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Author Topic: Toxic Barrels, artifact artifact removal  (Read 2413 times)
walkingdude
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meaningles
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« on: May 27, 2004, 03:59:11 pm »

Toxic Barrels
2
Artifact
When this comes into play each player sacrifices an artifact. If this is in your graveyard you lose 1 life at the start of each upkeep.
“A relic from an old war, we presume it to be a weapon. Though, we haven’t found a firing mechanism yet, right now we just put it near the target and wait for it to leak.�
                   â€“ Chanra, chief excavator

Pulse Generator
2
Artifact
When this comes into play each player sacrifices an artifact.
At the beginning of each upkeep, if ~this~ is in your graveyard, you lose 1 life.
“Relics from an old war, we presume them to be weapons.�
                   â€“ Chanra, chief excavator


template change and text cleaning
name change




It’s an artifact that kills artifacts.

Why it’s legit:

Flavor: It’s not out of flavor because historically the best artifact hate has always been in the artifacts themselves. Null rod, kill switch, etc. Not to mention big effects that hit artifacts like keg, disk, etc.

Power level: It passes the test of not being better than the cards with the same functions in any of the colors good at artifact destruction. Naturalize, disenchant, and shatter all share same casting cost with this, but they can be targeted and this can’t. That’s a large drawback. Additionally either this will cost you card disadvantage or it will slowly bleed you to death which none of the staple artifact removal cards will do. So its strictly worse than the good artifact removal cards and passes that test.

Why it’s worthwhile:

This is unique in that it would be the first artifact to kill another artifact with a triggered ability rather than an activated ability (other than smokestack which this is in some ways similar to). Thus while it would be worthless against heavy artifact decks like mud or type 2 affinity and only hit a mox or an artifact land, against mono decks that splash one artifact this would be effective removal.
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Ephraim
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LordZakath
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« Reply #1 on: May 27, 2004, 04:01:31 pm »

I'm not sure why toxic barrels would destroy artifacts. However, the flavour of having the things deal damage to you when they're in your graveyard is right on. It might be better costed at {3}, but I don't think {2} is outright wrong, either. Overall, I like this card.
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Jeabus64
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« Reply #2 on: May 27, 2004, 04:05:09 pm »

Should be two seperate abilities.

Second abiltiy should be templated "At the beginning of each upkeep, if ~this~ is in your graveyard, you lose 1 life."

Flavor text is kind of long and awkward.
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Alfred
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« Reply #3 on: May 27, 2004, 07:29:15 pm »

How about "Pulse Generator" for a name? It makes sense physically, because it a pulse (like a sonic boom shockwave) can break materials, yet do not hurt people or animals.
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walkingdude
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meaningles
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« Reply #4 on: May 27, 2004, 08:53:48 pm »

sounds good, changes made
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LordZakath
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« Reply #5 on: May 28, 2004, 10:58:50 pm »

The flavour's much better now. I can see a pulse generator both destroying artifacts and also doing damage to you.

I definitely like the interplay of this card's ability with its drawback. You can either opt for it to cause a tempo loss by tossing a more useful artifact or you can put yourself on a ten turn clock by tossing this one.
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« Reply #6 on: May 29, 2004, 01:07:40 am »

This could be a very good card to use in a mono-colored deck which has a difficult time removing artifacts, i.e. mono-brown Mud. This would be extremely potent with a metalworker, as it would be recurring artifact destruction, which you could trigger anytime you can tap a welder. I think this should have a "Comes into play from your hand" clause in it.
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walkingdude
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meaningles
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« Reply #7 on: May 29, 2004, 09:23:31 am »

I don't think thats needed. Every time you weld it back it you are losing an artifact. So at best you ahve a 2 card combo thats jsut trading cards 1 for 1 with the other player. Plus even if you weld it back into play each turn and sac it (so you can weld it back) you will take one and possibly both of the upkeep hits on life loss.  So you put yourself on a clock and don't gain card advantage.
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walkingdude
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meaningles
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« Reply #8 on: June 03, 2004, 06:07:08 pm »

No one has posted any problems with this that were not answered and it’s been awhile. So, 24 hour clock.
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« Reply #9 on: June 03, 2004, 08:18:40 pm »

This seems pretty fair, especially since they choose what to sacrifice.
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« Reply #10 on: June 09, 2004, 05:26:39 pm »

Closed and added.[/color]
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« Reply #11 on: June 09, 2004, 05:27:41 pm »

Closed and added.[/color]
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