it has to be self-contained in the text.
7. They must not be memory-intensive. Sure, different types of contraption tokens might be fun, but it's hard to keep track of their abilities.
8. by Excise: Since Steamflogger Boss gives them +1/+0, riggers' assembly capabilities may depend on their power.
Rigger 1W
Creature - Human Rigger
1/1
,T: Assemble a Contraption. (Put a Contraption artifact token into the battlefield.)
Contraptions you control have "T: Target creature gains +0/+1 until end of turn".
Description
Since Steamflogger Boss' wording states that you assemble "two contraptions", not "two contraptions of the same type", we can assume that there is only one kind of contraption. The simplest execution would just be this - a blank artifact, with abilities given to it by the riggers. As silvercut pointed out, it's easy to understand and very flexible.
The problem is this - why bother with the "assemble" keyword in the first place? Also, one must be careful with balancing, especially with abilities that can swell exponentially with the number of contraptions on the battlefield. Lastly, one might think twice before designing "Tap a contraption" effects, since not everyone uses tappable tokens.
Variation
Limiting the number of contraptions
,t: Assemble a Contraption. (If you do not control at least 3 Contraptions, put a Contraption artifact token into the battlefield.)
Factory 4
Artifact
At the beginning of your upkeep, Assemble 1. (Place a Contraption artifact token into the battlefield. It does not trigger "enters" or "leaves" effects.)
T, Sacrifice X Contraptions: search your library for an artifact card with converted mana cost X or less and put it to the battlefield tapped. Play this ability as a sorcery.
Description
Related to the first idea. But while that first one cares about contraption quality (high cost for making contraptions, contraptions can be tapped, etc), this second one cares about quantity. Contraptions, essentially, are another resource - half-finished scraps that can be used for other purposes. Because of the number of artifacts entering and leaving, the usage of the term "assemble" is justified to prevent 187 shenanigans.
The problem is that it will litter the ground with so many tokens. People will be asking, "uh.. did I have 12 or 13 Contraptions in play?" Also, this idea might be done simpler with charge counters or something.
As an aside, it would be cool to create rat creatures that steal your opponent's contraptions and add them to your resource pile.
Rigger 4B
Creature - Rat Rigger
3/2
,T, Discard a card: Assemble 3. (You may search your library for a Contraption card with converted mana cost 3 or less and put it into the battlefield. Activate as a sorcery.)
Description
Totally different way of doing it. The difficulty with tokens is that it is memory-intensive. Why not just go the Spellshaper route? By keywording the subtype "Contraption", Wizards could control which artifacts were easily searchable, and prevent degenerate Johnny combos with forgotten relics of the past.
The problem with this is that aside from the keyword, contraptions have nothing inherent in them that separates them from ordinary artifacts, ultimately making them boring. Which leads us to the next idea...
Rigger 3R
Creature - Goblin Rigger (C)
3/3
,T, Discard a card: Assemble 3. (You may search your library for a Contraption card with converted mana cost 3 or less and put it into the battlefield. Attach it to a Contraption you control if able.)
Sun Driplet 2
Artifact - Contraption
Combine 3 (3, attach ~ to target Contraption you control. That Contraption gains all abilities of this permanent)
At the beginning of your upkeep, gain 1 life.
Description
Contraptions are artifacts that can attach to other contraptions to make MEGA MACHINES. They act like equipment (each contraption attaches only to one, doesn't get destroyed if it gets unattached, etc) so you don't lose card advantage. The contraptions' effects transfer to all they attach to - which means that if Sun Driplet is attached to a contraption, you gain 2 life. If THAT contraption was attached to another one, you gain three. Assembling indeed.
Again, though, costing is hard to do. The idea seems grokkable, but honestly is a lot of effort, especially for a mechanic that's confined to only one set.
Rigger 2R
Creature - Goblin Rigger
1/2
,T: Assemble a Contraption. (Choose one: Put a 1/1 Contraption artifact creature token into the battlefield; or put two +1/+1 counters on target Contraption you control.)
You can make new clanks or make your golems stronger! Conceptually, quite good, I think. No dumb rules baggage. Also conveys the feel of people assembling contraptions very well. Fun design space to make riggers that give contraptions abilities and +1/+1 counter shenanigans, ala Transformers!
Unfortunately, I've been staring at this for quite some time unable to balance the costs. At present, it blows way out of proportion quickly. Giving only one +1/+1 counter feels lame, as I'd prefer much more times to make another small guy rather than increase the size of my 1/1 to a 2/2.
Variation
,T: Assemble a Contraption. (Choose one: Put a 1/1 Contraption artifact creature token into the battlefield; or remove a +1/+1 counter from target Contraption and put two +1/+1 counters on it.)
You can create a 1/1, pump your 1/1 to be a 3/3, or struggle to slowly grow him afterward. This is the closest to the effect I want, but is hella ugly.
Rigger 3R
Creature - Goblin Rigger
2/2
T: Assemble a Contraption. (Put a gear counter on target artifact you control. It's a Contraption as long as it has a gear counter on it.)
Contraptions you control have "2R,T: this deals damage to target creature or player equal to the number of gear counters on it."
Description
The problem with creating tokens is that they have a tendency to become unbalanced - a person who gets a rigger can create virtual card advantage by continuously pumping contraptions out. Requiring an initial artifact investment balances that somewhat.
The problem with this is that you will need a new counter type to mark contraptions, which means that you can't use +1/+1 or charge counters in the block, removing a lot of design space.
Rigger 3W
Creature - Human Rigger
1/4
T: Assemble a Contraption. (Put a gear counter on a noncreature artifact or Contraption you control. It's a Contraption creature with power and toughness equal to its converted mana cost as long as it has a gear counter on it.)
Contraptions you control get +0/+1 for each gear counter on it.
Description
Not so much a new concept as an extension of the previous one. Person3142 made a lot of good points against the original wording, so I removed the whole "fading" aspect. I feel that the investment of the initial artifact gives the whole process more weight and flavor, plus you'll end up with cool artifact creatures with varied abilities.
Like the other one, though. this also means that we can't use any +1/+1 counters or charge counters in the entire block. Also, turning artifacts into creatures is not always a good thing - it makes them more suceptible to removal.
Variation:
,T: Assemble a Contraption. (Put two gear counters on target noncreature artifact or Contraption you control. It becomes Contraption creature with power and toughness equal to the number of gear counters on it.)
Whew. Glad I got that off my chest. If you read all this, a salute to you. What do you guys think? Which mechanics are feasible, broken, ugly? Do you have other suggestions?
I kind of like the idea of contraptions as 'artifact Slivers', where you spit tokens out and the riggers act like lords. But that also is the problem: it feels like it's been done.
I envisoned contraptions being like a Rube-Goldberg machine, which all sorts of weird components thrown together to do something crazy. I've tinkered with this some and your #4 option comes closets to my own work, but I think you've done it better than I. It's simple, it's interesting, and it can potentially create crazy game states, which is good. I also like in this version that riggers have a limiting factor; I could even see further specialization of riggers, maybe based on the abilities of the contraptions they can tutor for?
Current New Favorite Person™: Mallory Archer
She knows why.
Trying to simplify the wording while still be grokable:
Pyrite Rigger 2R
Creature -- Goblin Rigger (C)
T: Assemble a Contraption. (Put a Contraption artifact token onto the field. You may combine it with another Contraption.)
All Contraptions have ",T, Sacrifice this Contraption: This deals damage to target creature or player equal to the number of parts in it."
1/1
So then "combine" is an action word within an action word that allows you to add the new Contraption to an existing Contraption to make one single permanent (a la S.N.O.T.) with two parts. (The simplest way to play this would be to use coins for tokens and stack the coins as you combine them.)
You managed to put into words everything I tried to do with my contraption designs.
Number 4 I think has the greater design space and easily the more grokkable of them all.
Steamflogger Boss 3R
Creature - Goblin Rigger
Other Rigger creatures you control get +1/+0 and have haste.
If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead.
3/3
* Riggers may care about their power (but not their toughness.)
* Riggers may have tap abilities and can benefit from haste.
* Assembling a Contraption could trigger a Rigger's other abilities.
* A Contraption sounds like an artifact made from junk. Maybe assembling artifacts already in the 'yard.
* Obsidian Fireheart shows that abilities could qualify the ability later within the ability. (So we could use an ability word, but don't have to. I will for my purposes here.)
Floggling R
Creature - Goblin Rigger
Assembly - Sacrifice an artifact, T: Return target artifact card with converted mana cost X or less from your graveyard to the battlefield. X is Floggling's power.
Whenever Floggling assembles a Contraption, you may put a +1/+1 counter on Floggling.
1/1
This idea of assembly is flavorful, and reusable in a Red way, (see Trash for Treasure, and Goblin Welder.) I can imagine Riggers destroying and rebuilding their contraptions over and over again to take advantage of their ETB and LTB and sac effects.
The "X is it's power" idea with a restriction to prevent brokeness while not being a mana cost, which I like.
Riggers could have different triggered abilities, or none at all. Some of them would benefit from Stemflogger Boss's second ability, (Whenever ~ assembles a Contraption, it deals 1 damage to target player) while others may not (Whenever ~ assembles a Contraption, untap it at end of turn.) And I could imagine some gonzo triggers that would love the Boss. (Whenever ~ assembles a contraption, draw a card.)
If it's not clear, this idea assumes Contraptions are artifacts with that subtype. And maybe they work well with Riggers, while also functioning on their own. Here's a sample Contraption:
Manadrip 1
Artifact - Contraption
When ~ enters the battlefield, you may add one mana of any color to your mana pool.
That was fun!
1 and 2 seem to be the most consistent with Steamflogger Boss. From a purely mechanical point of view, I think 2 is cleaner, but 1 fits better conceptually with the idea of "contraptions"; 2 would be better with "scrap" or "ore" or something.
3 seems rather ordinary, not something worth introducing entirely new terminology for.
4 is, likewise, ordinary, at least as regards the "assemble" action. I do really like the idea behind Sun Driplet, and I'd love to see you expand on it in some way, but it doesn't make sense as a contraption; how are you supposed to assemble two of them with the Boss?
5 is kind of clunky, and for "assemble" to mean "make bigger" seems to be stretching things quite a bit.
6 and 7 are interesting in principle (especially 6). But again, their interaction with the Boss seems problematic. What's the "a contraption" in "assemble a contraption" referring to? The target artifact, which is not a contraption yet? The counter?
candidus inperti; si nil, his utere mecum.
I imagine someone, in at least one of these threads about Contraptions and assembling, has gone the route of "Assemble is like splice"?
For example:
Flange Handle 2
Artifact - Contraption Equipment
Equipped creature gets +0/+1 and can block an additional creature.
Equip 1
Assemble 2 (Reveal this card from your hand, tap an untapped Rigger you control, 2: Target artifact you control gains all artifact types and all non-Equip, non-Fortify, non-Assemble abilities this card has. Play this ability only whenever you could play a sorcery.)
It feels like assembling... it just seems a little wordy to me. (As far as what "assemble two contraptions instead" would be: you only have to pay the assemble costs once, but the abilities - and artifact types - get put onto two new artifacts.)
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Ancient Device 3
Artifact - Contraption
When Ancient Device comes into play, look at the top 4 cards of your library. You may put them back on top of your library in any order.
As long as Ancient Device is assembled, it has, "3UU, T: Draw two cards."
I like the idea of Contraptions being something at first, then something new and different once it's been assembled.
Ancient Engine 6
Artifact - Contraption
R: Target red creature gets +1/+1 until the beginning of the next end step.
Ancient Engine is a 5/5 Red Dragon in addition to its other types a long as it's assembled.
I almost feels like allies, not so good to construct but limited just loves these things.
This they'd never do. Memory nightmare.
candidus inperti; si nil, his utere mecum.
WOW. THAT is amazing! I was wrecking my mind trying to think of a way to make the player want to limit the number of contraptions he makes, but this nails it right on the head!
That's certainly an interesting idea. I'm particularly pleased about the way you used the way Steamflogger cares about power. If you don't mind, I'll add that to the "rules for making contraptions" part.
1 and 2 seem to be the most consistent with Steamflogger Boss. From a purely mechanical point of view, I think 2 is cleaner, but 1 fits better conceptually with the idea of "contraptions"; 2 would be better with "scrap" or "ore" or something.
3 seems rather ordinary, not something worth introducing entirely new terminology for.
4 is, likewise, ordinary, at least as regards the "assemble" action. I do really like the idea behind Sun Driplet, and I'd love to see you expand on it in some way, but it doesn't make sense as a contraption; how are you supposed to assemble two of them with the Boss?
5 is kind of clunky, and for "assemble" to mean "make bigger" seems to be stretching things quite a bit.
6 and 7 are interesting in principle (especially 6). But again, their interaction with the Boss seems problematic. What's the "a contraption" in "assemble a contraption" referring to? The target artifact, which is not a contraption yet? The counter?
3 - Agree. Which is why I introduced #4.
4 - I don't think so - while mechanically, it's nothing but a search function, flavorwise, the rigger works on the contraption and adds another part to it.
5 - See Silvercut's idea above. His idea is amazing.
6 - When we "assemble a car", the "car" refers to the end product. When we assemble a contraption, the raw materials are the artifact in play, but the contraption is the final product. "it's a contraption as long as it has a gear counter...".
7 - I was running out of ideas. Haha.
I imagine someone, in at least one of these threads about Contraptions and assembling, has gone the route of "Assemble is like splice"?
1 - Assembly should in most cases be linked to the cmc of the contraption. For example, the general rule of thumb would be that *normal* riggers can't assemble anything that costs more than themselves, although there would be exceptions.
2 - There should be riggers AND non-riggers (aka spells/lands) that can assemble or "disassemble."
3 - For pete's sake the design needs to avoid the obvious token-making ideas at all costs. I don't like the Boss being a doubling season for its theme enough as it is and I like my design on contraptions since it demands more dedicated deckbuilding for the themes.
Creature - Goblin Rigger
1/1
Assemble 2 - 2R, T: Put a gear counter on target contraption you control with converted mana cost 2 or less. (It's assembled as long as it has a gear counter on it.)
Whenever Steamflogger lackey deals combat damage to an opponent, you may put a contraption card from your hand onto the battlefield.
Tzerxis Taskmaster 3B (Rare most likely again)
Creature - Rigger Minion
3/3
Assemble 4 - 1B,T: Put a gear counter on target contraption you control with converted mana cost 4 or less. (It's assembled as long as it has a gear counter on it.)
2R, Sacrifice two Riggers you control: search your library for a contraption card and place it onto the battlefield. Shuffle your library afterwards.
Tzerxis Madman B (common)
Creature - Rigger Minion
1/1
Sacrifice Tzerxis Madman - Assemble a contraption you control.
Clockwork Rigger 4
Artifact creature - Rigger Golem
0/0
Clockwork Rigger comes enters the battlefield with 3 +1/+1 Counters on it.
Disassemble a Contraption you control: put a +1/+1 counter on Clockwork Rigger.
Remove 3 +1/+1 counters from Clockwork Rigger - search your library for a Contraption card with converted mana cost 3 or less and put it onto the battlefield.
Mechanical Prodigy 2R
Creature - Human Rigger
2/2
Assemble 3 - T: Put a gear counter on target contraption you control with converted mana cost 3 or less. (It's assembled as long as it has a gear counter on it.)
And now for other stuff...
Sorcery (probably rare? I think it should be but WotC has made some pretty broken uncommons)
Entwine - discard two cards
Choose one - Search your library for a Rigger card, reveal it, then put it into your hand and shuffle your library afterwards; or search your graveyard for a Contraption card and place it onto the battlefield.
Steamflogger Warren 1RR Uncommon
Enchantment
Whenver a Rigger comes into play, Assemble a contraption you control equal to or less than that Rigger's converted mana cost.
Surge of Production 2UU
Enchantment
Each Contraption enters the battlefield assembled.
Ancient Conduit 3
Artifact - Contraption
Assemble abilities cost 2 less to play.
As long as Ancient Conduit is assembled, Contraptions you control have "T: Add 1 to your mana pool."
Unstable Golem 2
Artifact - Contraption
Unstable golem is a 4/4 Golem artifact creature in addition to its other types as long as it's assembled.
Whenever Unstable Golem attacks or blocks, disassemble it at the beginning of the next end step. (Remove a gear counter from it.)
Master of Sabotage WW
Creature - Human Scout Warrior
2/2
First Strike
,T: Disassemble target Contraption. (Remove a gear counter from it.)
I have others, but this is my initial brainstorm.
And the ability could be like...
Assembly X (Whenever a non-token artifact is put into a graveyard from play, you may remove it from the game. If you do, assemble a contraption with X 'charge' counters on it.)
...where "assemble a contraption" means the same thing as "put a contraption artifact token onto the battlefield" or w/e, and they're basically just recycling the junk...
Rigger :3mana::symr:
Creature - Rigger
Assembly 2
Each Contraption artifact is an artifact creature with power and toughness each equal to the number of 'charge' counters on it.
2/2
Charge counters could be replaced with something else... idk...
Rigger :2mana::symr::symr::symr:
Creature - Rigger
Assembly X (...where X is ~'s power.)
:symtap:, sacrifice a Contraption: ~ deals damage equal to the number of 'charge' counters on the sacrificed contraption to target creature or player.
3/2
Or it could always just be attached to its power instead of having a number there.
Random thoughts from a random person... at 2:30-ish something am.
Hence my idea for contraptions, see my previous posts. I stray away from tokens AND counters. I'm not opposed to tokens or counters, but it seems thus far each interpretation of the theme turns your side of the field into a cluttered mess of keeping track of how many of what is in play and with what abilities.
I also personally like the "gear counter" angle the best, but it would expose one very heavy design limitation - You can't use any other types of counters for the entire block design except gear counters.
As for counters and design space, Clockwork Rigger should be fine because in my design only contraptions can get gear counters. If I had to remove gear counters completely, I'd design contraptions as flip cards, and that when you assemble one it gets flipped. I'd have to re-work how it retains its previous abilities to keep with my original make, but that dodges the design-space bullet of gear counters completely.
The best mechanics and themes can be revisited in other sets, but WotC doesn't avoid making keywords and mechanics that only appear in one block or even one set. And unlike stuff like Ninjitsu, which would have to be either renamed or be brought back only during another japanese-themed set, Contraptions are only dependent on artifact themes, which are universal for the multiverse. Long story short I don't see it as a problem or setback to design something that would only be used for one block.