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Author Topic: Barracks, take two  (Read 7083 times)
Matt
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« on: January 19, 2004, 02:51:02 am »

Rescued from old TMD.

Barracks
1WW
Enchant Land
2W: Soldiers you control gain protection from the color of your choice until end of turn.
0: Remove target Soldier you control from the game. Return it to play at end of turn.

Suggestions are to make it an artifact. I would like some convincing of this, but a colored artifact does seem a little cooler than an enchant land.

Current Wording:

Barracks
Land -- Structure
2W: Soldiers you control gain protection from the color of your choice until end of turn.
0: Remove target Soldier you control from the game. Return it to play at end of turn.
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« Reply #1 on: January 19, 2004, 03:19:54 am »

I think I said it in the old thread too, it's fine as it is. I think this makes more sense as an enchant land than an artifact.
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« Reply #2 on: January 19, 2004, 01:45:02 pm »

Underpowered. I don't see any reason to use this instead of a different protection card like Mother of Runes or Absolute Law, or, heck another card that produces soldiers to replace whatever's dying. At minimum it should go down to two mana, either 1W or WW. The second ability is just that weak, since all the best soldiers are tokens.

If it's going to be an enchantment, change the name to imply that it's a Barracks composed of magical energy. Maybe "Mystic Barracks" or something to that effect. Otherwise it should be a land, like I mentioned in the old thread.
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Matt
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« Reply #3 on: January 19, 2004, 01:55:33 pm »

But a land is free, not 1W or WW.
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« Reply #4 on: January 19, 2004, 02:35:51 pm »

So make it return a plains to your hand, if you want it to be a land.
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« Reply #5 on: January 19, 2004, 03:17:00 pm »

Are we going to follow Wizards' rule that lands must have mana abilities?
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« Reply #6 on: January 19, 2004, 03:21:00 pm »

Make it RFG soldiers for 1 mana and 1 life. :D
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« Reply #7 on: January 19, 2004, 04:42:06 pm »

Quote from: Jacob Orlove
Make it RFG soldiers for 1 mana and 1 life. :D


I think Matt means the "must produce mana" rule. And no, I don't really think that's an important rule. Just look at the interesting manabase considerations Bazaar forces. I long for the day when Exploration is good because there's just so much good stuff you need from land.
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« Reply #8 on: January 20, 2004, 06:15:49 am »

Well, I just stick to my argument that a barrack is a building, hence is built by men, hence is an artifact.

But Farmstead is an enchantment!

Werd. Go and use it  Confused .

Oh well, Volrath's Stronghold is a land, Wizard's School is, too, etc. So it could also be a land. But I see barracks as crappy ramshackle-built pre-fab structures, which shouldn't be dignified by granting them an entire piece of land. They should just be an artifact.
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Matt
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« Reply #9 on: January 20, 2004, 05:49:03 pm »

Changes made.

Stijn, your argument blows.
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« Reply #10 on: January 20, 2004, 06:06:03 pm »

Wizards has been pretty adamant about lands having to produce mana. The last one that didn't was in what, homelands?
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« Reply #11 on: January 20, 2004, 06:12:34 pm »

I don't know, I really like how not producing mana compensates for the fact that this is essentially lowering the cost to 0.

Also, I added a subtype.
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« Reply #12 on: January 21, 2004, 11:47:41 am »

Actually, this looks good. Maybe we can show wizards that not all there rules need to be 100% consistent.
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« Reply #13 on: January 21, 2004, 07:45:27 pm »

Clock it then, twenty-four.
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« Reply #14 on: January 22, 2004, 11:45:12 am »

Oh well, land- structure spices things up a bit again. Makes it more acceptable as a land. To me, at least.
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Matt
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« Reply #15 on: January 22, 2004, 03:24:10 pm »

Closed and added.[/color]
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