Steamflogger Boss - :3mana::symr:
Creature - Goblin Rigger (R) [SP]
Other Rigger creatures you control get +1/+0 and have haste.
If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead.
3/3
I don't understand why nobody seems to like this guy. In limited, a hill giant usually isn't that bad, but constructed is where this guy could really shine. Admittedly, when some 3cc riggers are looked at as too slow, a 4cc rigger that doesn't even have the 'assemble' ability might seem way out of place, but let's take a look at everything he does.
He gives +1/+0 to all other riggers.
Okay, I guess this ability doesn't really help that much. If you are trying to muscle your way through with your motley crew of mechanics, your just going to get overwhelmed by Jungle Fever, or decimated by Abysmal Touch decks. You should be able to win using your crazy Rube Goldberg machinations.
You get two contraptions for every assembly
This is the most notable effect on the card, and for good reason. Not only does this speed up your deck, but it is also insane card advantage. Your contraptions will quickly get out of control.
Riggers have haste
And this is the clincher. If Da Boss stays in play for a turn, your entire game is sped up by a turn. Most of your riggers will be able to assemble the turn they come into play, and since they now do double assembly work, Abysmal Touch will be too slow to stop them.
So the trick then is being able to keep it in play, which when you're tapping out to play this guy can be somewhat difficult. But don't forget, you're playing contraptions. Make sure you've assembled a Junk Shield (or a Time Flux Capacitor) and wait an extra turn to keep an extra 1 (or UU) open, and it really shouldn't be too much of a problem. Alternatively, you can try to get Da Boss into your yard (perhaps with a Zombie Mechanic), and then assemble a Reanimation Device to bring him back; the 4 life is almost always worth it.
Yeah, if anything it's a hill giant that gets bigger in multiples, but the only thing that will make or break it though is what assembly does.
All judgement on this card should be saved until then, or when there's proof it isn't in, but I doubt they would keep assembly out of the set if they truly plan on doing it.
either way, it isn't terrible alone.
I seem to be alone in realising this is a joke, and an amusing one at that.
No, most of realize that. Or at least suspect it very strongly. (I can always hope!) We're just running with it. I wouldn't mind it not being a joke though.... (current thought level of Steamflogger Boss being relevant at some point in time.... 0.5%... hope level.... 100%!)
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# of Stuffy Doll decks thought up: 6 (:symr:, :symb:, :symgw:, :symwu:, :symg:/:symrg:, :symur:)
Making contraptions, wishing I could make them twice as efficiently.
the only way i could see Contraptions is as some sort of "non-creature artifact token" but specifically not called tokens in order to not interact with other tokens.
like this:
Mana-Egger
Creature - Goblin Rigger
:Mana-Egger assembles one Contraption with the ability "Sacrifice this Contraption: add to your mana pool."
2/2
I belive that these contraptions will be like spellshapers, only they will make artifact tokens. I'm picturing a couple of goblins ''working'' on a contraption.
Maybe we'll have to flip a coin for a contraption?
What ya think?
Possibly. I had already thought of this actually... maybe contraptions are something like
Contraption
:1mana::Flip a coin. If you win the flip, do <something useful>, if not, sacrifice this and it deals 2 damage to you.
A perfect goblin contraption
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# of Stuffy Doll decks thought up: 6 (:symr:, :symb:, :symgw:, :symwu:, :symg:/:symrg:, :symur:)
Making contraptions, wishing I could make them twice as efficiently.
oddly enough if his abilities were relevent to todays type 2 he would be insanly powerful at 4cc and a 3/3:
Other goblins get +1/+0 and have haste
If an ability that a creature you control would put a goblin token into play put twice that many into play instead
3/3
I could only wish for my mogg warmarshal and ib halfheart to become 2cc/sac two mountains put into play 4 2/1 goblin tokens with haste.
A contraption sounds like a sub type for an artifact (token), like artifact- contraption. They already have construct, so not that far of a stretch like:
Creature-Goblin Rigger
Assemble3~put into play an Contraption with "tap: put an assembly counter on target rigger" (at the begining of your upkeep put an assembly counter on <this>, you may remove three assembly counters from <this> to assemble a contraption. Contraptions are artifacts)
basically the fungus ability but key worded for artifact tokens. just my 2 cents and speculation... this really should be a speculation post. lol.
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Thanks for the Sig and Avatar Fogatog @EPIC GRAPHICS
If I had to guess, I'd say contraptions would/will be vanilla artifact tokens that don't do anything innate, and that some or all "riggers" will have sliver-esque abilities, such as "All contraptions have 'Sacrifice this artifact: add R to your mana pool.'" or "All contraptions have 't: ~ deals one damage to target creature.'"
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If I had to guess, I'd say contraptions would/will be vanilla artifact tokens that don't do anything innate, and that some or all "riggers" will have sliver-esque abilities, such as "All contraptions have 'Sacrifice this artifact: add R to your mana pool.'" or "All contraptions have 't: ~ deals one damage to target creature.'"
i like this idea almost better than my own.... almost...
I have to say that assembling constructs sounds very mirrodin-ish to me. Or even un-fantasy like. Magic has been creating creature tokens, now they'll assemble stuff.
I think the OP missed the Boss's potential combo with Junkmancer Apprentice. Infinite Contraptions on turn 4 is pretty good.
Yeah, but who wants to look at the top card of target player's library infinite times? I mean, I guess it's ok with Junk Harvester so you can actually play Gleemax, but now you're set back to turn 7. It's just that infinite contraptions doesn't get you much of anything.
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[The Crafters] | [Johnnies United]
My anecdotal evidence disagrees with yours! EXPLAIN THAT!
I find it annoying that he is futureshifted, meaning we have to wait some sets before he becomes useful. I will be happy to guess that a contraption is the new myr. The main difference is I think contraptions have much more novelty to them.
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With all, put the same thing except with / in front of what type of tags they are (like [/card]) to close them.
Card: [card]
Hybrid: :symub: = order doesn't matter
Yeah, but who wants to look at the top card of target player's library infinite times? I mean, I guess it's ok with Junk Harvester so you can actually play Gleemax, but now you're set back to turn 7. It's just that infinite contraptions doesn't get you much of anything.
Hey, don't forget, all your cards with Affinity for Contraptions just became free or majorly undercosted. Iron Intervention for U, anybody?
Heaven's Forge doesn't work. the Contraptions have to be in play before it resolves to get the mana.
if you have the Boss out with Steamsquelcher, you could go infinite turn 4 (assuming you're playing Seething Songs)... by pitching Anger to the Squelcher.. but that takes it out of Standard and is still a 3-card combo, i guess. but it's all in red, so is more consistent.
it will work well with tesla, insane artificer too...after all 4 contraptions for the mere cost or a tap?
anyway... chiming gizmo will provide a constently fetchable combo with junk mastery....
and since when chicken and eggs is T3 competitive?
i thought kobolds united took it off the map...
You're all forgetting Chicken and Eggs is still T3 legal. Steamflogger Boss/Mortal Coilslooks competitive, but in practice it'll be Flipped out of existance, and your opponent will still be able to resonate to 50 by turn four, no matter how many contraptions you assemble. The fact remains that without a proper answer to Planar Hatchery, contraptions aren't tournament viable no matter how much support they get.
...This card might have a place in Punk'd, as it would make the support role provided by Chiming Gizmo more consistent, but realisticly it's probably too expensive for the few ascendancy points the combo provides.
i can't believe people are taking your "Chickens and Eggs" joke seriously! am i the only one who gets it?;)
BTW, no, your opponent can't resonate to 50 if you have Steamsquelcher and the Boss out; and no, Planar Hatchery doesn't shut Contraptions out of tournament play: ever hear of Krosan Grip??!
that said, i don't think this fits in the P'unkd deck, as Chiming Gizmo works best with Glass-Eyed Baron, and the Boss' cost is too high and out of color to matter.
On a serious note though... Has anybody actually put any thought into what assemble could mean?
Spare Wings 1
Artifact - Part
Flying
Poison Needle 1
Artifact - Part
Poisonous 1
Long Pole1
Artifact - Part
First Strike
etc...
Man Maker 2U
Creature - Mechanic ,t: Assemble a 2/2 contraption. (Put a 2/2 contraption creature token into play with the abilities of all parts you currently control.)
1/3
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Creature - Goblin Rigger (R) [SP]
Other Rigger creatures you control get +1/+0 and have haste.
If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead.
3/3
I don't understand why nobody seems to like this guy. In limited, a hill giant usually isn't that bad, but constructed is where this guy could really shine. Admittedly, when some 3cc riggers are looked at as too slow, a 4cc rigger that doesn't even have the 'assemble' ability might seem way out of place, but let's take a look at everything he does.
He gives +1/+0 to all other riggers.
Okay, I guess this ability doesn't really help that much. If you are trying to muscle your way through with your motley crew of mechanics, your just going to get overwhelmed by Jungle Fever, or decimated by Abysmal Touch decks. You should be able to win using your crazy Rube Goldberg machinations.
You get two contraptions for every assembly
This is the most notable effect on the card, and for good reason. Not only does this speed up your deck, but it is also insane card advantage. Your contraptions will quickly get out of control.
Riggers have haste
And this is the clincher. If Da Boss stays in play for a turn, your entire game is sped up by a turn. Most of your riggers will be able to assemble the turn they come into play, and since they now do double assembly work, Abysmal Touch will be too slow to stop them.
So the trick then is being able to keep it in play, which when you're tapping out to play this guy can be somewhat difficult. But don't forget, you're playing contraptions. Make sure you've assembled a Junk Shield (or a Time Flux Capacitor) and wait an extra turn to keep an extra 1 (or UU) open, and it really shouldn't be too much of a problem. Alternatively, you can try to get Da Boss into your yard (perhaps with a Zombie Mechanic), and then assemble a Reanimation Device to bring him back; the 4 life is almost always worth it.
All judgement on this card should be saved until then, or when there's proof it isn't in, but I doubt they would keep assembly out of the set if they truly plan on doing it.
either way, it isn't terrible alone.
No, most of realize that. Or at least suspect it very strongly. (I can always hope!) We're just running with it. I wouldn't mind it not being a joke though.... (current thought level of Steamflogger Boss being relevant at some point in time.... 0.5%... hope level.... 100%!)
Making contraptions, wishing I could make them twice as efficiently.
like this:
Mana-Egger
Creature - Goblin Rigger
:Mana-Egger assembles one Contraption with the ability "Sacrifice this Contraption: add to your mana pool."
2/2
could happen...
Take the Magic: The Gathering 'What Color Are You?' Quiz.
look at my post #6 just a little bit above your post for an idea of what a Contraption might look like.
It's an Artifact- Device made by riggers.
Cheers,
rant
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Possibly. I had already thought of this actually... maybe contraptions are something like
Contraption
:1mana::Flip a coin. If you win the flip, do <something useful>, if not, sacrifice this and it deals 2 damage to you.
A perfect goblin contraption
Making contraptions, wishing I could make them twice as efficiently.
Other goblins get +1/+0 and have haste
If an ability that a creature you control would put a goblin token into play put twice that many into play instead
3/3
I could only wish for my mogg warmarshal and ib halfheart to become 2cc/sac two mountains put into play 4 2/1 goblin tokens with haste.
A contraption sounds like a sub type for an artifact (token), like artifact- contraption. They already have construct, so not that far of a stretch like:
Creature-Goblin Rigger
Assemble3~put into play an Contraption with "tap: put an assembly counter on target rigger" (at the begining of your upkeep put an assembly counter on <this>, you may remove three assembly counters from <this> to assemble a contraption. Contraptions are artifacts)
basically the fungus ability but key worded for artifact tokens. just my 2 cents and speculation... this really should be a speculation post. lol.
Thanks for the Sig and Avatar Fogatog @EPIC GRAPHICS
i like this idea almost better than my own.... almost...
Yeah, but who wants to look at the top card of target player's library infinite times? I mean, I guess it's ok with Junk Harvester so you can actually play Gleemax, but now you're set back to turn 7. It's just that infinite contraptions doesn't get you much of anything.
Card: [card]
Hybrid: :symub: = order doesn't matter
Spoiler: [spoiler]
Deck: [deck]
Hey, don't forget, all your cards with Affinity for Contraptions just became free or majorly undercosted. Iron Intervention for U, anybody?
if you have the Boss out with Steamsquelcher, you could go infinite turn 4 (assuming you're playing Seething Songs)... by pitching Anger to the Squelcher.. but that takes it out of Standard and is still a 3-card combo, i guess. but it's all in red, so is more consistent.
anyway... chiming gizmo will provide a constently fetchable combo with junk mastery....
and since when chicken and eggs is T3 competitive?
i thought kobolds united took it off the map...
i can't believe people are taking your "Chickens and Eggs" joke seriously! am i the only one who gets it?;)
BTW, no, your opponent can't resonate to 50 if you have Steamsquelcher and the Boss out; and no, Planar Hatchery doesn't shut Contraptions out of tournament play: ever hear of Krosan Grip??!
that said, i don't think this fits in the P'unkd deck, as Chiming Gizmo works best with Glass-Eyed Baron, and the Boss' cost is too high and out of color to matter.
Spare Wings 1
Artifact - Part
Flying
Poison Needle 1
Artifact - Part
Poisonous 1
Long Pole1
Artifact - Part
First Strike
etc...
Man Maker 2U
Creature - Mechanic
,t: Assemble a 2/2 contraption. (Put a 2/2 contraption creature token into play with the abilities of all parts you currently control.)
1/3