Mishra's Mine
Land T: Add C 2, T: Scry 1. If you control a Mishra’s Power-Plant and a Mishra’s Tower, this ability cost 0 instead.
Mishra's Power Plant
Land T: Add C 2, T: Gain 1 life. If you control a Mishra’s Mine and a Mishra's Tower, this ability cost 0 instead.
Mishra's Tower
Land T: Add C 3, T: Target artifact creature gets +1/+1 until the end of turn. If you control a Mishra’s Mine and a Mishra's Power Plant, this ability cost 0 instead.
My personal take on a twist on Urza's lands. Instead of giving 7 mana, the reward of having the Tron complete is to pay zero for each ability instead
I think the 'gain life' is too weak for the power plant.
IMO, the scry is too powerful as it lets you filter for the remainder of the lands.
What do you think about the payoff for all 3 being 'create a construct creature' like Urza, Lord High Artificer?
Maybe:
Draw a card
Tap target creature
Destroy target tapped artifact creature
Private Mod Note
():
Rollback Post to RevisionRollBack
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
Maybe:
Draw a card
Tap target creature
Destroy target tapped artifact creature
I considered this and they are too undercosted for this kind of effects. We don't have a single land that have an unconditional "draw a card" and not for 2 or 3 mana for sure. Tapping a creature is also too strong as a repeatable and unconditional effect at 2 or 3 mana (closest cards are Mystifying Maze and Labrytinth of Skophos that cost much more mana for a much more nerfed effect). Destroy tapped artifact creature is also too much as a repeatable effect, the worst artifact-hate land existing is Blinkmoth Well and simply tap non-creature artifacts.
Those effects (Scry 1, Gain 1, etc) are bland, but they are balanced cost for repeatable effects you get unconditionally every turn I believe. We can discuss now of giving effects more fitting with the Mishra character, sure, but the effects you are suggesting me are ruining the whole point of the design by either sacrificying the callback of Urza lands with the numbers (2,2,3) or the fact the they always do their effect at every turn.
IMO, the scry is too powerful as it lets you filter for the remainder of the lands.
How come Scry 1 is too powerful but directly draw a card as you suggest is ok?
What do you think about the payoff for all 3 being 'create a construct creature' like Urza, Lord High Artificer?
Would be too much similar of Urza's Factory. I wanted something more novel and more distinct from Urza works.
Maybe:
Draw a card
Tap target creature
Destroy target tapped artifact creature
I considered this and they are too undercosted for this kind of effects. We don't have a single land that have an unconditional "draw a card" and not for 2 or 3 mana for sure. Tapping a creature is also too strong as a repeatable and unconditional effect at 2 or 3 mana (closest cards are Mystifying Maze and Labrytinth of Skophos that cost much more mana for a much more nerfed effect). Destroy tapped artifact creature is also too much as a repeatable effect, the worst artifact-hate land existing is Blinkmoth Well and simply tap non-creature artifacts.
Those effects (Scry 1, Gain 1, etc) are bland, but they are balanced cost for repeatable effects you get unconditionally every turn I believe. We can discuss now of giving effects more fitting with the Mishra character, sure, but the effects you are suggesting me are ruining the whole point of the design by either sacrificying the callback of Urza lands with the numbers (2,2,3) or the fact the they always do their effect at every turn.
IMO, the scry is too powerful as it lets you filter for the remainder of the lands.
How come Scry 1 is too powerful but directly draw a card as you suggest is ok?
What do you think about the payoff for all 3 being 'create a construct creature' like Urza, Lord High Artificer?
Would be too much similar of Urza's Factory. I wanted something more novel and more distinct from Urza works.
Sorry,
I didn't realize that you wanted the effects to be 2-2-3.
What in your mind should be the theme for Mishra?
Private Mod Note
():
Rollback Post to RevisionRollBack
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
Sorry,
I didn't realize that you wanted the effects to be 2-2-3.
What in your mind should be the theme for Mishra?
Mishra is associated with Assembly-Workers (see Mishra's Factory and Mishra Foundry) So it would be cool to go on a design that is a callback to that.
An alternative way to keep the costs as 2,2,3 is to still give bland effects when they are played alone but to power-up the effects when they are together (like the cycle of cards of Empire from M12 for example)
Now about the abilities? It would be cool to have artifact-related abilities that synergize with each other (Like the Stations cycle of Mirrodin or the Module cycle from Kaladesh), but I still haven't come up with 3 abilities that works well with each other and still are different enough from both the Station and Module cycles.
For such a design. Would you be open to additional costs beyond the mana? If not I think the best you can do is
Target assembly worker can't be blocked this turn.
Put a +1/+1 counter on target assembly worker.
Create a 0/1 colorless artifact assembly worker.
These might be pushing it but it needs some umph if your referencing such powerful old cards.
As I said in my last post instead of having the cost free for collecting the 3 Tron we can simply make 3 stronger effects when the 3 are united for the same costs. In that case then:
The Tower can makes 2/2 Assembly Workers for 3 with the Tron but 0/1 without Tron (or maybe, even better for play design reason, something that can't block and is gone at end of combat, similar to the decayed zombie tokens from last innistrad. Maybe even the same 2/2 Assembly could be ok with those restrictions).
The Mine could get any artifact creature unblockable with Tron at 2, but only Assembly Workers without Tron.
The Powerplant giving +1/+1 counters at any artifact creature at 2 with Tron, but only +1/+1 until end of turn at Assembly Workers without Tron.
You could play around with some effects like
‘Target assembly worker gets +1/+1 until end of turn, if you control mishratron, instead pout a +1/+1 counter’
Private Mod Note
():
Rollback Post to RevisionRollBack
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
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Land
T: Add C
2, T: Scry 1. If you control a Mishra’s Power-Plant and a Mishra’s Tower, this ability cost 0 instead.
Mishra's Power Plant
Land
T: Add C
2, T: Gain 1 life. If you control a Mishra’s Mine and a Mishra's Tower, this ability cost 0 instead.
Mishra's Tower
Land
T: Add C
3, T: Target artifact creature gets +1/+1 until the end of turn. If you control a Mishra’s Mine and a Mishra's Power Plant, this ability cost 0 instead.
My personal take on a twist on Urza's lands. Instead of giving 7 mana, the reward of having the Tron complete is to pay zero for each ability instead
Getting an ability for free is an interesting alternative to lots of mana but the abilities need to be more worthwhile and should probably synergize.
IMO, the scry is too powerful as it lets you filter for the remainder of the lands.
What do you think about the payoff for all 3 being 'create a construct creature' like Urza, Lord High Artificer?
Maybe:
Draw a card
Tap target creature
Destroy target tapped artifact creature
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
I considered this and they are too undercosted for this kind of effects. We don't have a single land that have an unconditional "draw a card" and not for 2 or 3 mana for sure. Tapping a creature is also too strong as a repeatable and unconditional effect at 2 or 3 mana (closest cards are Mystifying Maze and Labrytinth of Skophos that cost much more mana for a much more nerfed effect). Destroy tapped artifact creature is also too much as a repeatable effect, the worst artifact-hate land existing is Blinkmoth Well and simply tap non-creature artifacts.
Those effects (Scry 1, Gain 1, etc) are bland, but they are balanced cost for repeatable effects you get unconditionally every turn I believe. We can discuss now of giving effects more fitting with the Mishra character, sure, but the effects you are suggesting me are ruining the whole point of the design by either sacrificying the callback of Urza lands with the numbers (2,2,3) or the fact the they always do their effect at every turn.
How come Scry 1 is too powerful but directly draw a card as you suggest is ok?
Would be too much similar of Urza's Factory. I wanted something more novel and more distinct from Urza works.
Sorry,
I didn't realize that you wanted the effects to be 2-2-3.
What in your mind should be the theme for Mishra?
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
Mishra is associated with Assembly-Workers (see Mishra's Factory and Mishra Foundry) So it would be cool to go on a design that is a callback to that.
An alternative way to keep the costs as 2,2,3 is to still give bland effects when they are played alone but to power-up the effects when they are together (like the cycle of cards of Empire from M12 for example)
Now about the abilities? It would be cool to have artifact-related abilities that synergize with each other (Like the Stations cycle of Mirrodin or the Module cycle from Kaladesh), but I still haven't come up with 3 abilities that works well with each other and still are different enough from both the Station and Module cycles.
Target assembly worker can't be blocked this turn.
Put a +1/+1 counter on target assembly worker.
Create a 0/1 colorless artifact assembly worker.
These might be pushing it but it needs some umph if your referencing such powerful old cards.
As I said in my last post instead of having the cost free for collecting the 3 Tron we can simply make 3 stronger effects when the 3 are united for the same costs. In that case then:
The Tower can makes 2/2 Assembly Workers for 3 with the Tron but 0/1 without Tron (or maybe, even better for play design reason, something that can't block and is gone at end of combat, similar to the decayed zombie tokens from last innistrad. Maybe even the same 2/2 Assembly could be ok with those restrictions).
The Mine could get any artifact creature unblockable with Tron at 2, but only Assembly Workers without Tron.
The Powerplant giving +1/+1 counters at any artifact creature at 2 with Tron, but only +1/+1 until end of turn at Assembly Workers without Tron.
‘Target assembly worker gets +1/+1 until end of turn, if you control mishratron, instead pout a +1/+1 counter’
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation