slimytrout wrote: ↑3 years ago
Gerrard's Hourglass Pendant 2
Legendary Artifact - Equipment (R)
Whenever equipped creature deals combat damage, put a wish counter on Gerrard's Hourglass Pendant.
Remove a wish counter from Gerrard's Hourglass Pendant: Equipped creature gains indestructible until end of turn.
Remove five wish counters from Gerrard's Hourglass Pendant: Take an extra turn after this one.
Equip
2
Off to a good start! Not every equipment needs to be a weapon.
Flavorfully, this could just be an hourglass; eliminating "pendant" snips four words from the card, and keeps the font size in the text box legible.
I'm not quite certain of the balance between indestructibility and taking extra turns. One seems fairly Gerrard-iffic, but the second seems much more Jace or Teferi's wheelhouse. Extra turns, of course, relate back to it being an hourglass, leaving indestructibility as the oddball. For something time-travelly, maybe "untap equipped creature", or even granting vigilance or haste as a static ability.
And, naturally, this gets a little weird with proliferate. "Attack five times" is a pretty severe drawback; "attack once, then play four spells" much less so,
Overall, 6/10.
Rumpy5897 wrote: ↑3 years ago
Blade of Corruption 4
Legendary Artifact - Equipment {M}
You can't draw cards if you have one or more cards in your hand.
Equipped creature gets +5/+0 and can't be blocked.
Discard a card: Target player gains control of Blade of Corruption. They attach it to a creature they control.
An interesting puzzle of a card, from the very first glimpse. Equipment without dedicated equip abilities are always kind of cool. It's a little odd that it has a static ability that doesn't care whether or not it's equipped, and that the "equip" ability it does have doesn't specify the creature it's equipped to, but rather the player.
Some playstyles (anything with hellbent) will never mind the drawback; others, like control, rely on having a full grip of cards. So, moving between players has some excitement, because it interacts with different players in different ways.
The card creates two games. One is simply, beat face -- if you throw it on an opponent's creature, they probably can't draw cards, but end the game in three or so turns by hitting you with your own sword. You can't equip it to your own creature, and chances are that your opponent might not pass it back to you. There's a subset to this game, where a player is lagging behind and doesn't have a creature, at which point this card might easily knock them out of the game by entirely missing the point of the card, which just feels ... wrong.
The second game is the one where players pass it back and forth, discarding a card until they're finally allowed to draw a card. This plays well with madness decks and maybe dredge and delve, but not many others.
The fact that the "equip" ability doesn't have a mana cost pushes immediately toward that endgame, which, to me, isn't that interesting. If a player doesn't want it, they have to have more cards in hand than their opponents, or they're stuck with it. Like
Jinxed Choker, I'd limit this to once per turn.
For a card that presents a huge power boost ... this card isn't really about attacking, at all, and I think most players won't actually enjoy this puzzle.
Overall, 4/10.
Subject16 wrote: ↑3 years ago
Nyxweave Cloak 2
Legendary Enchantment Artifact — Equipment (Rare)
Equipped creature gets +1/+1 and is enchantment in addition to its other types.
As long as your devotion to white is greater than five, equipped creature gets +1/+1 and has protection from white. The same is true for each other color.
Equip
2
Minor nitpick, the static ability should read, "and is an enchantment..."
There aren't ... any? ... cards that care about devotion to every color, so I'm not sure how "pure" Theros this card is. It's nice that it's colorless and could go into almost any deck (mono-color or multicolored, but not artifact-bound).
The limit in devotion means this card will often have no benefit, so I'd categorize it as win-more -- when you're ahead, it's great, but it doesn't do much to help you catch up. The potential for +5/+5 and protection from every color seems awesome! but will almost never be realized in games, so instead of a benefit becomes a bit of a letdown.
Lastly, this would really benefit from a name tweak -- in a set where
Nyx-Fleece Ram and
Satyr Nyx-Smith aren't legendary, it doeesn't sound like this card would be, either.
Overall, 7/10
kwanyeegor-ii wrote: ↑3 years ago
Zaimon, Sword of the Mimic
2
Legendary Artifact--Equipment (Mythic)
Equipped creature gets +1/+1
As long as another creature on the battlefield has flying, equipped creature has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, prowess, trample, vigilance, and activated abilities
Equip
3
I'm not a huge fan of keyword-soup cards, partly because they're all slightly different, and tracking which exact abilities are shared and which ones aren't feels like its intended to catch players off-guard. They really seem more intended for Wizards to highlight which keywords they currently consider evergreen and which ones aren't.
Sharing abilities that opponent's creatures have is a neat twist, but also stretches the flavor a little bit.
I'd try and trim some of these down, since there are a few abilities that are near duplicates. Yeah, I get that having both first strike and doublestrike on the list opens up combo possibilities with other cards, but when both are active, first strike might as well not be on the list. Having a cleaner list of abilities ... well, it's just cleaner. So I'd spend some time considering which cards this is supposed to imitate.
Akroma's Memorial is a similar card, but the abilities it grants make sense, because, well, Akroma.
Given that the card is named "Sword of the Mimic," I'd expect changeling to be on the list; or for the sword to grant the equipped creature each creature type of a creature on the battlefield.
The last of the abilities is *really* wide open. I'd expect more players to play it just to copy abilities, alone, which kind of makes the rest of the card moot.
Overall, 7/10.
Lorn Asbord Schutta wrote: ↑3 years ago
Mox Ring
Legendary Artifact - Equipment (M)
: Add one mana of any color among the colors of equipped creature.
Equip
To reward a minion is to gather power.
Paradise Mantle and
Springleaf Drum exist. Their seemingly significant play differences (equip cost, color of mana generated) really won't matter in a deck that would use this. And while I get that Moxen
should be legendary, most haven't been, so far.
I love the flavor text! You're the only one to include some.
Overall, 7/10
MonoRedMage wrote: ↑3 years ago
Dragon Bracers of Venkelar 4
Legendary Artifact - Equipment {R}
Equipped creature has flying and is a Dragon in addition to its other types.
1: Equipped creature gets +1/+0 until end of turn.
Whenever equipped creature attacks or blocks, double the power and toughness of each Dragon you control until end of turn.
Equip
4
As much as I loathe colored artifacts (and I
l o a t h e colored artifacts!), this really wants to be one. While Dragons get bled over into every color for Uber Cool Cycles!, they're really anchored in red.
The activated ability is in a weird spot. Firebreathing effects -- and, let's be clear, it's a firebreathing effect -- usually get saved until after blockers are declared, and combat tricks are played out, so you can spike the ball onto the undefended corner of your opponent's court. But the way it interacts with the triggered ability that follows it means you really, really want to pump the equipped creature as much as possible, to double all that flame-spewing goodness.
Also, like a surprisingly large chunk of Dragon-tribal support, this card would seem to go best on something that's
not a dragon, but rather something small and unblockable (a little more blue's portfolio, to be honest), which makes deckbuilding problematic.
Overall, 5/10.