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Author Topic: Artifracture  (Read 5399 times)
Matt
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« on: January 23, 2004, 11:36:33 pm »

Name
2R
Enchantment
Sacrifice a land: Destroy target artifact.

Aura Fracture, for artifacts. Type One could use this.

Current wording:

Wear and Tear
2R
Enchantment
Sacrifice a land: Destroy target artifact.
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« Reply #1 on: January 24, 2004, 05:28:27 pm »

That's really strong. It should at least have some kind of mana activation too.
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« Reply #2 on: January 24, 2004, 07:59:13 pm »

Do you really think so? Aura Fracture didn't need it.
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« Reply #3 on: January 24, 2004, 08:04:17 pm »

Enchantments and artifacts are, needless to say, far from the same thing.

Aura Fracture is a Blood Moon / B2B counter that has some benefits against Survival, Dragon, and the occasional Parfait or Enchantress deck. The same card for artifacts would be extremely broken against any Mask or Workshop deck, and it could potentially lock them. I would have no problem tacking a "1" onto the activation cost. With that there, it's still good, but it's not the total bomb it is presently.
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Matt
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« Reply #4 on: January 24, 2004, 08:06:03 pm »

I can't say that I see "wrecks Masks and Workshops" as a bad thing.
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« Reply #5 on: January 24, 2004, 08:11:31 pm »

It just makes it too easy to hose them. I'm generally against overpowered hosers, because they're not skill-testing.
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« Reply #6 on: January 24, 2004, 09:24:59 pm »

Well, you're right, overpowered hosers are bad. But I don't see how this is overpowered.
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« Reply #7 on: January 24, 2004, 09:46:47 pm »

I'd compare it to the effectiveness of Blood Moon against Keeper. IMO, Blood Moon is a good example of a non-catastrophic design mistake. Once it's out there it's not going to ruin the game or anything, but it will be a randomly bomby card. The metagame decision to run it (or this "Artifracture") is one that requires awareness, but actually playing it means game over unless they can find the specific solution required.

It just struck me that perhaps the difference that makes Jacob and I question a direct mirror of Aura Fracture is that enchantments are nearly never creatures, but artifacts often are. Part of the power of the suggested card is that it is nearly-free, repeatable creature removal against many very strong decks. If the only things getting Fractured were Smokestacks and Tangle Wires this would be pretty reasonable, but killing creatures for free shouldn't be encouraged.

My suggestions:
1. Stipulate "noncreature artifact".
OR
2. Change activation cost to "1, sacrifice a land".
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« Reply #8 on: January 24, 2004, 09:47:25 pm »

Aura Blast kills an enchantment and cantrips for 1W. Smash kills an artifact and cantrips for 2R. Demistify kills an enchantment for W, Shatter kills an artifact for 1R.

Whether you attribute this to color issues, or to the fact that artifacts are better than enchantments, this card really shouldn't be exactly as good as aura fracture.
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« Reply #9 on: January 25, 2004, 05:15:07 am »

aura fracture hoses Dragon, this hoses Mask.

I don't see a problem, and surprisingly enough, I'm on Matt's side for this one!
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Matt
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« Reply #10 on: January 25, 2004, 01:51:26 pm »

Quote
Aura Blast kills an enchantment and cantrips for 1W. Smash kills an artifact and cantrips for 2R. Demistify kills an enchantment for W, Shatter kills an artifact for 1R

Shatter may cost two, but Oxidize costs only one, and in the artifact block!

'Noncreature artifact' sounds a lot better than adding a mana cost, but I'm not convinced either is necessary, because this is still disadvantageous. It's only better than one-shot effects like Shatter when you need to kill a lot of artifacts, very quickly. Shatter would be better against affinity, for example, but worse against MUD/Stax.
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« Reply #11 on: January 26, 2004, 03:29:02 pm »

Quote from: Matt
Quote
Aura Blast kills an enchantment and cantrips for 1W. Smash kills an artifact and cantrips for 2R. Demistify kills an enchantment for W, Shatter kills an artifact for 1R

Shatter may cost two, but Oxidize costs only one, and in the artifact block!

But Oxidize is green. I was comparing red and white cards, because that's the relevant issue here. There's a precedent for red to be worse at killing artifacts than whit  is at killing enchantments--which means that this should be worse than aura fracture. Green may be better than both at killing either, but that's not a pertinent fact.
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« Reply #12 on: January 28, 2004, 08:09:59 am »

Landfill
2R
Enchantment
1,Sacrifice a land: Destroy target artifact.
Sacrifice a basic land: Destroy target artifact.

Red hates artifacts and is not fond of non-basics. How about the above as a reasonable compromise?
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« Reply #13 on: January 28, 2004, 01:39:53 pm »

You crazy Eastern Europeans and your ex-Commie "third way".

Dandan's suggestion works for me. Encouraging basic land is nifty-keen, especially since that makes it more interesting to consider Blood Moon during deck design.
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Jacob Orlove
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« Reply #14 on: January 28, 2004, 02:22:47 pm »

Having both abilities seems redundant. Using just one or the other would make for a more elegant card.
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« Reply #15 on: January 28, 2004, 07:30:19 pm »

Quote from: Dr. Sylvan
You crazy Eastern Europeans and your ex-Commie "third way".

Dandan's suggestion works for me. Encouraging basic land is nifty-keen, especially since that makes it more interesting to consider Blood Moon during deck design.


Not really. Blood Moon doesn't make lands basic anymore.

I agree with Jacob. We don't need two of the same ability.

And now, to disagree with Jacob:

Comparing this against other red cards, it's terrible at killing just one artifact (Shatter, Shattering Pulse, Overload, Cripple [TMD card]). It's not very good at killing two artifacts (Rack and Ruin). It's mildly playable at killing three, but usually there's not three "must kill" artifacts, and Shatterstorm is almost strictly better by that point anyway.

This isn't overpowered at all.
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« Reply #16 on: January 28, 2004, 08:37:08 pm »

Shatterstorm cost so much more, and it hits your own artifacts. This is a permanent, not a sorcery. It neutralizes all future artifacts as well.
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« Reply #17 on: January 28, 2004, 08:48:06 pm »

I did forget that Shatterstorm hits your stuff, but the fact that this hits future artifacts is the only thing keeping this remotely playable!
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Matt
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« Reply #18 on: January 30, 2004, 10:10:15 pm »

Twenty-four hour clock?
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« Reply #19 on: January 31, 2004, 12:54:38 am »

Doesn't it need a name?

The artifact was being dug up but something went wrong?

Collapsed Mine?
Failed (Archaological) Dig?
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« Reply #20 on: January 31, 2004, 02:58:15 am »

Ideas:

Wear and Tear
Mechanical Degradation
Unfriendly Environs
[Flavorful Territory eg "Shivan"] Wastes
Volcanic Exposure
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Matt
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« Reply #21 on: January 31, 2004, 11:04:13 am »

Wear and Tear is good.
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« Reply #22 on: February 01, 2004, 02:46:24 am »

Just wanted to point out that I posted the following card in my "My Magic Card Set" thread (Jan 11, 2003) in the Archived Card Creation Forum (it didn't generate as much discussion there, but then again I posted 57 other cards in the same thread...)

Urza's Tinkering
2R
Enchantment
Sacrifice a land: Destroy target artifact.

It's not as though it's a very original card. As stated above, it's just an Aura Fracture for artifacts. There isn't much originality in Magic anymore, just rehashes of older cards...
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Matt
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« Reply #23 on: February 01, 2004, 12:00:34 pm »

Great minds think alike?

Closed and added.[/color]
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