I'm a fan of Gem Weaver. It might make sense to start it off as a 2/2, but play testing will yield the answer to that.
I'd probably go 3/1, if anything else.
Trying to keep multi-set drafting in mind, I'm just afraid that Gem Weaver will stink in anything other than "Treasures"-"Treasures"-"Treasures" draft. The other two are at least cheap bodies, and serve a function even if their abilities are never relevant. At least I think they do.
I would entertain the <--> ability switch argument. I could see it. I still think I do prefer the current arrangement, but my mind could be changed.
I'll echo gummOnShoe's thoughts regarding the first two... I think they might make more sense if switched. The homunculus could become a red covetous/jealous creature.
Gem Weaver is really nice. Love the implied flavor.
I like the first two as they are. The Slave is a baby serpent and red gets it's fair share of "can't block" effects. I'd like the slave to cost a little more, though. Swingy 1-drops aren't really blue's territory. Maybe a mirrored 1C across the board?
So, acknowledging that my mind can still be changed, here's the argument for keeping things the way that they are:
Sneaking Targh's ability ("Can't be blocked by X") is a corollary of Dust Corona, Gnat Alley Creeper, and Greater Stone Spirit, Stone Spirit's abilities. (It's also exactly the ability of Argothian Pixies, but green just isn't the right color for that anymore.) Blue has Field of Reality and a fewcolorhosers, but I still feel like it's advantage: red, here. Plus, Juggernaut (arguably the best known card with an ability like this) feels much more red than blue. At the very least, you can see that this ability can exist in red.
Alchemical Slave's ability ("Can't attack unless defending player controls an X") is very obviously a riff on Islandhome, which I don't think anybody would dispute is more blue than red. Yeah, Goblin Rock Sled exists. But the ability is clearly in the blue column.
Now, could I just make them both blue? I suppose. But, I have some ideas for a red theme that compliment Sneaking Targh's ability. (Remember this?)
@Crustacean Crusader: My first pass on the Slave had it as a 1/2 for :symu:. Assuming, for the moment, that I want to keep the CMC at 1, would you prefer that?
Tell that last one to Nacatl Savage and the Tel-Jilad elves.
Alchemical Slave's ability ("Can't attack unless defending player controls an X") is very obviously a riff on Islandhome, which I don't think anybody would dispute is more blue than red. Yeah, Goblin Rock Sled exists. But the ability is clearly in the blue column.
Might I mention that while the ability seems okay on a single card I think repeating a drawback ability for a vertical cycle is less than stellar.
"When ~ enters the battlefield, reveal the top card of your library. If it's an artifact card, put it into your hand. Otherwise, put it into your graveyard." is also a possibility that can be repeated to work with a second ability (concerning the casting of artifacts, e. g.).
Regarding Gem Weaver being too useless in the mixed draft: You could go with the nonvariable threshold of Court Homunculus here. Also the restriction to +0/+1 gets less interesting as the cycle continues.
Intrepid ArchaeologistGU
Creature - Human Scout Artificer [UNC]
Intrepid Archaeologist can’t attack unless defending player controls an artifact.
:symtap:: Target land becomes an artifact in addition to its other types until end of turn.
[2/3]
The activated ability should not tap.
And since making lands into artifacts is the most dangerous thing you can do with it, you could probably allow any permanent type.
Both "can't attack unless" creatures - if you insist on keeping them - would probably benefit from not being the cheapest cards of their rarity line: (1) blue can play midrange better than aggro (outside of tribal effects); (2) if you really wait for an opponent's game state you won't need to cast them as early as possible - dropping them a little later increases the chance of a naturally played artifact already being there and makes the card flow better (especially in the Limited you often mention).
Tell that last one to Nacatl Savage and the Tel-Jilad elves.
Those cards are exactly why it's not right for green anymore - green has an established, better version that includes damage prevention and untargetability. But, I don't like protection from artifacts in this setting: it answers too many questions. With just the blocking clause alone, the ability is appropriate for red. Out of the three, I feel the most confident about this ability.
As to the rest of your comments - thanks. You asked a lot of the same questions I asked myself, so the fact that you're keying in on them makes me think that they were the right questions to ask. Let me discuss some specific cards:
Intrepid Archaeologist - I don't really like making cards with a built-in catch-22, but I'm just afraid that making this a mana cost is going to feel like it's just a pay-to-attack card, and eliminate any tension that exists on the card. For reference, Streambed Aquitects does something similar, although, since it's meant as a tribal support card, maybe it's ok there and not here. Regarding your criticism of this in conjunction with Alchemical Slave, you may have a point about the vertical cycle. I may just make the Slave a 1-off. I feel better about that today because I discovered another blue ability that is probably more interesting for a vertical cycle.
Anyway, I want some kind of Myr Landshaper ability in the set at uncommon. Whether it ends up being on the GU card or not, I don't know. I like the flavor of the Archaeologist in conjunction with the Landshaper ability, so I might just find a way to do away with the "can't attack" clause.
Gem Weaver - Well, other people seem to like it, so I might just label you the outlier here. But, assuming it needs to be changed, I think it depends somewhat on what you think of Jeweled Caravan. Are you saying that you don't care for the Caravan? I felt like it was a pretty interesting development of the mechanic, but I don't claim to have my finger on the pulse of the Magic community or anything.
Gem Weaver - Well, other people seem to like it, so I might just label you the outlier here. But, assuming it needs to be changed, I think it depends somewhat on what you think of Jeweled Caravan. Are you saying that you don't care for the Caravan? I felt like it was a pretty interesting development of the mechanic, but I don't claim to have my finger on the pulse of the Magic community or anything.
I indeed like Gem Weaver. It is an okay one-of anyway. I am addressing this:
Trying to keep multi-set drafting in mind, I'm just afraid that Gem Weaver will stink in anything other than "Treasures"-"Treasures"-"Treasures" draft. The other two are at least cheap bodies, and serve a function even if their abilities are never relevant. At least I think they do.
If you change the premise to work with a single artifact you might revise them to be better in mixed set drafts.
I also don't care for Jeweled Caravan though, so that's that. Traproot Kami-style cards are not very expandable. And :symr::symg: also is weird for +0/+N to appear in general - on an aggressive card even more so. But that's me.
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Three commons, three static abilities, three vertical cycles in the making:
Alchemical Slave U
Creature - Homunculus [COM]
Alchemical Slave can’t attack unless defending player controls an artifact.
[2/1]
Creature - Hyena [COM]
Sneaking Targh can't be blocked by artifact creatures.
[2/1]
Creature - Spider [COM]
Reach
Gem Weaver gets +0/+1 for each artifact you control.
[2/1]
[EDIT]: Alchemical Slave has been 86'd.
I'd probably go 3/1, if anything else.
Trying to keep multi-set drafting in mind, I'm just afraid that Gem Weaver will stink in anything other than "Treasures"-"Treasures"-"Treasures" draft. The other two are at least cheap bodies, and serve a function even if their abilities are never relevant. At least I think they do.
I would entertain the <--> ability switch argument. I could see it. I still think I do prefer the current arrangement, but my mind could be changed.
Gem Weaver is really nice. Love the implied flavor.
• Recent Card Ideas • My Drawings at DeviantArt
Sneaking Targh's ability ("Can't be blocked by X") is a corollary of Dust Corona, Gnat Alley Creeper, and Greater Stone Spirit, Stone Spirit's abilities. (It's also exactly the ability of Argothian Pixies, but green just isn't the right color for that anymore.) Blue has Field of Reality and a few color hosers, but I still feel like it's advantage: red, here. Plus, Juggernaut (arguably the best known card with an ability like this) feels much more red than blue. At the very least, you can see that this ability can exist in red.
Alchemical Slave's ability ("Can't attack unless defending player controls an X") is very obviously a riff on Islandhome, which I don't think anybody would dispute is more blue than red. Yeah, Goblin Rock Sled exists. But the ability is clearly in the blue column.
Now, could I just make them both blue? I suppose. But, I have some ideas for a red theme that compliment Sneaking Targh's ability. (Remember this?)
@Crustacean Crusader: My first pass on the Slave had it as a 1/2 for :symu:. Assuming, for the moment, that I want to keep the CMC at 1, would you prefer that?
Creature - Human Rogue Artificer [UNC]
Moonsilver Bandit can’t be blocked by artifact creatures.
Whenever Moonsilver Bandit attacks, target creature becomes an artifact in addition to its other types until end of turn.
[3/2]
Creature - Human Nomad Artificer [UNC]
Haste
Jeweled Caravan gets +0/+1 for each artifact you control.
[4/1]
Intrepid Archaeologist GU
Creature - Human Scout Artificer [UNC]
Intrepid Archaeologist can’t attack unless defending player controls an artifact.
:symtap:: Target land becomes an artifact in addition to its other types until end of turn.
[2/3]
If you've been following this set since the beginning, Moonsilver Bandit should look familiar.
And yes, that's my best Indiana Jones impersonation.
Tell that last one to Nacatl Savage and the Tel-Jilad elves.
Might I mention that while the ability seems okay on a single card I think repeating a drawback ability for a vertical cycle is less than stellar.
"When ~ enters the battlefield, reveal the top card of your library. If it's an artifact card, put it into your hand. Otherwise, put it into your graveyard." is also a possibility that can be repeated to work with a second ability (concerning the casting of artifacts, e. g.).
Regarding Gem Weaver being too useless in the mixed draft: You could go with the nonvariable threshold of Court Homunculus here. Also the restriction to +0/+1 gets less interesting as the cycle continues.
The activated ability should not tap.
And since making lands into artifacts is the most dangerous thing you can do with it, you could probably allow any permanent type.
Both "can't attack unless" creatures - if you insist on keeping them - would probably benefit from not being the cheapest cards of their rarity line: (1) blue can play midrange better than aggro (outside of tribal effects); (2) if you really wait for an opponent's game state you won't need to cast them as early as possible - dropping them a little later increases the chance of a naturally played artifact already being there and makes the card flow better (especially in the Limited you often mention).
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Those cards are exactly why it's not right for green anymore - green has an established, better version that includes damage prevention and untargetability. But, I don't like protection from artifacts in this setting: it answers too many questions. With just the blocking clause alone, the ability is appropriate for red. Out of the three, I feel the most confident about this ability.
As to the rest of your comments - thanks. You asked a lot of the same questions I asked myself, so the fact that you're keying in on them makes me think that they were the right questions to ask. Let me discuss some specific cards:
Intrepid Archaeologist - I don't really like making cards with a built-in catch-22, but I'm just afraid that making this a mana cost is going to feel like it's just a pay-to-attack card, and eliminate any tension that exists on the card. For reference, Streambed Aquitects does something similar, although, since it's meant as a tribal support card, maybe it's ok there and not here. Regarding your criticism of this in conjunction with Alchemical Slave, you may have a point about the vertical cycle. I may just make the Slave a 1-off. I feel better about that today because I discovered another blue ability that is probably more interesting for a vertical cycle.
Anyway, I want some kind of Myr Landshaper ability in the set at uncommon. Whether it ends up being on the GU card or not, I don't know. I like the flavor of the Archaeologist in conjunction with the Landshaper ability, so I might just find a way to do away with the "can't attack" clause.
Gem Weaver - Well, other people seem to like it, so I might just label you the outlier here. But, assuming it needs to be changed, I think it depends somewhat on what you think of Jeweled Caravan. Are you saying that you don't care for the Caravan? I felt like it was a pretty interesting development of the mechanic, but I don't claim to have my finger on the pulse of the Magic community or anything.
I indeed like Gem Weaver. It is an okay one-of anyway. I am addressing this:
If you change the premise to work with a single artifact you might revise them to be better in mixed set drafts.
I also don't care for Jeweled Caravan though, so that's that.
Traproot Kami-style cards are not very expandable. And :symr::symg: also is weird for +0/+N to appear in general - on an aggressive card even more so. But that's me.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Creature - Fish [COM]
Golden Dandan can’t attack unless defending player controls an artifact.
When you control no artifacts, sacrifice Golden Dandan.
[4/1]
However, now I have a hole where Alchemical Slave used to be.
[EDIT]: Might as well "fill" that hole with this random blue common:
Instant [COM]
Counter target nonartifact spell.