Rejuvenation Beacon
Artifact (R)
Rejuvenation Beacon enters the battlefield with a charge counter on it.
At the beginning of your upkeep, you may put a charge counter on Rejuvenation Beacon. If you don't, return up to one target creature card with converted mana cost less than or equal to the number of charge counters on Rejuvenation Beacon from your graveyard to the battlefield.
Divergent Emitter
Artifact (R)
Divergent Emitter enters the battlefield with a charge counter on it.
At the beginning of your upkeep, you may put a charge counter on Divergent Emitter. If you don't, the next time you cast an instant or sorcery spell with converted mana cost less than or equal to the number of charge counters on Divergent Emitter this turn, you may copy that spell. You may choose new targets for the copy.
Extraction Needle
Artifact (R)
Extraction Needle enters the battlefield with a charge counter on it.
At the beginning of your upkeep, you may put a charge counter on Extraction Needle. If you don't, you lose 1 life and exile the top card of target opponent's library. If that card's converted mana cost is less than or equal to the number of charge counters on Extraction Needle, you may play it this turn and spend mana as though it were mana of any color to cast it.
Fission Rod
Artifact (R)
Fission Rod enters the battlefield with a charge counter on it.
At the beginning of your upkeep, you may put a charge counter on Fission Rod. If you don't, until your next turn, if a red and/or artifact source you control would deal noncombat damage, it deals that much damage plus X instead, where X is the number of charge counters on Fission Rod.
Creation Engine
Artifact (R)
Creation Engine enters the battlefield with a charge counter on it.
At the beginning of your upkeep, you may put a charge counter on Creation Engine. If you don't, create an X/X colorless Construct artifact creature token, where X is the number of charge counters on Creation Engine.
Random Charge Counter Artifact Cycle
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void_nothing Undersea Emperor
- Posts: 15440
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Awesome concept! I'm not really sure about relative power levels but they all look good.
Psst, check the second page of Custom Card Contests & Games! Because of the daily contests, a lot of games fall down to there.
The greatest (fake) pro wrestling on the internet - Collaborative Create-A-Booster - My random creations (updated regularly)
Important Facts: Colorless is not a color, Wastes is not a land type, Changeling is not a creature type
The greatest (fake) pro wrestling on the internet - Collaborative Create-A-Booster - My random creations (updated regularly)
Important Facts: Colorless is not a color, Wastes is not a land type, Changeling is not a creature type
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- Posts: 338
- Joined: 5 years ago
- Pronoun: he / him
A very interesting concept. Unfortunately the powerlevel is skewed heavily, though in strange ways.
White is by far the most powerful out of the Gate. At 1 it can recycle some of the best artifacts that exist. While it doesn't get much better until it has 4+.
Blue probably the second strongest out the gate but has the best simple growth. Copying can trips early to cover any weakness and later copying large spells its great. Probably the power level you should be shooting for.
Black, Unfortunately the weakest. The limitation on casting hurts this too much.it takes 3+ turns before you might get a card and it could still be a bad card.
Red, this is perfect for red. Its difficult to judge its power, Unfortunately shrine of burning rage is just better for most red decks. The true strength is in working with electrostatic fields and the like.
Green, this might be good enough but its hard to say. A 1/1 every turn is on the weak side, a 2/2 every turn after waiting a turn is good but far from broken. This has the benefit of gaining the most from adding counters from other sources especially as it scales forever. Honestly I could see this one as the one being played in control as a finisher, you drop it whenever then four turns later its cranking out major threats.
White is by far the most powerful out of the Gate. At 1 it can recycle some of the best artifacts that exist. While it doesn't get much better until it has 4+.
Blue probably the second strongest out the gate but has the best simple growth. Copying can trips early to cover any weakness and later copying large spells its great. Probably the power level you should be shooting for.
Black, Unfortunately the weakest. The limitation on casting hurts this too much.it takes 3+ turns before you might get a card and it could still be a bad card.
Red, this is perfect for red. Its difficult to judge its power, Unfortunately shrine of burning rage is just better for most red decks. The true strength is in working with electrostatic fields and the like.
Green, this might be good enough but its hard to say. A 1/1 every turn is on the weak side, a 2/2 every turn after waiting a turn is good but far from broken. This has the benefit of gaining the most from adding counters from other sources especially as it scales forever. Honestly I could see this one as the one being played in control as a finisher, you drop it whenever then four turns later its cranking out major threats.