Quote from IceMetalPunk »I feel like Spikes won't see the appeal of Contraptions at all, and T[ia]mmys may only see it after a bit of consideration, but us Johnnys and Jennys... we see the loveliness immediately Contraptions are all about combos, combos, combos. They give you more consistency than triggered effects, but slightly less control than activated abilities. You need to decide which effects will trigger together for the best combo, but also think ahead to the next step of the sequence and what should trigger then. You have a sequencer of combos, basically, and you just need to decide how the sequence will progress. It's beautiful Who cares if one Contraption only gives you +2/+2 when you can combine it with the perfect set of 5 other Contraptions in just the right way to make an amazing sequence of effects? The beauty is in putting the puzzle together, not in critiquing the brush strokes on each of the puzzle pieces
Quote from Richard Arschmann »The flavor is kind of messy. Die Young can kill most creatures with "Elder" in the name and Wizened Cenn.
Quote from mondu_the_fat »IT would be fun if it had advantage to owning it and donating it.
However, the black one is absolutely useless if you own it (5cc for 1/3? Not worth it even with indestructible), and as such it has no reason the be played without the donation.
Also, this runs into the problem control cards run into. After the game, there is a very realistic chance that you'll lose the card, permanently, because either/both you and your opponent forget to return the card.
This is fine as a one or two of (like sleeper agent). As a mechanic and appearing in several cards, the risk of loss due to the number of cards accidentally changing hands is too high.