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Author Topic: Shiny Pebble  (Read 2896 times)
Pizzatog
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« on: September 10, 2004, 02:23:54 am »

Here is an artifact for the common slot, abusable by workshop (as all good artifacts should be). It doesnt cost zero, but it might as well, because its a good storm enabler.


Shiny Pebble
1
Artifact
You may play Shiny Pebble any time you could play an instant.
T: Add 1 to your mana pool.
Even planeswalkers save things for mere sentimental value.


Its just a nice thing to do on the end of your turn. It powers academy, its welder fodder, it powers affinity. Its a common, that might get drafted for mere acceleration value.


_____________________________ ________
EDIT:

I agree with all of you, especially after seeing the new legendary hound. They way you show this card being chained up is scary and at the same time if its legendary it will get chained for storm counters (at least twice) but not stay in play which is good. I've edited it, what do you think?
You dont agree with it, the mana cost is too low and the instant ability is too high. Im going to do a major tweak. Im adding affinity. Now what do you think? Removed the legendary status, and added affinity, made it cost 4. Now what?

CURRENT WORDING:

Planeswalker's Keepsake
1
Legendary Artifact
T: Add 1 to your mana pool.
Even the most powerful wizards save things for mere sentimental value.
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Laurie Cheers
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« Reply #1 on: September 10, 2004, 02:52:58 am »

Cute, but overpowered.
Compare with Mind Stone or the Talismans, which are very decent cards with a second ability that's (admittedly) a bit better than this one's, but which cost twice as much.
In effect, this card is free to cast. That's really too good.

Maybe if it came into play tapped?
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Pizzatog
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« Reply #2 on: September 10, 2004, 03:01:05 am »

Saying it costs "twice as much" sounds impressive, but they actually cost 1 generic mana more, which is not that impressive. I considered adding sacrifice as part of abilities cost, but I thought, why make it bad? If it cost 2, it would be a LOT worse than the talismans or mind stone.
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Laurie Cheers
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« Reply #3 on: September 10, 2004, 03:38:13 am »

I know it's only 1 more, but that difference is very important, especially for a card that produces 1. (1 mana is also the difference between your card and a Mox.)

Seriously, this card is crazy. First turn mountain, tap it for pebble, tap that for another pebble, etc for two more pebbles. Second turn mountain, Shivan Dragon. This kind of mana acceleration is no longer printed, for good reason.

It needs to come into play tapped, or have some other restriction that stops you from chaining them like this.
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Malhavoc
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« Reply #4 on: September 10, 2004, 03:59:27 am »

Quote from: Laurie Cheers
or have some other restriction that stops you from chaining them like this.


What about making it a legendary artifact? You will keep the card mechanic, but avoid the "pebbles chain"
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Ephraim
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« Reply #5 on: September 10, 2004, 05:33:09 am »

Cards similar to this have been discussed before. We've typically come to the conclusion that {1} is too cheap for an artifact that produces {1}, let alone such an artifact that is playable at instant speed. On the other hand, Malhavoc has raised an interesting point. WotC has really opened up the design space associated with Legendary permanents. Hound of Konda is evidence that they consider Legendary status sufficient drawback to print something really broken, since it's less broken in multiples. The same probably goes for this.
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« Reply #6 on: September 10, 2004, 08:41:29 am »

Good point.


Bahoarkylffe, Shiniest of Pebbles
1
Legendary Artifact
T: Add {1} to your mana pool.

I haven't played with the new legend rule, obviously, but this looks reasonable to me.
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Ephraim
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LordZakath
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« Reply #7 on: September 10, 2004, 09:22:09 am »

I hate that unpronouncable proper noun, Laurie. "Shiniest of Pebbles" is a really funny name though. I recommend that that part, at least, remains intact.
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« Reply #8 on: September 10, 2004, 10:02:16 am »

The new legend rule makes this printable. Otherwise, no way in hell.

The 'shiniest' thing is truly hilarious but maybe it should be in the flavor text (modeled after the artifact lands' flavor texts).
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Laurie Cheers
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« Reply #9 on: September 10, 2004, 10:38:19 am »

Yes, Ephraim, the name was meant to be a joke. Smile

Blop, Shiniest of Pebbles?
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Pizzatog
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« Reply #10 on: September 10, 2004, 10:51:38 am »

I see all your points. Edited. A legendary artifact for the common slot. Smile

I like the fact that even though its legendary, it can still be used to boost things like knowledge, welder and storm. I'd still play 4 in the right deck.
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Pizzatog
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« Reply #11 on: September 12, 2004, 11:33:34 am »

Im pretty much ready to post the 24 hour clock on my cards, except for this one, because I just hate the name. Urza's anything is cheesy. Any suggestions for the name?
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combo_dude
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« Reply #12 on: September 12, 2004, 01:33:28 pm »

I don't know, but if you could update the current version to include a CMC that's be good.

How about "Lucky Charm" for the name?
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« Reply #13 on: September 12, 2004, 04:55:12 pm »

I don't like this at all. Sure, your opponent can kill it with theirs, but everyone will play 4 anyway, just to get that chance at early acceleration. Imagine Skullclamp as a legendary artifact.
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« Reply #14 on: September 12, 2004, 05:41:27 pm »

It's powerful, but it's not really that broken. It's one colourless mana accel (like ancient tomb and city of traitors) for which you pay 1.
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Jacob Orlove
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« Reply #15 on: September 12, 2004, 06:09:47 pm »

Ancient Tomb is banned in extended. City of Traitors has a huge drawback.

This is far, far too strong for T2.
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« Reply #16 on: September 12, 2004, 06:39:55 pm »

Also, I don't see why this has the instant-ability.
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Ephraim
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« Reply #17 on: September 12, 2004, 07:03:29 pm »

So it does! Yeah, I was under the impression that I was endorsing a half of a Sol Ring that was no longer playable at instant speed. Also keep in mind, fellows, that by making this Legendary, it is far more crippled as a mana source than Ancient Tomb or City of Traitors. It may provide the same sort of acceleration but, like City of Traitors, you can't have more than one of these in play at the same time. Now, granted, City of Traitors also prevents the play of other lands, which is an even bigger drawback. I guess that seeing something like that Hound of Konda gave me an inflated opinion of how "bad" the Legendary drawback is. In reality, Savannah Lions aren't really seeing that much play (if any), so the Legendary version can be a little bit better and not be broken. In this case, the card would definitely see a lot of play, since it's hardly as though mana accelerants don't get played.
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« Reply #18 on: September 12, 2004, 07:11:38 pm »

Ill remove the instant ability... but then thats about it.
you can chain them on your turn and thats it.
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Pizzatog
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« Reply #19 on: September 12, 2004, 07:15:22 pm »

I made a huge change.

Made it non-legendary again. Made it cost 6. Gave it affinity for artifacts. better?
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Ephraim
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« Reply #20 on: September 12, 2004, 07:18:18 pm »

Woah...that's a kind of a radical change of direction. Anyhow, with them being Legendary, you couldn't chain them at all. You could tap A to cast B, but you'd never get to tap B. They'd both be put into the graveyard before you got the opportunity.

Um...I'm not really certain what to think about them right now. Give me a few minutes. I have to wrap my mind around the new idea.
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Pizzatog
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« Reply #21 on: September 12, 2004, 07:20:44 pm »

yes, but you have to build a certain type of deck to take advantage of them now, you Chaining them isnt really that good since when it comes into play, all the others cost 1 less to play, its hard to get more than 1 in the first turn, and what are the chances of actually putting 4 into play in one sweep?
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Laurie Cheers
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« Reply #22 on: September 13, 2004, 10:26:05 am »

I was happier with the Legendary version.
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Malhavoc
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« Reply #23 on: September 13, 2004, 10:40:01 am »

Quote from: Laurie Cheers
I was happier with the Legendary version.


The legendary version seems fair to me. I won't take 4 of them in a deck! Remember that when I play the second, I loose both, without the possibility of tapping the second for mana, and "losing" one mana for the casting cost.

Keeping four of them would mean having a good chance to cast it first turn, having a sligh mana boost, but being forced to take some dead draws in the later game.
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Pizzatog
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« Reply #24 on: September 13, 2004, 11:38:58 am »

Ok, made it back as it was, but removed the instant ability. It's a bit bland in my opinion now, but due to the responses, that's how it stays.

I'm starting the 24 hour clock now.

I'm actually kind of sick of this card, since I have so many other ideas I want to post, so if it doesn't make it in after the 24 hours, just close it please.  Confused
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« Reply #25 on: September 13, 2004, 12:05:58 pm »

This is still too strong for T2. You wouldn't just play 4 to have it turn 1--you'd have to play 4 to stop your opponent from getting an early lead with one of these. Having two just means that you can play the second after they trade with your first one.
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« Reply #26 on: September 14, 2004, 11:58:13 am »

Closed by request.
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