East_West_Draft_Cast_Custom_Set/Card_Design/Artifacts

East_West_Draft_Cast_Custom_Set/Card_Design/Artifacts

by arthur_dayne, Dec 15,2011

Artifact Design and Discussion




Stone Scarab :3m:
Artifact (C)
t:: Add :1m: to your mana pool for each Stone Scarab you control.
5m:,:t:: Search your library for a card named Stone Scarab and put it onto the battlefield tapped. Then shuffle your library.

I wanted a card that could ramp you at colorless, but this might be encroaching on Greens color pie too much.
-Jeff


Battle Chariot :2m:
Artifact - Equipment (C)
Equipped creature gets +1/+1 and trample.
Equip :2m:
-Troy


Slaver's Whip :1m:
Artifact - Equipment (U)
Equipped creature gains "Sacrifice a creature: Creatures you control gain +1/+1 until end of turn." and is a Slaver in addition to its other types.
Equip :2m:

-Jeff


Thinking more about pushing mono-colored archetypes...
How about a precious stone of some kind? Hidden amongst the slave community (Viashino or not) and secretly passed down through the generations - you don't want to know what some of those slaves have had to do to keep it hidden! It may not even have any real power, but the legend circulating through the slave quarters inspires hope and a thirst for vengeance...
A-Fire-in-the-Eye Ruby :5m:
Artifact (R)
Red creatures have haste, double strike, and cannot be blocked by less than two creatures.
Nonred creatures enter the battlefield tapped.

-Rik.


I noticed a spot in the skeleton for a cycle of uncommon artifacts (UA02-UA06).
I've been reading up on ancient Egyptian culture, and it was permeated with notions of life cycles. So, how about this cycle, based on the typical human life...
(The names are obviously just placeholders!)
Birth Cradle :4m:
Artifact (U)
G::G:,:t:, Sacrifice a creature: Put X 1/1 green CREATURE tokens onto the battlefield, where X equals the sacrificed creature's power plus its toughness.

Play Pen :4m:
Artifact (U)
R::R:,:t:, Sacrifice a creature: Flip a coin. If you win the flip, target creature gets +X/+0 until end of turn, where X equals the sacrificed creature's power plus its toughness.

School Desk :4m:
Artifact (U)
U::U:,:t:, Sacrifice a creature: Draw a card. Then, draw X cards. Then, discard X cards. X equals the sacrificed creature's toughness minus its power.

Work Bench :4m:
Artifact (U)
W::W:,:t:, Sacrifice a creature: X target creatures cannot attack or block until end of turn. X equals the sacrificed creature's power plus its toughness.

Death Coffin :4m:
Artifact (U)
B::B:,:t:, Sacrifice a creature: Target creature gets -X/-X until end of turn, where X equals the sacrificed creaure's toughness minus its power.

-Rik.


For the rare artifact slot on the design skeleton (RA01), notated to be a large creature, I came up with a smaller Colossus of Sardia combined with a Blinding Mage/Souleater.
The flavor is that this is an enormous statue standing in the harbor of the :W: civilization's major port, holding aloft a huge bowl in which a blazing fire is kept burning at all times.
The name is a riff off of the Statue of Liberty, who herself was based on/inspired by the Colossus of Rhodes.
Mother of Exiles :6m:
Artifact Creature - Construct (R)
CARDNAME doesn't untap during your untap step.
6m:: Untap CARDNAME. Activate this ability only during your upkeep.
6m::t:: Tap up to six target creatures.
6/6
-Rik.


Some more ideas:

Something used by the dark cultists to create evil Mummies...

Consecrated Blacksalt
5m:
Artifact (R)
5m:, :T:, Sacrifice CARDNAME: Put target creature card from a graveyard onto the battlefield under your control. That creature gains haste and is a black Mummy in addition to its other colors and types.

Who doesn't love cheap equipment??

Slaver's Shackles
1m:
Artifact - Equipment (C)
Equipped creature has ":2m:, :T:: Gain control of target creature with power 1 or less for as long as you control Slaver's Shackles."
Equip :1m:

Foot Soldier's Flail
2m:
Artifact - Equipment (C)
Equipped creature gets +1/+0 and has double strike.
Equip :1m:

Bone Bow
2m:
Artifact - Equipment (U)
Equipped creature gets +2/+2 and has reach.
Equip :4m:

-Rik.

How about a few common artifacts that run the color gauntlet?
Pharoh's Emerald
1
Artifact
As long as you control CARDNAME, all slave tokens you control gain trample.
Pharoh"s Ruby
1
Artifact
As long as you control CARDNAME, all slave tokens you control gain "R: +1/0 until end of turn"
Pharoh"s Obsidian
1
Artifact
As long as you control CARDNAME, all slave tokens you control gain "B: Regenerate"
Pharoh"s Topaz
1
Artifact
As long as you control CARDNAME, all slave tokens you control gain Hexproof
Pharoh"s Sunstone
1
Artifact
As long as you control CARDNAME, all slave tokens you control gain "T: Prevent the next 1 damage to target creature or player"
These promote the use and building up of the Slave class through other cards. But none are over powerful if all slave tokens are 0/1 creatures.
Todd (#2)


Cartouche of the Pharaoh
5m:
Artifact (R)
During your upkeep, choose a color.
All permanents gain protection from the chosen color.
-Rik.


I love Slaver's Shackles, but like Jeff, I believe it should probably be more rare. It also might make more sense for it to just be an artifact like Vedalken Shackles:
Slaver's Shackles
2m:
Artifact (U)
You may choose not to untap Slaver's Shackles during your untap step.
2m:, :T:: Gain control of target creature with power 1 or less for as long as Slaver's Shackles remains tapped."

--Greg


Yeah, that is pretty much what we are doing here with our designs at this point. When something starts to stick we can run with it. I do like your thoughts on increasing the number of artifacts for this set. With that said
Canopic Jar
1m:
Artifact (C)
t:: Exile target creature card from a graveyard. Gain 1 life.
t:, Sacrifice Canopic Jar: Gain 4 life.

These are the jars that organs are kept in from the mummification process. I do want a way to exile non-creature cards from graveyards too, but flavor really doesn't allow that for this card. It gains you 4 life when you sac it since there are 4 different types of jars (one for each organ: stomach, intestine, liver, lungs). It is possible that the existence of this card would make really aggressive strategies terrible, so it is possible the second ability needs to change or just be omitted.
-Jeff


Quartz-Glass Gong
4m:
Artifact (R)
When CARDNAME enters the battlefield, put a sand counter on target permanent.
4m:, :T:: Exile target permanent with a sand counter on it. At end of turn, that permanent returns to the battlefield under its owner's control.

(Just to be sure, the perm returns from exile with all the counters erased, right?)
-Rik.


I figure with so much sand running around we need an hourglass in the set.
Infinite Hourglass
4m:
Artifact (R)
During your upkeep, put a sand counter on Infinite Hourglass.
t:, Remove 4 sand counters from Infinite Hourglass: Take an extra turn after this one.

-Jeff


Rik, I had a very similar thought to your conscrated blacksalt card!
My idea was a cycle of the utility uncommons that a set usually has (mind control, rise from the grave) one for each color:
Mummification Balm
2m:
Artifact (U)
4m::B:, :T:, Sacrifice Mummification Balm: Return target creature from your graveyard to the battlefield. It is a black zombie in addition to other creatures and types. Use this ability only as a sorcery.

Mummies are zombies in MTG at the moment. You could change it but then you would lose synergy with older sets - This card could see play in casual zombie decks for example.
Soul-Scarab Essence
2m:
Artifact (U)
3m::U::U:, :T:, Sacrifice Soul-Scarab Essence: Gain control of target creature. Use this ability only as a sorcery.

This would be an uncommon cycle – one for each color.

I was originally going to have 2 abilities on these cards (the mummification balm removed cards in graveyards as a tap ability). but this is too complex and would push the cards to rare, kind of denying the whole point!
The canopic jar could easily take any card out of a graveyard, and just give you life for exiling creatures, ala graveyard shovel (thats what my balm did). People understand the flavour of removing creatures = digging them up with a shovel and robbing them or embalming them etc. Its that careful balance of overstating an effect and making the player work a tiny bit to 'get' the card. Jar of eyeballs from innistrad is amazing for this (2 eyeballs! 2! :D)

Rik - The Quartz-Glass Gong exiles creatures, they return to the battlefield totally fresh, like they were just cast. I might make it not even reference counters -maybe it should be a one off effect like voyager staff but on any nonland permanent. This means you can use it to 'reset' creatures, and make players feel clever when they realise all the tricks of it.
-RED NED


copying this over from where I submitted it on the Planeswalkers page...

Wings of Tefshu's Zealots
2m:
Artifact - Equipment (U)
Equipped creature has flying and 'Sacrifice this creature: This creature deals 1 damage to target creature or player.'
Equip :2m:

-Rik.


I am just dropping the below cards in for thoroughness, though my full description of the idea for these "monuments" is on the mechanics page. I haven't had a chance to look through this whole artifacts page in order to vote, but at a glance, I really liked the Stone-Scarab mana artifacts and the "uncommon staple" artifacts (Rise from the Grave and Mind Control), and I think it'd be cool to round out that cycle.
Pyramid of the Sun :5m::W::W:
Artifact
You may tap five untapped Humans you control rather than pay CARDNAME's mana cost.
Creatures you control get +2/+2.
Pyramid of the Pharaohs :11m:
Artifact
You may tap seven untapped Humans you control rather than pay CARDNAME's mana cost.
Artifacts, enchantments, and lands you control are indestructible.
~ @Silent7Seven (Andrew)


Wanted to round out the "uncommon staple" artifacts like Andrew suggests above.
Gharian Warhorn
2m:
Artifact (U)
2m::G::G::G:, :t:, Sacrifice Gharian Warhorn: Creatures you control get +3/+3 and gain trample until end of turn. Use this ability only as a sorcery.

or
Secret of the Nahil
2m:
Artifact (U)
1m::G:, :t:, Sacrifice Secret of the Nahil: Return target card from your graveyard to your hand. Use this ability only as a sorcery.

Sandstorm Totem
2m:
Artifact (U)
1m::R:, :t:, Sacrifice Sandstorm Totem: Sandstorm Totem deals 2 damage to each creature. Use this ability only as a sorcery.

Papyrus Scroll
2m:
Artifact (U)
2m::W::W:, :t:, Sacrifice Papyrus Scroll: You gain 2 life for each card in your hand. Use this ability only as a sorcery.

So white doesn't really have very many iconic cards to pick from. I do think it is ok for one of these to be "terrible" though.
-Jeff


Woke up this morning thinking about this card:
Halflicator
4
Artifact (R)
3, T, Exile a creature you control: Put two creature tokens onto the battlefield that are X/Y copies of the exiled creature, where X is half that creature's power rounded down and Y is half that creature's toughness rounded up.
I'm not sure about the wording/templating. Should "Exile a creature you control" be after the colon? I'm not sure. Should it say "Exile a non-token creature you control"? It's possible, but I'd rather it not so that players could halve their halves over and over. The X/Y nonsense is in there so that if you keep halving your guys, they eventually end up at 0/1. What do you guys think?
--Greg


Here's a cycle of common mana-fixing artifacts I was brainstorming last night.
Gem of the Nahil
1
Artifact
1, T: Add U or G to your mana pool.
1, T, Sacrifice Gem of the Nahil: Draw a card.
Gem of the Flats
1
Artifact
1, T: Add W or B to your mana pool.
1, T, Sacrifice Gem of the Flats: Draw a card.
Gem of the Wilds
1
Artifact
1, T: Add R or G to your mana pool.
1, T, Sacrifice Gem of the Wilds: Draw a card.
Gem of the Wastes
1
Artifact
1, T: Add B or R to your mana pool.
1, T, Sacrifice Gem of the Wastes: Draw a card.
Gem of the Banks
1
Artifact
1, T: Add W or U to your mana pool.
1, T, Sacrifice Gem of the Banks: Draw a card.
Color-specific Chromatic Stars that are also Spellbombs. Thoughts?
--Greg


More artifact designs...
Mirror of Misery
5
Artifact (R)
2, T: Target opponent loses life equal to the number of life you have gained this turn.
3, T: You gain life equal to the number of life target opponent has lost this turn.
Hissing Snakelets
1
Artifact - Equipment (U)
Equipped creature has deathtouch.
Equip 2
Lifeblade
3
Artifact - Equipment (U)
Equipped creature gets +1/+0 and has lifelink.
Equip 2
Landhopper
4
Artifact Creature - Construct (C)
Sacrifice Landhopper: Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
2/3
Sandstone Wall
0
Artifact Creature - Wall (C)
Defender (This creature can't attack)
0/3
Edree's Griffin
4
Legendary Artifact - Equipment (R)
Equipped creature gets +2/+2 and has flying and deathtouch.
Equip 3
Steam Sisters
7
Legendary Artifact Creature - Aviatrix (R)
Flying
When Steam Sisters dies, put three 2/2 colorless Aviatrix artifact creature tokens with flying onto the battlefield.
6/6
--Greg


I LOVE the gems, but I have a question about symmetry.
You have some of the allied colors (WU, BR, RG) and some of the enemy colors (UG, WB). Am I too hung up on symmetry that this bothers me? :-) The absence of WG, UB (and for that matter of UR, WR, BG) makes me wonder, what's up? Do these pairings match your idea on factions in the set?
Also, are these mutually exclusive with the cool tri-color lands (created by Jeff I think?). It feels like you can't have both. I like the wedge presence of Jeff's lands, but I like the card drawing of these artifacts. If I HAD to choose, I guess I'd choose the gems.
--TRoy


Hey Troy,
The color-pairs I represented in the Gems are tied to our set's "allied" colors, i.e., the ones defined by our wedges. I left out the other color combinations because I wanted to encourage players to play within the wedges defined on the flavor page. I think we can still use dual- or tri-lands, but those lands would have to occur at rare so that the Gems still have value.
Also, per our discussion in episode #44, we're taking the "tap" out of the sacrifice activation, so the Gems now look like this:
Gem of the Nahil
1
Artifact
1, T: Add U or G to your mana pool.
1, Sacrifice Gem of the Nahil: Draw a card.
Gem of the Flats
1
Artifact
1, T: Add W or B to your mana pool.
1, Sacrifice Gem of the Flats: Draw a card.
Gem of the Wilds
1
Artifact
1, T: Add R or G to your mana pool.
1, Sacrifice Gem of the Wilds: Draw a card.
Gem of the Wastes
1
Artifact
1, T: Add B or R to your mana pool.
1, Sacrifice Gem of the Wastes: Draw a card.
Gem of the Banks
1
Artifact
1, T: Add W or U to your mana pool.
1, Sacrifice Gem of the Banks: Draw a card.
That way the Gems can be used for fixing and then sacrificed on the same turn. I think this actually makes the cards SUPER good, considering once you've cast the card(s) you're splashing for, you can cash in the Gem for another card (maybe we should cost the sacrifice at 2 colorless mana instead of 1?). These cards also play very well with my proposed "sacrificing matters" theme on the Mechanics page.
--Greg


Yes. The gems are awesome. They feel like something Wizards should have made by now. The fact that they "filter" rather than "ramp" keeps them from being overpowered and the sac-to-draw is a really nice value-add that keeps them from being too lame.
Now that I am getting my head around it, I love the asymmetry. I wish they would do that in more core sets (pick unusual color allies and not worry about allied or enemy or wedge symmetry).
I also like the idea of the tri-colors at rare. That should "solve" the mana fixing for the set.
--Troy


Throwbacks using the buried artifact idea:
Lost Relic
2m:
Artifact (R)
Lost Relic enters the battlefield with 2 sand counters on it.
Tap a creature you control: Remove a sand counter from Lost Relic.
If Lost Relic has no sand counters on it, whenever a land enters the battlefield, Lost Relic deals 2 damage to that land's controller.
Fossilized Flora
0m:
Artifact (R)
Fossilized Lotus enters the battlefield with 2 sand counters on it.
Tap a creature you control: Remove a sand counter from Fossilized Lotus.
Sacrifice Fossilized Lotus: Add 3 mana of any color to your mana pool. Activate this ability only if Fossilized Lotus has no sand counters on it.
Dusty Orb
4m:
Artifact (U)
Dusty Orb enters the battlefield with 3 sand counters on it.
Tap a creature you control: Remove a sand counter from Dusty Orb.
1m:,:t:: Tap target artifact, creature, or land. Activate this ability only if Dusty Orb has no sand counters on it.

Slumbering Ancient
1m:
Artifact (R)
Slumbering Ancient enters the battlefield with 12 sand counters on it.
Tap a creature you control: Remove a sand counter from Slumbering Ancient.
If Slumbering Ancient has no sand counters on it, sacrifice it and put a 12/12 Dreadnought creature token with trample onto the battlefield.
Buried Disc
4m:
Artifact (R)
Buried Disc enters the battlefield tapped and with 2 sand counters on it.
Tap a creature you control: Remove a sand counter from Buried Disc.
1m:,:t:: Sacrifice Buried Disc: Destroy all artifacts, creatures, and enchantments. Activate this ability only if Buried Disc has no sand counters on it.

-Jeff


Common/uncommon buried artifacts:
Sand Encrusted Catapult
3m:
Artifact (C)
Sand Encrusted Catapult enters the battlefield with 3 sand counters on it.
Tap a creature you control: Remove a sand counter from Sand Encrusted Catapult.
t:, Sacrifice a creature: Sand Encrusted Catapult deals 2 damage to target creature or player. Activate this ability only if Sand Encrusted Catapult has no sand counters on it.

Hidden Sarcophagus
4m:
Artifact (U)
Hidden Sarcophagus enters the battlefield with 2 sand counters on it.
Tap a creature you control: Remove a sand counter from Hidden Sarcophagus.
t:, Exile target creature you control: Put 2 sand counters on Hidden Sarcophagus.
t:: Put target creature exiled by Hidden Sarcophagus into play under its owner's control. Activate this ability only if Hidden Sarcophagus has no sand counters on it.

Abandoned Chariot
2m:
Artifact - Equipment (C)
Abandoned Chariot enters the battlefield with 2 sand counters on it.
You may only equip Abandoned Chariot if there are no sand counters on it.
Tap a creature you control: Remove a sand counter from Abandoned Chariot.
Equipped creature gets +2/+0 and has haste.
Equip :1m:
Tarnished Amulet
3m:
Artifact (C)
Tarnished Amulet enters the battlefield with 1 sand counter on it.
Tap a creature you control: Remove a sand counter from Tarnished Amulet.
At the beginning of your upkeep, if there are no sand counters on Tarnished Amulet you may gain 3 life.
Enveloped Golem
2m:
Artifact (C)
Enveloped Goelm enters the battlefield with 2 sand counters on it.
Tap a creature you control: Remove a sand counter from Enveloped Golem.
If Enveloped Golem has no sand counters on it, sacrifice it and put a 3/3 golem artifact creature token onto the battlefield.
-Jeff


The thing I don't like about this new take on the sand theme is that it feels futurist to me. The original concept of sand was that the desert was encroaching on our world and burying it. Now we're looking at excavating things from the sand instead. I don't necessarily have a problem with the excavated cards, but if we're seriously still trying to make the sand theme work, I don't think we should lose sight of the "lost in the sand" cards either.
In other news, all instances of "Tap a creature you control:" should read "Tap an untapped creature you control:".
Lastly, Tarnished Amulet seems way too good to me.
--Greg


Some more buried artifacts
Hourglass of the Gods
3m:
Artifact (R)
Hourglass of the Gods enters the battlefield with 3 sand counters on it. At the beginning of your upkeep, remove a sand counter from it.
t:: Take an extra turn after this one. Put 3 sand counters on Hourglass of the Gods. Activate this ability only if there are no sand counters on Hourglass of the Gods.

Nomad's Cloak
2m:
Artifact - Equipment (C)
Equipped creature is unblockable and can't attack unless you pay :1m: for each sand counter on Nomad's Cloak. Whenever equipped creature attacks, put a sand counter on Nomad's Cloak.
Equip :3m:
Vanishing Statue
4m:
Artifact (C)
At the beginning of your upkeep, put a sand counter on Vanishing Statue.
4m:, Remove a sand counter from Vanishing Statue: Until end of turn, Vanishing Statue becomes a 5/5 golem artifact creature with "Vanishing Statue gets -1/-1 for each sand counter on it."

And a non-sand artifact
Dowsing Rod
1m:
Artifact (C)
t:, Tap an untapped creature you control: Gain 2 life.

-Jeff
EDIT: Fixed Hourglass and Rod


- Dowsing Rod: As usual, you forgot to include "untapped" in your "tap a creature you control". Otherwise, I like it.
- Hourglass of the Gods: Again, you keep leaving off the text that cards with sand counters on them ETB tapped and stay tapped until the sand counters go away. Also, I know you have to wait a number of turns after you cast this before it typically becomes active, but I still think this should cost 4 or 5 instead of 3. The effect is just so powerful.
- Nomad's Cloak: Whispersilk Cloak was only moderately playable and it was MUCH better than this card. I don't think I would ever play Nomad's Cloak.
- Vanishing Statue: I love this design.
--Greg


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