Community Card Uncommon Artifact cycle
Community Set
squire1
7 October 2011
2834 views
Winner of uncommon land challange
7 October 2011
2834 views
Winner of uncommon land challange
Lectrys was our winner for the uncommon land challange. Two designs were actually tied for the spot. The design team really liked his take on a Rupture Spire inspired land and decided that it was a great fit for the set. His Searing Volcano submission was very user friendly and did exactly what it needed to. Lectrys was contacted by the design team, but was unavailable for comment. Due to this, we moved on and filled in the rest of the lands since it was a pretty staightforward design. We did want input from him on the names of the cards. As you can see we used name placeholders for now. When/if Lectrys provides names for the rest of his set, they will be added to the cards. So here was the winning design and the cards that were spawned from it.
New Challange
Similar to how the last challenge centered around creating a cycle of mana-fixers, so does this one. This time, uncommon artifacts. Now we are not limiting the artifacts to non-creatures, meaning for this challenge you may design a cycle of either creature or non-creature artifact that are mana-fixers.
Each cycle must have a heavy concentration on mana fixing. This can be done in many ways. The fixing could be fetch-based, mana-generation-based, mana filter-based, or even better, something that we have never seen before. Though these are mana fixer cards we are looking for, it does not require that they are ramp cards; meaning that they do not need to increase the amount of mana that you can generate. I know that we have a lot of creative people out there, so use that and start pitching cards.
The rules
This challenge will be to design a cycle of mana-fixing Artifacts. I highly suggest that all participants look at the Artifacts out there that already exist and try to see which ones are popular, which work well, etc. This way you will have a great jumping off point to design something similar or break all the normal concepts of mana filters, we like creative.
- Each tappedout member may submit 3 concepts for a cycle. Each cycle concept submission should contain a description of your cycle and a sample card from your cycle. This way the design team and the rest of the community truly understands where your ideas are going and what they will look like in practice. Each cycle will include a card for each of the negashards, so 5 in total.
- As with other cycle challenges that we have done, the winner will use their winning concept in collaboration with the design team to design the full cycle of cards.
- All submissions will be graded on:
- Creativity - As you may or may not realize, different players look for different things in cards. One thing that many players look for is new interactions and situations in gameplay. This allows players who have been playing forever (the design team) to still find the game interesting with each new set.
- Power level - Power level is often one of the biggest roadblocks to design. Now that we are at uncommons, we should want to play the cards that are designed but not think of them as musts. Unlike the rares, many of which the design team wanted playsets of the submitted cards. The uncommon cards must be strong but not too strong. Also consider pricing. You would not want an uncommon to cost $5 because it is so wildly popular.
- Flavor - Some players abosolutely love flavor in cards. Flavor can be generated in flavor text, card names, and art, but most important to flavor is trying to instill a feeling that a card really has a place in a set. Asking questions like, why does this creature live here?, what weapons would this creature type use? are nearly as important as questioning the power level to a card. I know that some competitive players would still play if the cards had no art or flavor or story and they were just numbers for names, but most players like the whimsical flourish of flavor, so keep that in mind.
- Usefulness - What is useful? Why is it useful? Will your design be useful in every format (probably not, but maybe)? Will your card create interesting interactions and synergies? Does it have an effect on board complexity? Does it effect tempo? Whatever the answers to these questions are, they are essential to answer for yourself. Without a vision of why a card is being created and what it lends to the game or potentially detract, then it is difficult to balance it.
- Also one new facet will be added to the uncommon challenges. The design team has been spending time reviewing, tweaking, etc card entries for all the rares but has stayed completely out of the designing of cards to maintain a truly community created set. Each design team member will now be presenting the 1 card/cycle for voting along with the other top 10 cards/cycles presented. In order to make it unbiased, we will continue to stay out of the card voting, so if no one votes for our cards, we can not win. Also our cards will not be evaluated along side everyone else's, they will only be revealed during the voting articles so that we do not compare your cards against those designed by design team members. Basically it will work the same as always, except you will see 3 additional cards to vote on if you wish. So if you do not like our ideas or just don't want design team cards winning challenges, do not vote for them and we won't. If there is an outcry for this idea to stop altogether, it will.
Other handy hints and things to remember
In this set there is no hybrid mana.
Colored artifacts are allowed, but colored artifact creatures are not.
You can use other set mechanics from previous articles. Below is a list of articles explaining each of the five shards designed by the community so far and includes many of the previous winners.
Irindu
http://tappedout.net/mtg-articles/2011/sep/5/community-set-irindu-summary/
Ulgris
http://tappedout.net/mtg-articles/2011/sep/5/community-set-ulgris-summary/
Sorok
http://tappedout.net/mtg-articles/2011/sep/1/community-set-sorok-summary/
Chavest
http://tappedout.net/mtg-articles/2011/sep/5/community-set-chavest-summary/
Morglen
http://tappedout.net/mtg-articles/2011/sep/1/community-set-morglen-summary/
Our Favs
Also to help you think about the personalities involved here, these are the cycles of artifact mana fixers that we like best.
$ªmHεiπ
$ªmHεiπ was not in general a fan of any of the cycles artifact of mana fixer in the past. The first that he thought of that he liked at all were the borderposts and signets. but in his heart he was not even a fan of those. Instead he has provided you with a couple of his favorite general fixer artifacts.
squire1
I had to think reall hard about this one. I do not often use artifact mana fixers when I play. I use lands, but I found 3 cycles that I liked. I love the attendant cycle, because I used to love golems and they could be handy. Then i thought the talismans from Mirrodin. But finally i had to settle on the Borderposts from Alara. These are just really well designed, easy to use, great for johnnys to combo with. This set includes: Fieldmist Borderpost, Mistvein Borderpost, Veinfire Borderpost, Firewild Borderpost, and Wildfield Borderpost. i love everything about this cycle down to the names.
Xander574
Xander574 was also underwhelmed by most of the artifacts that did any sort of mana-fixing. He said that if he had to choose one it would be the Signets.
All submissions must be in by October 12th 2011 at midnight EST
shadowdart says... #2
Deck thins,Recoverable if destroyed and emulates the signets. Also, not limited to the shards. I can grab a Drowned catacomb and the like. Not sure if I could grab a rupture spire or reflecting pool. I would imagine not.
October 7, 2011 12:32 p.m.
Irindu Helm (2)
Artifact - Equipment
Equip - (1)
Equipped creature is a 2/2 golem with no abilities except (1): sacrifice equipped creature: add URG to your mana pool.
"Yes, definitely, getting the helmet is like a promotion. Now put it on, quick."
I opted for doing something completely different, so set out to design a novel creature. This meant it had to be different from myr, elves, shamans, and other mana fixers.
I quickly realized that the existence of attendant golems from Invasion like card:Darigaaz's Attendant mean no 3-mana fixing creature could be really novel. I opted to bring the novelty in using equipment which has only ever been done on paradise mantle, and actually build on the attendant cycle.
The flavour here is your creature is donning a helmet that provides a connection to the mana core of the plane. It makes you dumb (lose abilities become 2/2 - actually this could even flip the creature over then morph creatures could actually change back and still wear the helmet). You can use that connection - once - for a shard-related mana boost.
I originally costed this higher but compared to borderposts and signets with some sample hands and found the power level compares well at the specified costs (including sac). It is not strictly better than the attendants since it requires 2 cards (or a card and a token creature) and the golem is 2/2, but it is repeatable and the total mana cost if you do it all in one go is lower. Casting and equip costs could be swapped if it was decided that we don't want to give weenie token decks such a potential big ramp advantage, then this card is colour fixing only rather than the ramp it is now.
I like how this cycle, at uncommon, will allow powerful early mana-fixing provided you have small creatures, and later is still useful but more at a cost, one that is smaller in weenie decks. I also like the "turn you into a no-ability bear" restriction because it will increase the value of bears in limited. Both are useful in a mana-fixer to prevent our 3-colour world from becoming one that encourages just ramping into powerful shard spells without doing anything early since the helm supports mana fixing but requires interactive early creatures to enable it, and actually gives more value if those creatures are small.
October 7, 2011 2:11 p.m.
I wanted to do something that was like the borderposts, which I love, but that featured enemy colors. this submission goes a step further, acting a filters and letting you keep a GG hand with a grip of U/R cards if you're playing Irindu.
Flameflow Gate
2
When ~cardname~ enters the battlefield, sacrifice a land.
1,T: add UU, UR, or RR to your mana pool.
T, Sacrifice ~cardname~: return a land from your graveyard to the battlefield.
naming ideas:
Flame, Glade, Flow, Grave, Guard
October 7, 2011 3:24 p.m.
Morglen Trinket - 2
Morglen Trinket comes into play tapped unless a non-token creature died this turn.
T: Add 1 to your mana pool
If you control a creature token Morglen Trinket gains: T: Add either B, G, or W to your mana pool.
Sorok Trinket - 2
Sorok Trinket comes into play tapped unless a creature was returned to its owner's hand this turn.
T: Add 1 to your mana pool
If you control a creature with Resolve Sorok Trinket gains: T: Add either R, B, or W to your mana pool.
Each shard's Trinket would have a "come into play tapped " clause related to each shard's themes/keywords/mechanics. There is then another clause related for mana fixing related to the shard's specific mechanic.
I'm not 100% sure if the first part makes this cycle a bit to complicated. If it does turn out to be so I wouldn't mind upping the mana cost, replacing the "come into play tapped" clause with a simple pay X or else, or both.
October 7, 2011 5:03 p.m.
My first mana fixing artifact cycle is based on the Signets which were one of my favorite cycles of mana fixing artifacts. Basically since they were commons, and they worked well for the 2 color guilds that they supported, I decided to make mine a bit more useful for the shard that it's in. Because it supplies 3 different colors, I think that it deserves the uncommon rarity. Here is my first submission:
Name: Powerstone of ChavestType: Artifact
Effect: TW: Add BR to your mana pool.TR: Add WB to your mana pool.TB: Add RW to your mana pool.
I think that this gives you more colors and it ramps like the others but at the same time it is also more restrictive because you need colored mana to activate the effects. What it will do however, is give you pretty decent mana fixing as well as ramp for any shard.
October 7, 2011 5:57 p.m.
platinum_demon says... #7
My first cycle is a cycle that mana-fixes by giving up one resource to gain mana. The resource given up would correspond to the Shard. The example is from Morglen.
Morglen Flowstone
Artifact
Uncommon
CMC: 2
T: Add 1 to your mana pool.
1,T: Sacrifice a creature with memento. Add BG, GW, or WB to your mana pool.
"With power comes death."
October 7, 2011 6:30 p.m.
Unknown Crater - 1
As an additional cost to cast Unknown Crater you must pay either W, G, or B and exile a basic land.
Unkown Crater comes into play tapped.
T: Add either W, G, or B to your mana pool and add to your mana pool one mana of any color that the land exiled with Unknown Crater could produce.
Each one of the cycle will have names that reference something that doesn't belong in the shard. This gets around the problem that in some shards there are no artifacts (Morglen).I'm not sure if by adding an additional cost breaks the rule on no split mana symbols; however, this was the only way (I felt) to keep the artifacts restricted to their own shards.
October 7, 2011 6:40 p.m.
Actually, I'm female.
I don't really check my e-mail at all, so I'd rather just discuss naming here. You've got all the land rules text right, though.
Here are my suggestions for the names of the cycle lands:
Morglen: Darkened Glade
Ulgris: Gloomy Fen
Sorok: Sparkling Valley
Irindu: Undulating River
The Irindu name is particularly hard to get down, though, so I'd be open to suggestions there.
Here's my first attempt at an uncommon mana-fixing artifact: the Mana Bombs. They all cost 2, enter the battlefield tapped, and require tapping, paying 1, and sacrificing to get mana. They produce 3 mana of each of the shard's colours.
Here's the Sorok one:
Sorok Mana Bomb
2
Artifact
Sorok Mana Bomb enters the battlefield tapped.
1, T, Sacrifice Sorok Mana Bomb: Add RWU to your mana pool.
October 7, 2011 8:20 p.m.
ilikeoldcardsbetter says... #10
Sorok Gemstones - 1
Artifact
(1)T, Sacrifice Sorok Gemstones: Search your library for a Plains, Island or Mountain card, and put it into play
When Sorok Gemstones is put into your graveyard from play, target creature gains resolve until end of turn.
Each one in the cycle would just search for the specific lands of that shard, and give something/someone the ability of the shard upon hitting the graveyard
October 7, 2011 9:05 p.m.
@Lectrys very sorry about the gender mix-up. Clearly I have let my preconceptions make the best of me.
October 7, 2011 9:33 p.m.
Lectrys, I really like the mana bomb but since it's a single use only, I think it would be better if you added a may ability to cantrip to it... at a cost of (1).
October 7, 2011 10:50 p.m.
Copper Catalyst G
Artifact
1, T: Add WB, UR, or UB to your mana pool.
This is my second submission. Each member of the cycle is based around a colour rather than a shard and is just as useful in each of the 3 shards the colour shows up in.
These are more flexible than the signets, harder to cast because of the coloured cost, but lower CMC, putting it at uncommon.
October 8, 2011 12:20 a.m.
Irindu Dreamstone (6)
Artifact
T: Add URG to your mana pool.
URG, T, Sacrifice Irindu Dreamstone: Draw three cards.
This is my third submission. This is modelled pretty directly on Dreamstone Hedron but as shard coloured versions. Even though this is less original than my other submissions, I think it serves a potentially important purpose: helps when mostly in 1-2 colours but splashing a shard coloured bombs in limited and you don't want to dedicate too many cards to that splash. This is late game mana fixing and if the fixing isn't needed anymore it is card draw. As an alternative to the card draw, it could do something powerful and related to the shard.
October 8, 2011 12:26 a.m.
Jarrod_0067 says... #16
A mox-esque cycle of uncommon artifacts that tap colorless of for their respective colors but are sacrificed if conditions are not met
Chavest Power Shard 0
Artifact - Mox
T: Add 1 to your mana pool.
Pay 2 life, T: Add W, B or R to your mana pool. If you control no white permanents, sacrifice Chavest Power Shard.
October 8, 2011 1:03 a.m.
Concept 1:
Orb of Irindu 2
Artifact
T: Add U to your mana pool. If you cast a blue spell this turn, add R or G to your mana pool instead.
Concept 2:
Siltbed Shewstone 2
Artifact
~ enters the battlefield tapped.
If you don't control a land, you may pay 2 life to put ~ into play.
T: Add W, U, or R to your mana pool.
Forged by nothing but the natural forces of the shard, the Shewstones are excellent conductors of their shard's colors of mana. You can find many in most mages collections, as they are effective replacements for a mana bond, indeed even working best when you have none.
Concept 3:
Basin of Warfare WRB
Artifact
Whenever a creature attacks, untap ~.
T: Add W, R, or B to your mana pool.
Each shard would have a different trigger based off its keyword.
October 8, 2011 9:42 a.m.
http404error says... #18
Sorok Amulet 1
Artifact
3, T: Add RWU to your mana pool.
Gloomthorn Henge 2
Artifact
T: Add 1 to your mana pool.
T: Add B or G to your mana pool. Spend this mana only on multicolored spells.
Chavest Power Node 4
When ~ enters the battlefield, draw a card.
T: Add W, B, or R to your mana pool.
P.S. I couldn't find a flavorful way to make a cycle of artifact creatures.
October 8, 2011 8:47 p.m.
idmantelli says... #19
Fortified Wellspring - 2X
Fortified Wellspring enters the battlefield with X charge counters on it.
1, Remove a charge counter: Add U or B to your mana pool.
0/3
I'll maybe put some other cards later. but for now, this'll do.
October 8, 2011 9:05 p.m.
ilikeoldcardsbetter says... #20
2nd Submission
Irindian Manastone - 3
Artifact
T: Add U, R, or G to your mana pool.
Whenever you play a card for its flow cost, you may untap Irindian Manastone.
Each one will add one of the specific colours of the shard, and untap when a creature with the shard's ability is cast (or in the case of Irindu, when Flow is used)
-maybe is should be Irinduan manastone
October 8, 2011 10:18 p.m.
ilikeoldcardsbetter says... #21
3rd Submission
Resilient Gnome - 2
Artifact - Creature
Wither
(U)T: Add B to your mana pool
(B)T: Add G to your mana pool
(G)T: Add U to your mana pool
1/1
Mutating Gnome - 2
Artifact - Creature
Flow URG
(U)T: Add R to your mana pool
(R)T: Add G to your mana pool
(G)T: Add U to your mana pool
1/1
You get the idea
October 8, 2011 10:42 p.m.
shadowdart says... #22
Sorok Node (X)(2)
This card comes in with X sunburst counters.
(1)T: Remove a counter, Search your library for a Mountain, Plains or Island card, reveal it and add it to your hand. Shuffle you library.
When Sorok Node is sent to the graveyard, your opponent may destroy target land for each counter on Sorok node.
October 9, 2011 4:49 a.m.
Eruo's Gavel(2)
artifact - equipment
equipped creature has (1): Add B, W, or R to your mana pool.
Whenever a land is sent to the graveyard from the battlefield untap equipped creature and it gains T: deal 3 damage to target attacking creature, until end of turn.
equip(1)
October 9, 2011 6:16 a.m.
Also if anyone is interested a lot of card art has been added. Check out the summary articles for that. If you have art you would like to offer up for a card email me
October 9, 2011 11:50 a.m.
Cycle of Signet-like artifacts: they cost C, tap for the enemy colors.
Mark of Sorok (R)
Artifact
(1), (T): Add (W)(U) to your mana pool.
The mark of Sorok is that of an explosion, usually preceded by an unfortunate goblin.
October 9, 2011 5:21 p.m.
idmantelli says... #26
My other two submissions:
Wealth of the Unlucky
Artifact - 3
1T, Sacrifice Wealth of the Unlucky and a creature you control: Add 3 of any one color to your mana pool.
"Oh hey, a penny!--"
___
Fortress Scrabbler
Artifact Creature - 3
T: Add 1 to your mana pool.
0/2
"Everyday, it's the same thing. Grab 'em, bag 'em, squeeze 'em dry, and put 'em back for tomorrow."
October 9, 2011 5:52 p.m.
Landstalker - 5
Artifact Creature - Golem
T: Add 1 to your mana pool1,T: Add G or W to your mana pool 3,T,Sacrifice Landstalker: Search in your library for a land card and put it on the battlefield,if it is a non-basic land card it enters the battlefield tapped unless you control a land with the same name.
2/3
Deathstalker - 5
Artifact Creature - Golem
T: Add 1 to your mana pool1,T: Add R or B to your mana pool 3,T,Sacrifice Deathstalker: Search in your library for a land card and put it on the battlefield,if it is a non-basic land it enters the battlefield tapped unless you control less than 4 basic lands.
2/3
Skystalker - 5
Artifact Creature - Golem
T: Add 1 to your mana pool1,T: Add U or W to your mana pool 3,T,Sacrifice Skystalker: Search in your library for a land card and put it on the battlefield,if it is a non-basic land it enters the battlefield tapped unless you control 2 or more basic lands types.
2/3
October 9, 2011 7:41 p.m.
Giftstone of Sorok
2
Artifact - Uncommon
1, T: Reveal a creature card from your hand that has Resolve. Add a mana of any color that appears in that creature's converted mana cost.
Soroks national treasure was more then a source of pride. It was a source of power.
Might have to be rephrased to "Add one mana of a color that appears in that creature's converted mana cost."
October 10, 2011 4:02 p.m.
Basically it would be a fairly simple and good cycle. Reveal a creature card from your hand that has that shard's keyword in it. The best kind of mana fixing is the kind that let's you play whatever the hell is in your current hand as well, so I think this is a pretty cool design, and very simple. If I were to throw around a change, I would like to recommend making the activation a tap ability only, and adding "If a creature is revealed this way, cast it if able." to balance out the reduction the activation cost to tap only instead of 1, T.
October 10, 2011 4:10 p.m.
Morglen Collection
3
artifact
During each upkeep add B, G, or W to your mana pool.
1, Sacrifice Morglen Colletion: add BGW to your mana pool. You may activate this ability only at the beginning of an upkeep.
October 10, 2011 4:43 p.m.
shadowdart says... #31
Lotus of Sorok (1)
Imprint - A creature card that is Red, White, and Blue
Lotus of Sorok enters the battlefield tapped
T: Add RWU to your mana pool.
October 10, 2011 5:27 p.m.
I have an idea for a cycle. They'd have enter the battlefield effects that were significant to each shard, then they'd have a cost to sacrifice to add mana of each color.
Lizard Tail
2
Artifact
Flash
When Wurm's Heart enters the battlefield, regenerate target creature.
2, Sacrifice Wurm's Heart: Add BUG to your mana pool.
They don't all have to have flash, but some kind of ETB effect and a 2 colorless sacrifice ability that adds all three shard colors.
October 10, 2011 6:57 p.m.
Sorokian Crown
5
Artifact-Gemstone
Mountains you control now have
T-R
T-U
T-W
October 10, 2011 8:51 p.m.
Leafs suck, I think your giftstone doesn't need to be as parasitic. It could just be a creature rather than one with resolve.
October 10, 2011 11:37 p.m.
New cycle of Cameo artifacts: cost 3, but now tap for three colors instead of two.
Vermin Cameo (3)
Artifact
(T): Add (G), (U), or (B) to your mana pool.
"I envisioned a world covered in pests. I feel the carving's beady eyes on me, hungering for my flesh." - Idris, auger
October 11, 2011 12:24 p.m.
Basically, this cycle is a port of the Lorwyn tribal dual-lands (Wanderwine Hub et al). I'm hoping that including a mana cost pushes the power level down enough so that these are uncommon, not rare.
Staff of the Gladeparters (3)
Artifact
As Staff of the Gladepartersenters the battlefield, you may reveal a card with momento from your hand. If you don't, Staff of the Gladepartersenters the battlefield tapped.
(T): Add (B), (G), or (W) to your mana pool.
Doreer, elder of the Gladeparters, leads them in their traditional worship of nature.
Art concept: the wooden staff of Doreer, engraved with elven runes. Doreer is holding it in his palm, but we can only see his arm to about the elbow. Focus of the mystical artifact with control of life and death.
October 12, 2011 12:55 a.m.
Looking at the other submissions so far, I can't believe how many cards here I've seen that are strictly worse than Darksteel Ingot and Manalith . And they're both common.
...Sorry, had to get that off my chest.
Here are my other two submissions for uncommon mana-fixing artifacts:
Cycle 2: The Land Jewels. (They're not lands.) They generate double coloured mana of the shard's colours, but they all cost 4. Here's the Ulgris one:
Ulgris Fen Jewel
4
Artifact
T: Add UU, BB, or GG to your mana pool.
Cycle 3: The Crystal Emissaries. They all cost X plus one colourless mana plus one mana of the shard's point colour, are 1/2, enter the battlefield with X charge counters, and remove any amount of charge counters to add that much mana of any of the shard's colours to your mana pool. Here's the Irindu one:
Azurite Emissary
X1U
Artifact Creature - Construct
Azurite Emissary enters the battlefield with X charge counters on it.
Remove a charge counter from Azurite Emissary: Add U, R, or G your mana pool.
1/2
October 12, 2011 7:05 p.m.
Also, Leafs_suck, your Giftstone of Sorok should say, "Add one mana of any color that appears in that creature's mana cost to your mana pool." No converted mana cost, as that's a number.
October 12, 2011 11:42 p.m.
I like to design, phrasing scares the jebus out of me.
October 13, 2011 12:20 a.m.
I would like to reduce the cost of Vermin Cameo to (2) and of Staff of the Gladeparters to (1). Didn't think about that, Lectrys.
October 13, 2011 5:09 p.m.
Cycle 1
Morglen Trinket - 1
Morglen Trinket comes into play tapped unless a non-token creature died this turn.
T: Add 1 to your mana pool
If you control a creature token Morglen Trinket gains: T: Add any two color combination of B, G or W to your mana pool.
Sorok Trinket - 1
Sorok Trinket comes into play tapped unless a creature was returned to its owner's hand this turn.
T: Add 1 to your mana pool
If you control a creature with Resolve Sorok Trinket gains: T: Add any two color combination of R, B or W to your mana pool.
Each shard's Trinket would have a "come into play tapped " clause related to each shard's themes/keywords/mechanics. There is then another clause related for mana fixing related to the shard's specific mechanic.I'm not 100% sure if the first part makes this cycle a bit to complicated. If it does turn out to be so I wouldn't mind upping the mana cost, replacing the "come into play tapped" clause with a simple pay X or else, or both.
Cycle 2
Unknown Crater - 1
As an additional cost to cast Unknown Crater you must pay either W, G, or B and exile a basic land.
T: Add either W, G, or B to your mana pool and add to your mana pool one mana of any color that the land exiled with Unknown Crater could produce.
When Unkown Crater is sent to the graveyard from play return the land exiled with Unkown Crater to the field.
Each one of the cycle will have names that reference something that doesn't belong in the shard. This gets around the problem that in some shards there are no artifacts (Morglen).I'm not sure if by adding an additional cost breaks the rule on no split mana symbols; however, this was the only way (I felt) to keep the artifacts restricted to their own shards.
Cycle 3
Flowing Wand - 2
0: Equip
Equiped creature gains: "All creatures in your library with the same name have flow with the cost equal to 2 less its casting cost." and "X: Add X mana of either B, R, or G to your mana pool. X may not be 0."
Equip cost is 0 so that it can work well with creatures with memento. Each part of the cycle will have an adjective related to the shard's main ability and a name related to something from the shard. I'm worried about if the fact that its an equipment it might not be usable for control decks; However I felt this was the only way to incorporate each shard's ability.
October 13, 2011 11:11 p.m.
Change the cost on Cycle 2 to be 0. And when it is sent to the graveyard make it a choice to return the land or search for a basic land.
October 13, 2011 11:19 p.m.
Also errata Cycle 3 to require a tap to add mana and max X out at 5; My friend pointed out you could do some infinite loops with it the way it currently is.
October 13, 2011 11:35 p.m.
ok guys time to vote here http://tappedout.net/mtg-articles/2011/oct/14/community-set-uncommon-artifact-voting/
October 14, 2011 3:57 p.m.
currently we have a 5 way tie in the voting. please join in
shadowdart says... #1
Sorok Amplifier (3)
Artfact
Exile 3 lands from your library that can tap for R W and/or U.
When this card leaves play add one of the lands exiled this way to your hand.
T: (1), T: Add 2 mana of any two colors the exiled lands could produce.
October 7, 2011 12:27 p.m.