Hey just was wondering, is this an out of season April Fool's joke?
As someone who has 6 years and thousands of dollars invested in Commander, I can assure you that I'm not joking in the slightest when I say that this card is absolute trash in commander. Sure, Commander is a casual format which encompasses many different playgroups with many different play styles and skill levels and such, and I'm sure that plenty of people will try very hard to make this card work. I'm also just as sure that very many of them will end up being very disappointed when it gets repeatedly countered and removed, at which point they realize that casting this card is roughly equivalent to Time Walking themselves. In a multiplayer format in which a turn cycle can easily take half an hour on average in the late game, that's gonna turn quite a lot of people off to this card.
So, no. Saying this card is unplayable in Commander is not a joke.
All of that doesn’t change the fact that it’s lethal in two hits in 60 card formats. Doesn’t need much more in commander.
All I'm saying is that it's more accurate to look at this as a 9 power card for 8 mana than a 13 power card for 8 mana. Yes, it hits for 13, but that costs 8 mana PLUS the cost of the 4 power creature you used to crew it. It's still not a terrible rate (assuming you get to actually attack with the thing), considering you can space out that mana over a couple of turns. Doesn't make this card good though.
Except that your opponent is still losing 13. I don’t think looking at it in the card advantage sense is reasonable when looking at this. At least without modifying the paradigm.
The fact is that after attacking with this card you would have 17 power worth of creatures on the board, however four of that power would not be dealt to your opponent.
This card could be a 1/1 creature that doesn't require a crew cost and it would have the same result, contributing 9 power to each attack.
He’s subtracting the 4 you have to tap to crew it. Which isn’t a good way to look at it because it’s still 13 hitting the opponent.
I'm thinking the same way skilled players think about card advantage and using planeswalkers to "gain life". The resources you spend are just as significant as the reward you get. Divination draws you two cards at the cost of one, so you net 1. A 5 loyalty planeswalker requires at least 5 damage to kill, meaning it will usually prevent you from losing 5 or more life, which is equal to losing that much life and gaining it back. This card gets you 13 power at the cost of 4. You're netting 9.
Maybe red will get another? It's the only non-legendary of the bunch.
If I had to guess, if we are getting another rare colored artifact, it'll probably be a blue creature made by Tezzeret or Saheeli. It would be pretty weird for none of the set's high profile artifacts to belong to the two artificer planeswalkers in the set.
I guess you don’t realize how insane this card would be if it were easy it get out?
This card could have flash and be a creature for free on your turns and it would still be bad. It's flashy, sure, but it's definitely the kind of card that would happily go into my "Bad Cards Cube"
Freezer BurnURR
Instant (U)
~ deals 4 damage to any target.
Your first thoughts about these two cards will probably be close to "Wow, these cards are pretty aggressively costed for their effect," and "But Rude Interruption isn't red and Freezer Burn isn't blue. Why are these gold cards?"
The answer is this: I want to include these exciting, powerful-for-standard effects at low costs, but I only want them to be accessible by certain color combinations. In this case, a Counterspell that can only be played in a deck with both blue and red mana, and a Char without drawback, but with a more restrictive cost, again only accessible to a deck with both red and blue mana.
The purpose of having five different colors of mana at its most fundamental level is just to make sure a single deck can't have easy access to all the best cards across colors. The rule of thumb is that each effect should be accessible to certain colors, but not others, like countermagic in blue and not red. However, there is no rule that states that a counter spell can't have red in its mana cost, even if it doesn't do anything red, as long as it also costs blue mana.
The important part is that I want to impose a tighter-than-normal restriction on deck construction as a way to control which decks can play these powerful effects.
I like this a lot. It's very on-brand for Kaladesh and seems really fun to build around.
I do agree that it should be attachable to any artifact though. Maybe non-Part artifacts? That at least opens up a lot of design space without keeping you from giving bonuses to creatures.
I agree that mana symbols shouldn't be separated by spaces, but that's a minor problem.
The type line shouldn't have a text field. You could honestly just line up the type symbols where that text field is to avoid confusion.
Static abilities for planeswalkers would also be cool, and allowing any combination of card types would be ideal.
For planeswalkers, it would be cool to be able to adjust the heights of the lines between abilities.
At some point I'd also like to see an option to upload or draw a custom set symbol.
So, no. Saying this card is unplayable in Commander is not a joke.
This card could be a 1/1 creature that doesn't require a crew cost and it would have the same result, contributing 9 power to each attack.
Rude Interruption UR
Instant (R)
Counter target spell.
Freezer Burn URR
Instant (U)
~ deals 4 damage to any target.
Your first thoughts about these two cards will probably be close to "Wow, these cards are pretty aggressively costed for their effect," and "But Rude Interruption isn't red and Freezer Burn isn't blue. Why are these gold cards?"
The answer is this: I want to include these exciting, powerful-for-standard effects at low costs, but I only want them to be accessible by certain color combinations. In this case, a Counterspell that can only be played in a deck with both blue and red mana, and a Char without drawback, but with a more restrictive cost, again only accessible to a deck with both red and blue mana.
The purpose of having five different colors of mana at its most fundamental level is just to make sure a single deck can't have easy access to all the best cards across colors. The rule of thumb is that each effect should be accessible to certain colors, but not others, like countermagic in blue and not red. However, there is no rule that states that a counter spell can't have red in its mana cost, even if it doesn't do anything red, as long as it also costs blue mana.
The important part is that I want to impose a tighter-than-normal restriction on deck construction as a way to control which decks can play these powerful effects.
What do you guys think?
Strobe Module W
Artifact - Modification
Modified artifact has "W, T: Tap target creature an opponent controls."
Modify 1
And, yeah I do think they should avoid being attachable to other mods.
I do agree that it should be attachable to any artifact though. Maybe non-Part artifacts? That at least opens up a lot of design space without keeping you from giving bonuses to creatures.