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Author Topic: Echo Collector  (Read 8547 times)
Rando
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« on: January 20, 2004, 03:42:22 pm »

Echo Collector
4
Artifact
At the end of your turn, put a Collection counter on Echo Collector.
At the beginning of each player's precombat main phase, that player draws a card and adds 1 to his or her mana pool for each collection counter on Echo Collector.

Echo Collector
4
Artifact
At the end of your turn, put a charge counter on Echo Collector.
At the beginning of each player's precombat main phase, that player adds 1 to his or her mana pool for each charge counter on Echo Collector and then draws a card.
"A spell is never fully discharged. Its power travels and rebounds throughout the multiverse long after it is cast. That residual power can be captured."  -Eliaster, Metaphysical Engineer  
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Kowal
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« Reply #1 on: January 20, 2004, 03:45:43 pm »

Wow.  This thing is good.  This thing is really good.  I think this is a little too broken.
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Jacob Orlove
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« Reply #2 on: January 20, 2004, 04:19:13 pm »

Did we ever decide whether or not we wanted the cards to increase with the mana?
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« Reply #3 on: January 20, 2004, 04:32:25 pm »

We had decided to make the drawing stay at 1 card per turn regardless of counters, but I forgot the exact wording we had.
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Jacob Orlove
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« Reply #4 on: January 20, 2004, 05:20:17 pm »

How about this:

At the beginning of each player's precombat main phase, that player adds 1 to his or her mana pool for each collection counter on Echo Collector, and then draws a card.
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Team Meandeck: O Lord,
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Rando
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« Reply #5 on: January 20, 2004, 05:29:51 pm »

That wording looks perfect.

And now, the cost.

Is (4) too little?  The opponant does get the first use and (4) is already a heafty price for exceleration.  Therefore, in my uneducated opinion, I think the cost is OK as it is.
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Dr. Sylvan
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« Reply #6 on: January 20, 2004, 05:52:14 pm »

It's not dangerous as an accelerant at 4, especially since it's like the Howling Mine of tempo (in addition to the actual Howling Mine effect) in the present wording.
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Rando
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« Reply #7 on: January 21, 2004, 09:18:55 am »

I just had a thought for an additional ability...

Remove three counters from ~this~: Draw a card.

What do you guys think?  It would make it a more interesting card, more skill oriented, I feel.  

I also think it's more in flavor for the card's concept.
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Jacob Orlove
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« Reply #8 on: January 21, 2004, 11:55:53 am »

That might be too much text; ask Matt.
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« Reply #9 on: January 21, 2004, 12:01:34 pm »

I'll go ahead and change it so we can see what it looks like.

Also, what if a "remove X counters: Draw a card" ability replaced the Howling Mine effect all together?
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Matt
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« Reply #10 on: January 21, 2004, 08:01:17 pm »

Well if you're going to try and see what the card looks like, you should write it correctly:

Echo Collector
4
Artifact
At the end of your turn, put a charge counter on Echo Collector.
At the beginning of each player's precombat main phase, that player adds 1 to his or her mana pool for each charge counter on Echo Collector, and then draws a card.
Remove 3 charge counters from Echo Collector: Draw a card.
"A spell is never fully discharged. Its power travels and rebounds throughout the multiverse long after it is cast. That residual power can be captured." -Eliaster, Metaphysical Engineer

And yes, that is too much text. To keep all those abilities you'd have to lose the flavor text. 'Collection counters' also sounds really strange, so I changed it to charge counters.

For reference, Abyssal Hellion has about the maximum amount of text a card should have:

Flying
At the beginning of each player's upkeep, that player chooses a target creature he or she controls and sacrifices it.
3BB, remove a creature card in any graveyard from the game: Return Abyssal Hellion from your graveyard to play with a +1/+1 counter on it.
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http://www.goodgamery.com/pmo/c025.GIF
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SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
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« Reply #11 on: January 23, 2004, 09:21:19 am »

Then I leave it to you all.  Which is better: the flavor text or activated ability?
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Jacob Orlove
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« Reply #12 on: January 23, 2004, 01:41:39 pm »

Personally, I'm of the opinion that our master list should have flavor text, even if it won't fit on the card. The mockups can then remove the flavor where necessary.
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Matt
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« Reply #13 on: January 23, 2004, 06:43:53 pm »

That only works if the mockup makers know ot leave off FT when it won't fit, and historically they haven't been able to avoid simple things like using "~this~" on mockups.
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http://www.goodgamery.com/pmo/c025.GIF
----------------------
SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
----------------------
noitcelfeRmaeT
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« Reply #14 on: January 28, 2004, 09:15:15 am »

OK, forget the activated ability.  Unneeded.  I edited the card back to the way it was and changed the counters to charge counters.

I like it the way it is, and at that cost.
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Jacob Orlove
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« Reply #15 on: January 28, 2004, 08:32:57 pm »

This looks good.
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Team Meandeck: O Lord,
Guard my tongue from evil and my lips from speaking guile.
To those who slander me, let me give no heed.
May my soul be humble and forgiving to all.
Rando
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« Reply #16 on: January 29, 2004, 09:03:18 am »

Clock it...
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Matt
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« Reply #17 on: January 30, 2004, 10:12:09 pm »

Closed and added.[/color]
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http://www.goodgamery.com/pmo/c025.GIF
----------------------
SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
----------------------
noitcelfeRmaeT
{Team Hindsight}
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