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Author Topic: Big Bomb Artifact Enabler  (Read 4052 times)
Troy_Costisick
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« on: September 16, 2010, 12:20:15 pm »

Heya,

Check This:



If only MUD had a reliable way to draw cards, this thing would totally rock.  Imagine the stuff you could cast with one or two out.  The card disadvantage is killer, tho.
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BruiZar
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« Reply #1 on: September 16, 2010, 12:26:28 pm »

I wouldn´t mind slipping a mox or a mana crypt under this thing. Card is awesome, needs a home, perhaps something with clamp or top.
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« Reply #2 on: September 16, 2010, 12:29:44 pm »

Serum Powder now ``Pitches to Anvil.''
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« Reply #3 on: September 16, 2010, 12:32:45 pm »

The more cards I see from SOM the more I think a blue MUD or a blue/red MUD is gonna be the new main idea.  This works so incredibly well with Esperzoa and Master of Etherium.  Not to mention the new Riddle smith.

This card + Esperzoa + Riddlesmith =  draw engine.  Not mention a 4/3 flying beatstick.

Also remember if you Imprint an artifact creature it makes your creatures and artifacts cheaper by 2, and reducers are applied after Cost increasers, so this nullify's your own sphere affects.

I cant wait for SOM to be released so many new things to play with.  Finally.

« Last Edit: September 16, 2010, 12:40:56 pm by serracollector » Logged

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Troy_Costisick
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« Reply #4 on: September 16, 2010, 12:38:52 pm »

Serum Powder now ``Pitches to Anvil.''

LOL, that's true!

Might be something wrong with my computer, but I don't see any text or a card pic?  Is this a joke?

Works on mine, bro.  Anyone else having trouble?

Peace,

-Troy
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BruiZar
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« Reply #5 on: September 16, 2010, 12:41:25 pm »

I think this card is particularly interesting for non-vintage formats, where acceleration is scarce. I can see this card being played in a legacy artifact deck.
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madmanmike25
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« Reply #6 on: September 16, 2010, 02:53:12 pm »

Benefits of this card:  It cost three mana and can be run in Null Rod decks as a replacement of sorts for Metalworker.

The downsides: It doesn't disrupt the opponent.  We lose a card.  We already run Workshops and Tombs to power out cards.  May cause decks to play with otherwise uncastable cards.  If you spent 3 mana to cast it and it only gives you a 2 mana discount then it isn't as good as Metalworker.  In order for this card to technically be considered acceleration you need to play TWO spells the same turn.  Oh, and it doesn't disrupt the opponent.

If I have cards to Imprint, how is this better than Prototype Portal?  At least that can eventually generate card advantage.

As I understand it, if you imprint an artifact creature then casting another artifact creature only gives a 2 mana discount and not a 4 mana discount.  Correct me if I am wrong.

Seems like just a different version of Cloud Key.  Cloud Key isn't playable in Vintage.  Keep in mind I'm only looking at this card from a MUD perspective, I have no idea if it's viable elsewhere.

EDIT: Troy, you might wanna change the thread title.
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DubDub
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« Reply #7 on: September 16, 2010, 03:17:04 pm »

As I understand it, if you imprint an artifact creature then casting another artifact creature only gives a 2 mana discount and not a 4 mana discount.  Correct me if I am wrong.
Your understanding is correct.  The two cards share a type; that they share more than one type is immaterial.
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Vintage is a lovely format, it's too bad so few people can play because the supply of power is so small.

Chess really changed when they decided to stop making Queens and Bishops.  I'm just glad I got my copies before the prices went crazy.
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« Reply #8 on: September 16, 2010, 03:30:29 pm »

The downsides: It doesn't disrupt the opponent.  We lose a card.  We already run Workshops and Tombs to power out cards.  May cause decks to play with otherwise uncastable cards.  If you spent 3 mana to cast it and it only gives you a 2 mana discount then it isn't as good as Metalworker.  In order for this card to technically be considered acceleration you need to play TWO spells the same turn.  Oh, and it doesn't disrupt the opponent.

If I have cards to Imprint, how is this better than Prototype Portal?  At least that can eventually generate card advantage.

Well, it serves a completely different purpose as Portal, not to mention 3 mana is so much easier to cast in shop than 4. One of the biggest difference between these two is that, in the case of portal, you want to imprint stuff that's USEFUL. While in terms of Anvil, you want to imprint stuff that's EXPENDABLE. Nobody will run things to imprint just for this, yet this can fit in shop nicely without needing any other cards to help out. Depending on situation, you might want to imprint an extra mox to it, or if null rod is on the table, you might wanna imprint a sol ring.
 
You also compared it to Metalworker, which is a fine comparison, but I disagree with your conclusion. One of the reasons why MW has faded out is that it's 1. slow, 2. vulnerable and 3. null rod. Anvil shares none of its weaknesses. In fact, Anvil is fast enough so that you can T1>Shop>Anvil>free sphere


Quote
Seems like just a different version of Cloud Key.  Cloud Key isn't playable in Vintage.  Keep in mind I'm only looking at this card from a MUD perspective, I have no idea if it's viable elsewhere.

I really think that 1 mana makes a world of difference, just like how ancient tomb is marginal, while workshop is archetype defining.
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madmanmike25
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« Reply #9 on: September 16, 2010, 05:44:16 pm »

You also compared it to Metalworker, which is a fine comparison, but I disagree with your conclusion. One of the reasons why MW has faded out is that it's 1. slow, 2. vulnerable and 3. null rod. Anvil shares none of its weaknesses. In fact, Anvil is fast enough so that you can T1>Shop>Anvil>free sphere
But at what cost?  Typically there aren't many cards in my opening 7 that I want to exile just to make Spheres more 1-sided.  Like I said it provides no real boost the turn you cast it, only each turn thereafter.  In the 3cc slot I don't see this as being better than Crucible, or even Steel.  What if you have no "EXPENDABLE" cards in hand??  Kinda falls flat doesn't it?  It sits in your hand, pleading "I promise I might be useful later, just be patient!".  I can't afford to play cards like that.

Another question is what would I take out of my deck to put this card in?  Lessen the threat density for this?  No thanks.  Take out a mana source for it?  No way.

Another reason Metalworker has fallen out of favor (for some, and btw I expect Metalworker to fall back into favor with this set) is that it is typically not a good topdeck late game.  What does this do late game?  MUD is always about topdeck mode.  I won't doubt there are times when Chalice keeps some Moxen in my hand, but is this the card I WANT to see?


Quote
Quote
Seems like just a different version of Cloud Key.  Cloud Key isn't playable in Vintage.  Keep in mind I'm only looking at this card from a MUD perspective, I have no idea if it's viable elsewhere.

I really think that 1 mana makes a world of difference, just like how ancient tomb is marginal, while workshop is archetype defining.

I totally agree with you....but there is a complete difference in comparing cc of cards, like say Platinum Angel and Platinum Emperion, than comparing lands that produce mana. 

Workshop players know that three is the magic number, I would have LOVED this card if it didn't have Imprint.  Conversely, if this had some sort of negative effect for my opponent, I would be more inclined to Imprint something.

This is a cute effect and it is worth testing, to say the least.
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meadbert
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« Reply #10 on: September 16, 2010, 05:54:10 pm »

Serum Powder now ``Pitches to Anvil.''

That is a huge issue.  This may enable Shops to play far fewer lands.
Opening with turn 1 Shop, Mox, this guy pitching Powder, Resistor, Resistor is really good.
Also consider, shop, This guy pitching powder, Rod, Resistor.

Moxes can be pitched to this guy to pay for Rod so even shop, this guy pitching Mox, Rod, Resistor.
Next turn you can pay anything that costs up to 4.

The main problem I see it adds more "dead" top decks since late game if you can play this you can also play most of your other spells.
Playing multiple spells a turn stops mattering after the first turn so this card ends up doing what Ancient Tomb does, but for 2 cards instead of 1.

The way this can work in shops is if they can shave lands thus gaining "virtual card advantage" early.  If that makes up for more dead draws later then it works.
If not then this card does not seem so great.
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« Reply #11 on: September 16, 2010, 06:31:24 pm »

I could see this working in an Affinity deck or some Shop combo deck (Staff of Domination and the like).   How viable either would be is questionable of course.  Never was interested in Shop combo, but I like Affinity (fondness, not as a good choice).

In your typical Workshop deck, I don't like it.  We have nothing but great things to cast and conditional mana would only help a very narrow range of hands.
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meadbert
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« Reply #12 on: September 16, 2010, 08:37:29 pm »

Regarding: "Shop Combo"

So everyone knows about the more recent version that ran artifact combos with Metalworker, but this reminded me of something different.

Several years ago, before Grim Monolith was unrestricted Becker and I worked on a Tendrils list that ran Workshops as mana accelerants.  It might have had Basalt Monolith, but also ran tons of Eggs
And Chromatic Sphere and that sort of thing.
Workshop Tendrils:
http://forums.starcitygames.com/showthread.php?13839

Anyway, it would be really broken in such a deck since all artifacts would get much cheaper.  Futhermore you could run Serum Powder to help mulligan to good hands.
Back then we even tested powder, but the problem was this was a Kobold Clampish deck that wanted to draw a ton of cards to win and Powders were dead.
Now with one of these out Powder costs 1 and with 2 Powder is a Mox.  Meanwhile the eggs/chromatic star/spheres fix mana and cycle for free.
Grim Monolith could be substituted for Basalt Monolith.  The Vault/Key comb could be added since Key combos with Grim Monolith to produce more mana and Vault/Key are free with this card out.

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serracollector
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« Reply #13 on: September 19, 2010, 03:32:10 am »

If would like to see this in some new form of aggro Mud using Dreamstone Hedron and Well of Discovery as draw engines.  These would help to neate the drawback of losing a card early, by providing ore threats faster.  And with new Threats such as the Indestructible Juggernaut, and the Steelkite Dragon, and Precursor Golem, all at 3-4 mana with just 1Anvil.  It also enables any mana producer to become a "super" mana producer.  I will gladly give up a mox to make all my stuff cost 2 less.  Juggernauts and lodestone for 2?  Fine by me.  Precursor Golem for 3, thats 9 damage for 3 mana, like, 3 lightning bolts, colorless repetitive lightning bolts.
Helm of Awakening may be stretching it due to Storm Combo and the risk of them dropping vault/key for free, but in a head MUD meta, you would out race them with a hedron activation or a turn 2-3 well of discovery, I would think.

Anyways, just my thoughts on this card.

If you sculpting steel this, does it come into play copying the same type of lower, or do you have to imprint another card?
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« Reply #14 on: September 19, 2010, 03:42:53 am »

You'll still imprint a card if you copy it via Sculpting Steel                                       
Just a question guys, Shops already have a reusable lotus(workshop) and almost all of its lands produces 2 mana. Do shops REALLY need this? Coz imo this doesnt make the cut

Please enlighten me if im missin something
« Last Edit: September 19, 2010, 03:59:03 am by liontruth » Logged

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« Reply #15 on: September 19, 2010, 03:38:45 pm »

I think this card isn't good enough. I do not like having to cut a disruption piece for this card. In most shop strategies, the first turn is kind of important. I mean that innitial lock piece/bait spell is uber important right? Wouldn't you normally mulligan a hand that is weak in regards to the first two turns play line ups? If i am correct in my line of thinking, then this card is absolute garbage, and wouldn't even be seriously considered.
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« Reply #16 on: September 19, 2010, 04:58:03 pm »

I think this card isn't good enough. I do not like having to cut a disruption piece for this card. In most shop strategies, the first turn is kind of important. I mean that innitial lock piece/bait spell is uber important right? Wouldn't you normally mulligan a hand that is weak in regards to the first two turns play line ups? If i am correct in my line of thinking, then this card is absolute garbage, and wouldn't even be seriously considered.

I'd agree with this. . . If I at all thought this would be used in current MUD shells. I see this card in a totally different deck. Players are so often trying to fit new cards into existing strategies because that is the "safe" thing to do but the best and most brutal innovations often come from spawning a completely new archetype.

That said, this card interests me in Egg-Storm. Not exactly sure which direction
I'd go with it, but this card has great synergy with Serum Powder in any sort of combo engine. One could create a combo
deck that actually has a solid answer to spheres. And this + Etherium Sculptor? Don't even get me started on
the possibility of free CMC 3 artifacts. That just begs for a combo to be created out of it.

-Storm
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« Reply #17 on: September 19, 2010, 06:44:07 pm »

Makes Time Vault and Voltaic Key free!  Seriously though, if you're paying 3 mana to start reducing costs, you're probably in good shape.  I'll be surprised to see this getting played in any existing shell.  Perhaps it's good enough to warrant a new deck idea, but it seems unlikely to me. 
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