Magic the Gathering Blog
MTG DESIGN SPACE: ARTIFACTS
Based on feedback via Twitter I'm keeping up this series of articles. This is my third attempt at exploring design spaces in Magic the Gathering. This week, as requested over Twitter. I'll be exploring artifacts. Feedback is always appreciated. You can either e-mail me or catch me on twitter.
I wanted to muck around with artifacts today. Lately there have been a fair few artifacts with great upsides. I, however, wanted to explore the downsides as well. This led to the first card:
Vile Serum

The thinking behind this card was giving a temporary boost with a terrible downside. +3/+3 can swing a lot of games. But -2/-2 will kill a lot of creatures. So it's the kind of card that's really going to test your skill.
On the plus side, if you have a 3/3 creature or greater, it'll simply give a +1/+1 boost ongoing, which is not the worst boost you could give a creature.
But then I got distracted thinking about the briefly seen Future Sight ability, Fortify. I wanted to explore it a little. Firstly, I came up with this:
Temple of Hoqas

Originally I had a casting cost of 4 and a Fortify cost of 2, then realised for very little mana you could make a hell of a lot of angels. So I swapped it around to even up the cost a little. With mana burn no longer in existence, it's a simple matter of tapping the land to make an angel. But it will still cost three more mana to attach it to a second land, and that land need to be untapped as well, meaning it's a practical 4-mana expense for your second angel of the turn, which is not unfair.
Then I started to think how I could push the artifact line further, and tried a gamble with Tribal Artifacts. Here's one I showed a 'beta' of last week:
Restless Graveyard

I think this is a pretty elegant card. It's not overpowered, as it only triggers when you have no zombies on the board, but it's still a pretty mean card advantage machine. I also like the flavour, endless zombies coming out of a graveyard you control, and that you have to 'build' the graveyard first. Braaaaiiinnnsss.
Did I even mention I love zombies?
Here's another tribal artifact:
Firemount Warren

I think it's an interesting question; would you rather have these stats on another Goblin (eg. Goblin Chieftain) or on a spell that won't die to Doom Blade? I guess this gives another option for Goblin decks that try to play around certain cards.
Then I got to wondering, okay, if artifacts can fortify a land, can artifact creatures? And I came up with this:
Lorthan, The Walking Fortress

Lorthan is one of those great-in-limited-sucks-in-Constructed cards. But I love the flavour - a giant fortress that's unstoppable when resting, but vulnerable when moving? Mmmmm, Vorthosful. One thing the card needed was a way to detach itself from a land, so I invented the keyword Unattach. I think it's pretty self explanatory. If I were to design Lorthan again, I'd probably give it trample.
Then I thought, well, if an artifact creature can attach to a land, why not another creature? And came up with this:
Symbiotic Graftwurm

And I've come full circle - an equipment with upsides and downsides, a creature, and an artifact, and an equipment. Graftwurm gives a nod to Grafted Wargear. A question, rulesmeisters - could Symbiotic Graftwurm equip itself?
--***---
As usual, I'd love to hear your thoughts on the cards and ideas, so be sure to comment on the post, or e-mail me or find me on twitter. I'd also like to hear on what next weeks article should be about.
Based on feedback via Twitter I'm keeping up this series of articles. This is my third attempt at exploring design spaces in Magic the Gathering. This week, as requested over Twitter. I'll be exploring artifacts. Feedback is always appreciated. You can either e-mail me or catch me on twitter.
I wanted to muck around with artifacts today. Lately there have been a fair few artifacts with great upsides. I, however, wanted to explore the downsides as well. This led to the first card:
Vile Serum

The thinking behind this card was giving a temporary boost with a terrible downside. +3/+3 can swing a lot of games. But -2/-2 will kill a lot of creatures. So it's the kind of card that's really going to test your skill.
On the plus side, if you have a 3/3 creature or greater, it'll simply give a +1/+1 boost ongoing, which is not the worst boost you could give a creature.
But then I got distracted thinking about the briefly seen Future Sight ability, Fortify. I wanted to explore it a little. Firstly, I came up with this:
Temple of Hoqas

Originally I had a casting cost of 4 and a Fortify cost of 2, then realised for very little mana you could make a hell of a lot of angels. So I swapped it around to even up the cost a little. With mana burn no longer in existence, it's a simple matter of tapping the land to make an angel. But it will still cost three more mana to attach it to a second land, and that land need to be untapped as well, meaning it's a practical 4-mana expense for your second angel of the turn, which is not unfair.
Then I started to think how I could push the artifact line further, and tried a gamble with Tribal Artifacts. Here's one I showed a 'beta' of last week:
Restless Graveyard

I think this is a pretty elegant card. It's not overpowered, as it only triggers when you have no zombies on the board, but it's still a pretty mean card advantage machine. I also like the flavour, endless zombies coming out of a graveyard you control, and that you have to 'build' the graveyard first. Braaaaiiinnnsss.
Did I even mention I love zombies?
Here's another tribal artifact:
Firemount Warren

I think it's an interesting question; would you rather have these stats on another Goblin (eg. Goblin Chieftain) or on a spell that won't die to Doom Blade? I guess this gives another option for Goblin decks that try to play around certain cards.
Then I got to wondering, okay, if artifacts can fortify a land, can artifact creatures? And I came up with this:
Lorthan, The Walking Fortress

Lorthan is one of those great-in-limited-sucks-in-Constructed cards. But I love the flavour - a giant fortress that's unstoppable when resting, but vulnerable when moving? Mmmmm, Vorthosful. One thing the card needed was a way to detach itself from a land, so I invented the keyword Unattach. I think it's pretty self explanatory. If I were to design Lorthan again, I'd probably give it trample.
Then I thought, well, if an artifact creature can attach to a land, why not another creature? And came up with this:
Symbiotic Graftwurm

And I've come full circle - an equipment with upsides and downsides, a creature, and an artifact, and an equipment. Graftwurm gives a nod to Grafted Wargear. A question, rulesmeisters - could Symbiotic Graftwurm equip itself?
--***---
As usual, I'd love to hear your thoughts on the cards and ideas, so be sure to comment on the post, or e-mail me or find me on twitter. I'd also like to hear on what next weeks article should be about.
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1 Comments:
Hi, it's me again.
I always seems to rain on your parade. I don't mean to. You've got really good ideas, just some of them don't work the way you thought. Let's get to them:
Vile Serum -
I really like this idea. We haven't seen effects that happen when you equip, and that's really cool. I don't think it's costed properly (Maybe 2/2 if you want to push it). And should be bumped up to uncommon ('cause it's a colorless Giant Growth). Also, equipments should be objects, not necessarily "Magical items" such as a Serum.
Temple of Hoqas -
Infinite combo with Earthcraft. Instead of 1/1 Squirrels with Squirrel Nest, you get 4/4 flying Angels. One way to get around it is to change the text: "Whever fortified land becomes tapped, you may pay 1W. If you do, put a 4/4 white Angel token with flying into play." You can still infinite combo but it's one more hoop you have to jump through. Upping the cost of it won't hurt either. Control decks would still love this card.
Restless Graveyard -
Much better than last week. But there's still no reason why this can't be an artifact. There has to be a reason it's a Fortification. Tap the land to return the zombie card. You're using the graveyard to get the zombie. I still like this card alot.
Firemount Warren -
Again, why is this not an enchantment? If this is "because you can" I don't know if people will jump through hoops to play this. "Whenever fortified land becomes tapped, Goblins you control get +1/+1 and haste until end of turn. Fortify RR" It's abusable and still works of the fortification.
Lothran, the Walking Fortress -
You mention something by name, it has to be Legendary. Sadly, that's not the biggest problem with this card. Rule 301.7b from the Comprehensive Rules:
301.7b An Equipment that’s also a creature can’t equip a creature. Equipment that loses the subtype “Equipment” can’t equip a creature. An Equipment can’t equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains on the battlefield.
Two options: 1) Keep it a creature and have it lose its creature type with an ability and then you can fortify it. or 2) Have it start out as an artifact that "awakens" and becomes a creature until end of turn. You see 2 way more than 1.
The guy's also a 7/7 for 5, way too powerful (and you wanted to give him trample?). I would play him and not fortify it, which is not want you, the designer, want. The flavor is great, it just doesn't work in the rules.
Symbiotic Graftwurm -
See above. No, it can't equip itself.
You have really good ideas, you really do. I guess this is how Mark Gottlib feels when he talks to Mark Rosewater, "No, you can't do it, the rules forbid it." Keep coming up with crazy stuff, it can be fixed later.
By
mtgcolorpie, at 2 October 2009 2:52 AM
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