Sol Invictus2CCC Legendary Artifact Creature — Golem Construct
If you would draw a card, you may add one mana of any color to your mana pool instead. 1 , Tap an untapped land you control: Create a treasure token. The sun could burnout and his people will survive. A radiance larger than life.
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Alt. Flavor Text His people swear the sun could burnout and they would survive—for his is a radiance larger than life.
Shouldn't you card be name something like: XXXXX, <metal> Golem or something to follow that trend?
Also idk is an actually weird card, it doesn't seem bad but IDK why would I use it for though
Yeah, we're going off the beaten path here, but I think that's good style to breathe new life into an old concept.
Redundancy and all. People can only bear to hear the same thing so many times. You gotta switch it up, change it up, mix it up, shake it up.
I honestly feel like the effects are insane, but on a double liable (artifact creature) with no evasion other than high defense, and with no offensive potential by itself, it really wants to be okay as it is.
Bootleggers' Stash is 6 mana and has just the ability that sure it is stronger since it is basically 1 land 1 treasure instead of 2 lands 1 treasure. But Since this also has the "If you would draw a card, you may add one mana of any color to your mana pool instead." effect this card at that mana cost is far to powerful.
If you wanna keep the cost you could make the mana generating ability mandatory so that you cant draw cards anymore since the ability to chose when to ritual/free spell and when to draw
When you start factoring out the exchanges, everything seems very balanced. It's a smooth spline curve.
As tight as it is, something could certainly be done with it though. It's like a topology optimization.
I'll say, increasing the cost by one isn't bad. It helps to preserve some aspect of challenge. It's just feel bad for me to tack on costs when it doesn't really change much of anything, yet the change wants to claim that it does. In this scenario, giving up that extra turn doesn't equate to anything. You see what I mean? It's mostly just for aesthetics.
one turn is huge with a card that allows you go off with the main culprit being cards that are already good for going off Echo of Eons, Wheel of Fortune, Wheel of Fate, Windfall, Jace's Archivist etc. since each card draw has its own replacing effect you draw check if you wanna play it if you do you skip draws until you have the mana )or even more depending on what you have/want and repeat that. Makes it easy to find what you need and to pay for it too.
Yeah but even with wheels cards like narset, parter of veils or hullbreacher, or even smothering tithe are better. The turning lands into treasure is far more of a problem, but even that I could see on a 4 drop.
An interesting thing bout this design is that I originally wanted to give it the Berzerker keyword, from awhile back. That would have enabled me to increase the cost some more. And falls in line with another aesthetic desire to have this design fall inbetween the costs of the other legendary metal golems. Then I remembered deciding that Berzerker was probably too great to become a keyword, so I turned it into an archtype effect instead and slapped it on an aura.
Going back, I took the opportunity to update that design, and tweak the design to fill that void.
I'm still not sure where you're coming from on those designs. It involves a bullheaded play where you're tapping out and leaving yourself potentially defenseless and open to removal. There's some special insight though—if I might share it.
There's a secret element that makes lower cost permanents more crafty than they might first appear. A design that can hit the table sooner becomes more susceptible to removal, because at the start of the game reserves for removal spells are high. Whereas permanents with higher cost naturally draft the game pace, and become less crafty as they force players out into the mid game, where removal resources can wind down and their threat become less imminent. Even if a card can be played sooner, a wise player will still be forced to draft into the mid game, to bait and draw such removal spells first.
Therefore, where the effect of a card isn't imminently game-ending, the difference between a mana or two doesn't really matter, and is only aesthetic. Whereas the temptation to play the design sooner is crafty, and actually creates an aspect of challenge within the design itself against its own caster.
This is true even in blue, where blue is up against other blue decks; or content is present that can ace counterspells.
I'm pretty content with the current cost. Can't see any reason it should increase from here.
Therefore, where the effect of a card isn't imminently game-ending, the difference between a mana or two doesn't really matter, and is only aesthetic. Whereas the temptation to play the design sooner is crafty, and actually creates an aspect of challenge within the design itself against its own caster.
This statement is factually false one mana difference makes or breaks cards in competitive magic. Sure the less competitive you get the less it matters but it still matters.
Yeah but even with wheels cards like narset, parter of veils or hullbreacher, or even smothering tithe are better.
True to a certain extend as this card you can use self wheels alongside Regular ones. So "sol invictus" might slot into decks with narset etc but in addition to that create new decks that abuse that half of the card and IN ADDITION to that they can store mana for the combo turn.
Not to mention in commander with someone like Arjun, the Shifting Flame at the helm this can get nasty real quick.
And as you said "The turning lands into treasure is far more of a problem" holds true in commander in nonspecialized decks a cheaper bootleggers stache that you can put in every deck will be played in many decks
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Legendary Artifact Creature — Golem Construct
If you would draw a card, you may add one mana of any color to your mana pool instead.
1 , Tap an untapped land you control: Create a treasure token.
The sun could burnout and his people will survive. A radiance larger than life.
0/9
Alt. Flavor Text
His people swear the sun could burnout and they would survive—for his is a radiance larger than life.
I thought of this as a character concept based on the Karn, Silver Golem // Bosh, Iron Golem succession.
Also idk is an actually weird card, it doesn't seem bad but IDK why would I use it for though
Redundancy and all. People can only bear to hear the same thing so many times. You gotta switch it up, change it up, mix it up, shake it up.
I honestly feel like the effects are insane, but on a double liable (artifact creature) with no evasion other than high defense, and with no offensive potential by itself, it really wants to be okay as it is.
The abilities are insane because they're together, and they do hold significant potential together.
I honestly feel like pushing this to 4CC would be for false claims.
If you wanna keep the cost you could make the mana generating ability mandatory so that you cant draw cards anymore since the ability to chose when to ritual/free spell and when to draw
One of the subjective things about that is it doesn't generate immense surplus of mana, and can cost you other resources.
Careful Study +1 mana - 2 cards = Manamorphose effect.
Braingeyser - 2 mana = massive Manamorphose effect; or tap down for treasure hoard (-1 one turn + tapped out).
Howling Mine // Kami of the Crescent Moon = +1 mana - 1 land = 1 treasure token.
When you start factoring out the exchanges, everything seems very balanced. It's a smooth spline curve.
As tight as it is, something could certainly be done with it though. It's like a topology optimization.
I'll say, increasing the cost by one isn't bad. It helps to preserve some aspect of challenge. It's just feel bad for me to tack on costs when it doesn't really change much of anything, yet the change wants to claim that it does. In this scenario, giving up that extra turn doesn't equate to anything. You see what I mean? It's mostly just for aesthetics.
Going back, I took the opportunity to update that design, and tweak the design to fill that void.
I'm still not sure where you're coming from on those designs. It involves a bullheaded play where you're tapping out and leaving yourself potentially defenseless and open to removal. There's some special insight though—if I might share it.
Therefore, where the effect of a card isn't imminently game-ending, the difference between a mana or two doesn't really matter, and is only aesthetic. Whereas the temptation to play the design sooner is crafty, and actually creates an aspect of challenge within the design itself against its own caster.
This is true even in blue, where blue is up against other blue decks; or content is present that can ace counterspells.
I'm pretty content with the current cost. Can't see any reason it should increase from here.
This statement is factually false one mana difference makes or breaks cards in competitive magic. Sure the less competitive you get the less it matters but it still matters.
True to a certain extend as this card you can use self wheels alongside Regular ones. So "sol invictus" might slot into decks with narset etc but in addition to that create new decks that abuse that half of the card and IN ADDITION to that they can store mana for the combo turn.
Not to mention in commander with someone like Arjun, the Shifting Flame at the helm this can get nasty real quick.
And as you said "The turning lands into treasure is far more of a problem" holds true in commander in nonspecialized decks a cheaper bootleggers stache that you can put in every deck will be played in many decks