It seems pretty bad. If your deck tries to win via poison already, this thing won't do anything but pump because infect is redundant. If you are trying to deal regular damage it makes what you equip unable to touch your opponent's life.
I dig the flavor, but as that particular drawback goes, I'll take Grafted Wargear anyday. Nuts-ish in limited, a pretty called-for design, and a little overcosted, but they gotta be careful to not let infect get too good. lol, and they don't wanna make another Skullclamp kinda snafu.
Wheras Skittles and his other infect bretheren are mostly unexciting for EDH, THIS is a HOUSE. Voltron generals (URIL) and fatties will now deal a lot more then people thought they would. It also turns utility creatures into bonified threats - 3+ poison is DEFINATELY relavent. When you stop to consider that your ETERNAL WITNESS is a 3 turn clock with this equipped to it you begin to realize how good it is.
Complete EDH staple, and honestly a little bit scary.
Obviously useless in constructed with that cost, in limited it can be good allowing you to make the non-infect creatures in an infect heavy deck bigger and give them infect.
Looks pretty lousy. It costs a lot, gives a relatively meager bonus, except with Infect, and it kills your creature if this becomes unattached, including being destroyed. Lousy for that cost.
Should be monstrous in Limited, but was hoping for a 0 equip as well. Effect may be more powerful than Grafted Wargear in practice, suppose we'll find out.
Absurdly potent in EDH. Has limited constructed potential, 6 to play/equip is just too much. A better split than noob hammer, but doesn't stabilize you like it does. Makes 1-2 shot KO's much more feasible.
I really like the flavor of this card. It's well designed even if somewhat not synergistic with archetypes (if you're going for poison, you're creatures already have infect). The bonus is really huge and the drawback from the card keeps it from getting out of hand.
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It seems pretty bad. If your deck tries to win via poison already, this thing won't do anything but pump because infect is redundant. If you are trying to deal regular damage it makes what you equip unable to touch your opponent's life.
You wont be able to draft all infect creatures, although overall, you are right. But if your going U/B, there will be plenty of blue creatures without infect. Imagine this card on thrumming bird! 3 poison counters from damage, and then proliferating!
Not good in Limited? Are you dry-shaving me? This is a BOMB in Limited - because it is UNCOMMON!
Uncommon in Limited = multiples if you commit to it.
COMMIT TO IT!
The 4 cost in Limited is sooo doable. The 2 equip cost is VERY doable to turn any critter into a threat which MUST be dealt with.
I agree. This card makes limited look really scary, but I also know that there are still 120 mostly common and uncommons to be spoiled. But still....damn.
I agree. This card makes limited look really scary, but I also know that there are still 120 mostly common and uncommons to be spoiled. But still....damn.
roughly 110 remain... so far infect decks are in the air as to what mana base... this equipment does show value and could even show up in a nightmare white deck using methods of fetching it.... O.o lol
Hmm... obviously this thing will be huge in limited, but I don't see why everyone is so quick to dismiss it in constructed. Unfortunately stoneforge is in white, a color normally having nothing to do with poison, but she does make the card far more manageable to play. +2/+2 and infect is nuts, it's simply a matter of finding the right deck for it...
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currently playing---
Legacy: B currently brewing... W
EDH: RRosheen Meanderer G
The foolish wish for that which they desire. The cunning wish for that which they require.
Nice in draft, particularly when drafting blue for Proliferate but not having that many Infect creatures.
What strikes me is that the second clause affects a permanent it's attached to, not just creatures. Flavourwise I see no reason why this is necessary. However, with WotC's history of seeding cards a set early which interact with new mechanics in the next set, I'm curious to see whether this will become more relevant in Mirrodin Besieged.
EDIT: Never mind, just realised Grafted Wargear has received errata to say permanent as well.
[html]http://www.mananation.com/introducing-grafted-exoskeleton/[/html]
Attach!
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
oh and kor, and also sparkmage and eldrazi spawn and anything...
Uetz out
Even for dreaming.
So Pro I have an alpha Volcanic Island
Legacy
WW Death and Taxes WW
Modern
WBMartyr-Proc BW
Complete EDH staple, and honestly a little bit scary.
Currently 62/265 cards.
Machius proudly supports R_E's right to Rumour!
Not even of casual play.
Limited card.
Uncommon in Limited = multiples if you commit to it.
COMMIT TO IT!
The 4 cost in Limited is sooo doable. The 2 equip cost is VERY doable to turn any critter into a threat which MUST be dealt with.
http://www.kickstarter.com/projects/1988614295/worlds-finest-mtg-pewter-life-spinner-is-about-to?ref=category
http://forums.mtgsalvation.com/showthread.php?t=16581
http://www.youtube.com/watch?v=LH_UXXKRzlM
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You wont be able to draft all infect creatures, although overall, you are right. But if your going U/B, there will be plenty of blue creatures without infect. Imagine this card on thrumming bird! 3 poison counters from damage, and then proliferating!
I agree. This card makes limited look really scary, but I also know that there are still 120 mostly common and uncommons to be spoiled. But still....damn.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
roughly 110 remain... so far infect decks are in the air as to what mana base... this equipment does show value and could even show up in a nightmare white deck using methods of fetching it.... O.o lol
Decks:
Legacy: B currently brewing... W
EDH: RRosheen Meanderer G
:symrw::symrw: Titan Mimic (tec)
What strikes me is that the second clause affects a permanent it's attached to, not just creatures. Flavourwise I see no reason why this is necessary. However, with WotC's history of seeding cards a set early which interact with new mechanics in the next set, I'm curious to see whether this will become more relevant in Mirrodin Besieged.
EDIT: Never mind, just realised Grafted Wargear has received errata to say permanent as well.
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.