Repurpose: When this creature dies, you may search your library for an equipment with equal converted mana cost, reveal it, and put it into your hand. If you do, shuffle your library.
Reforge: When this equipment is destroyed, you may pay {cost}. If you do, return it to your hand.
Armory (Name subject to change): Whenever an Equipment enters the battlefield under your control, {effect}.
If it changes anything, Repurpose will only appear on artifacts if I use it. I was planning on Armories being a cycle of common lands, and that was just the first name that came to mind for 'equipment-fall.'
It depends on what you're asking about. If you're asking what Trap tokens and the Mechanic subtype are, they're explained above. If you're asking about preemptively stating that I know of the Trap subtype, it's because I've had people comment things that I already know, simply because of a parallel.
When this creature dies, it deals 1 damage to target attacking creature.
Traps are associated with Mechanics--Mechanics either create or pump traps. Some will give them evergreen abilities, others will grant new on-death effects, etc.
I love the idea, but it couldn't work since trap is already a subtype with different meaning. If we can find another word instead of trap, I'm all for it.
I know that they have a different meaning--I even pointed it out earlier on the page. That's the only problem I see with the concept at this point. Perhaps Hazard could work for now? That might be a bit too generic, but it's something.
On a different note, do you guys think Midrange Affinity could work as the WU archetype for this set?
I'm on mobile, so I apologise for not spending the time to upload the photo. If Affinity for Equipment is too broken, we could use something like this with Improvise. Thanks, @Ningyounk for the suggestion!
I think the Lithin Combatant should read "for each equippment tapped to cast it"
The Angelic Weaponsmith is fine, since you'd have to somehow have to tap as many artifacts you control EACH TURN to make it's abilities useful... so I guess it's fine as an uncommon...
For now, yes. I'm trying to make Azorius Midrange rather than Control, and this is the best way to do so for now. It works mechanically, it makes sense for the colours, and it would be pretty fun to play around with.
On Lithin Combatant, I'll fix that as soon as possible. I'm on mobile right now, and Cardsmithing on my phone is really awkward.
On Angelic Weaponsmith, I agree that having to tap artifacts every turn balances it a little bit, but I'm not sure how well it truly fixes things. I'll test it on Untap eventually.
Certainly. I feel that Planeswalker Packs reduce the value of having a Planeswalker, and it's much more exciting to get one when you have an intro pack with a rare. I remember screaming with excitement when I cracked Garruk, Apex Predator at the M15 prerelease. Now a planeswalker is just a thing you get in a deck.
Also, I've got most of the ally playstyles nailed down--Gruul and Rakdos are interchangeable, but everything else is set.
Azorius is midrange, Dimir is disruptive aggro, Rakdos is combo/beatdown, Gruul is whatever Rakdos doesn't get, and Selesnya is control. Does this sound good to everyone, or are there things you'd change.
This was a card I made from my early days as a cardsmith but was deleted (since I didn't like the design for some reason? I don't know why I didn't like it but meh, :P), but then thought that this was a card that could possibly exist in this forge/metalwork themed set...
Comments
I'm playing Smite, and my sister's watching. I'll get my notebook when she's in bed.
Random mechanics I bounced around for a bit:
Repurpose: When this creature dies, you may search your library for an equipment with equal converted mana cost, reveal it, and put it into your hand. If you do, shuffle your library.
Reforge: When this equipment is destroyed, you may pay {cost}. If you do, return it to your hand.
Armory (Name subject to change): Whenever an Equipment enters the battlefield under your control, {effect}.
If it changes anything, Repurpose will only appear on artifacts if I use it. I was planning on Armories being a cycle of common lands, and that was just the first name that came to mind for 'equipment-fall.'
The two are completely unrelated... Armories tapped for coloured mana, and tapped for {C}{C} if used for Equipment.
I agree with you on that.
On a different note, what do you guys think of 1/1 Trap Tokens alongside the Mechanic subtype?
It depends on what you're asking about. If you're asking what Trap tokens and the Mechanic subtype are, they're explained above. If you're asking about preemptively stating that I know of the Trap subtype, it's because I've had people comment things that I already know, simply because of a parallel.
Defender
When this creature dies, it deals 1 damage to target attacking creature.
Traps are associated with Mechanics--Mechanics either create or pump traps. Some will give them evergreen abilities, others will grant new on-death effects, etc.
Yeah, basically.
I know that they have a different meaning--I even pointed it out earlier on the page. That's the only problem I see with the concept at this point. Perhaps Hazard could work for now? That might be a bit too generic, but it's something.
On a different note, do you guys think Midrange Affinity could work as the WU archetype for this set?
https://mtgcardsmith.com/view/lithin-combatant-1
https://mtgcardsmith.com/view/angelic-weaponsmith
The Angelic Weaponsmith is fine, since you'd have to somehow have to tap as many artifacts you control EACH TURN to make it's abilities useful... so I guess it's fine as an uncommon...
For now, yes. I'm trying to make Azorius Midrange rather than Control, and this is the best way to do so for now. It works mechanically, it makes sense for the colours, and it would be pretty fun to play around with.
@Manachrome
On Lithin Combatant, I'll fix that as soon as possible. I'm on mobile right now, and Cardsmithing on my phone is really awkward.
On Angelic Weaponsmith, I agree that having to tap artifacts every turn balances it a little bit, but I'm not sure how well it truly fixes things. I'll test it on Untap eventually.
I know that they are just for beginners of the game, but I'd really like to see a return of intro decks for flavor reasons...
Certainly. I feel that Planeswalker Packs reduce the value of having a Planeswalker, and it's much more exciting to get one when you have an intro pack with a rare. I remember screaming with excitement when I cracked Garruk, Apex Predator at the M15 prerelease. Now a planeswalker is just a thing you get in a deck.
Azorius is midrange, Dimir is disruptive aggro, Rakdos is combo/beatdown, Gruul is whatever Rakdos doesn't get, and Selesnya is control. Does this sound good to everyone, or are there things you'd change.
This was a card I made from my early days as a cardsmith but was deleted (since I didn't like the design for some reason? I don't know why I didn't like it but meh, :P), but then thought that this was a card that could possibly exist in this forge/metalwork themed set...
Maybe we can see a return of gold tokens?
I could see that existing in RB, but it would certainly have to be revised to work well in the set.
@NokiSkaur Garruk, Alex Predator? What did Alexes do to him?
That was a typo. I was at a park, and autocorrect didn't recognize my word. It should be fixed now.