[Assorted] Wizyard's Tower

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Post by JessWill 7 months ago

Oil Supply is an interesting ability that seems to be flexible to let you do what you want with it. It is a little confusing to read at first or seems to require you to do some extra math, especially as a double X card. Or at least, it seems a little arbitrary at first glance as to how many oil counters something gets. But I'm sure you have a scheme that makes sense depending on the card in question. It is flexible.

I think I'm realizing that I'm a bit biased towards relatively simple designs. Cards with three lines that do three different things, and cards with special counters that require their own special rules text, often make me squint. Lol. So I had to squint a little at Cube Tube. It's an interesting design and I see what it does now that I read it again. But this kind of card is a pretty complicated way of doing something.

Petroleum Jelly is a much more straight forward card design and seems solid.

Rexus is a bit conditional but is a cool way to riff of the last contest theme we posted in :P

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Post by wizyard 7 months ago

i def dumped the Cube Tube in here because it had too much going on to enter in a contest hehheh

oil supply in general could just be purely dependent on cards exiled from graveyard, it would be a bit simpler, and so far i've mostly just been using oil supply 1 anyway.

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Post by void_nothing 7 months ago

Oil supply is my kind of mechanic. Love it.
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Post by Sporegorger_Dragon 7 months ago

JessWill wrote:
7 months ago
It is a little confusing to read at first or seems to require you to do some extra math, especially as a double X card. Or at least, it seems a little arbitrary at first glance as to how many oil counters something gets.
wizyard wrote:
7 months ago
oil supply in general could just be purely dependent on cards exiled from graveyard, it would be a bit simpler, and so far i've mostly just been using oil supply 1 anyway.
If you make oil supply work like devour, then I think it becomes much easier to parse.

It basically becomes "devour from graveyard".
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Post by wizyard 6 months ago

i dunno, making oil supply work like devour mite make it more familiar, but i think harder to balance. exiling cards from graveyard is a lot less of an investment vs sacrificing creatures.

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Power Ring 2
Artifact - Enhancement (U)
Enhance 2 (2: Attach this artifact to target non-Enhancement artifact you control. Activate only as a sorcery.)
Enhanced artifact has "T: Add CCC. This mana can't be spent to activate abilities."

Grindamagig 0
Artifact - Enhancement (C)
Enhance 2 (2: Attach this artifact to target non-Enhancement artifact you control. Activate only as a sorcery.)
Whenever enhanced artifact becomes tapped, create a Gear token. (It's an artifact with "T: Target player mills a card.")

Darksteel Plating 1
Artifact - Enhancement (R)
Indestructible
Enhance 3 (3: Attach this artifact to target non-Enhancement artifact you control. Activate only as a sorcery.)
Enhanced artifact has indestructible.

Awakenizer 1
Artifact - Enhancement (C)
Enhance 1 (1: Attach this artifact to target non-Enhancement artifact you control. Activate only as a sorcery.)
1: Untap enhanced artifact.

Animator Array 1
Artifact - Enhancement (U)
Enhance 3, 1U or W (3, 1U or W: Attach this artifact to target non-Enhancement artifact you control. Activate only as a sorcery.)
Enhanced artifact is a 4/4 artifact creature and has vigilance.

Steam Piston
Artifact - Enhancement (C)
Enhance 1 (1: Attach this artifact to target non-Enhancement artifact you control. Activate only as a sorcery.)
Whenever enhanced artifact becomes untapped, target player mills two cards.

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Post by void_nothing 6 months ago

wizyard wrote:
6 months ago
Awakenizer 1
Artifact - Enhancement (C)
Enhance 1 (1: Attach this artifact to target non-Enhancement artifact you control. Activate only as a sorcery.)
1: Untap enhanced artifact.
Banned in Legacy!
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Post by wizyard 6 months ago

yeah i know right

i had some definite hesitancy with that costing, but 2 mana to untap felt like it was veering towards chaff (shrug)

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Post by void_nothing 6 months ago

It's the sort of thing that would be fine in a sane Standard, with mana rocks that make two or more per tap being few and far between and the expensive likes of Chromatic Orrery being game-ending anyway even without an infinite.
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Post by wizyard 5 months ago

one thing with enhancements, they're meant for building combos engines, but need to be carefully designed.

---random card dump----

Strength of Stone G
Instant (C)
Target creature gets +2/+2 until end of turn.
Aetherwake - Put two +1/+1 counters on that creature instead if you control another spell.

Wildcall G
Sorcery (U)
Aetherwake - You may cast this spell as though it had flash if you control another spell.
Creatures you control get +1/+1 until end of turn.

Refudiate 1UU
Instant (C)
Counter target spell.
Aetherwake - This spell can't be countered if you control another spell.

Urza's Rebuke 1U
Instant (C)
Counter target spell unless its controller pays 2.
Refund (Add mana equal to the mana spent to cast this spell.)

Kragmar, the Rock 5BG
Legendary Creature - Elemental (M)
Immovable (This creature can't leave the battlefield.)
Whenever a land you control becomes untapped, it becomes a 2/2 land creature and gains deathtouch and immovable until end of turn.
4/4

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Post by wizyard 5 months ago

random card dump for the week..

Magesight XU
Kindred Instant - Wizard (U)
Scry X. You may reveal any instant, sorcery and/or Wizard cards you look at while scrying this way and put them into your hand.

Cycle of Nature G
Enchantment (C)
When this enchantment enters, create a 1/1 green Squirrel token.
4G, Sacrifice a creature and this enchantment: Create a 6/6 green Wurm creature token.

Psyshift U
Kindred Sorcery - Spy (R)
Look at target player's library and sideboard. You may exchange up to four cards in their library with that many cards in their sideboard. Then that player shuffles.

Spirit Prism 0
Artifact (U)
1, Pay 1 life: Add one mana of any color.

Grindset 1U
Instant (C)
Target player mills two cards.
Create a gear token. (It's an artifact with "T: Target player mills a card." )
Revival (Once per game, at any time, you may return all cards with revival from your graveyard to your hand.)

Zag Factory 4
Artifact (R)
When this artifact enters, create two gear tokens.
Whenever an artifact card is milled, gears you control gain all activated abilities of that card until end of turn.

Oracle's Dream U
Enchantment (R)
When this enchantment enters, scry 1, then draw a card.
4UU, Exile this enchantment: Take an extra turn after this one.

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Post by JessWill 5 months ago

Yea I like the Kindred cards that reveal cards, like Magesight and Psyshift. In general I'm kind of addicted to Kindred now and think it should be expanded upon more.

I like the simplicity and potential of Gear tokens, though it does seem like they could easily stack quite a bit of milling if not treated with care or costed appropriately.

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Post by wizyard 5 months ago

ive been pretty into kindred too for a bit recently, for whatever reason

gear tokens came from Rithaniel and ive been playing around with them a little.. i do agree balancing with them is tricky since they seem like they could snowball pretty quick.

a side thought occurs, i wonder how milling as a win-con mite be made more interactive

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