You don't need to devote very many slots to them. Wrench-Rigger is pretty good if you also manage to snag Dual Doomsuits or Goblin Slingshot and put that on Sprocket 3 (which means it will crank on turn 4 if Rigger is cast turn 1).
Riveting Rigger+ Rapid Prototyper maybe.
Faerie Aerie and Gnomeball Machine are generically decent-good even with stuff like Crazy Octopus or Steady-Handed Mook.
There is some discussion here. I was interested but I already have so many inclusions that I am going to wait a wait until I see all the contraptions. If there are a few decent ones Incite Insight could be solid but its hard to say yet.
How you decide to implementing assembling (or even drafting) contraptions will also play a big part in their viability.
There is some discussion here. I was interested but I already have so many inclusions that I am going to wait a wait until I see all the contraptions. If there are a few decent ones Incite Insight could be solid but its hard to say yet.
How you decide to implementing assembling (or even drafting) contraptions will also play a big part in their viability.
Well, there are only a few viable assemblers and you really want to have as few contraptions as possible (as low as 1) to make sure you assemble the best one(s) every time so I don't see any problem of implementation. Just add the relevant riggers and contraptions to your Cube. If a player drafts them in tandem (and it's not likely they're high picks) then good for them. If not, they sit in sideboards for that Cube draft.
There is some discussion here. I was interested but I already have so many inclusions that I am going to wait a wait until I see all the contraptions. If there are a few decent ones Incite Insight could be solid but its hard to say yet.
How you decide to implementing assembling (or even drafting) contraptions will also play a big part in their viability.
Well, there are only a few viable assemblers and you really want to have as few contraptions as possible (as low as 1) to make sure you assemble the best one(s) every time so I don't see any problem of implementation. Just add the relevant riggers and contraptions to your Cube. If a player drafts them in tandem (and it's not likely they're high picks) then good for them. If not, they sit in sideboards for that Cube draft.
If you have to draft you contraptions then you are dedicating cube slots to something that might never come together in any useful way. Depending on your colours you could get assembler but no relevant contraptions or a number of "on colour" contraptions but no decent assembler. Those packs with 2 contraptions that you cont passed? They could have been any number of more useable cube cards.
If I do end up running contraptions I will let the player who drafts an assembler pick the contraptions they want for there deck. There is a more lengthy explanation in the other thread, probably best not to have 2 threads on the same topic.
You don't need to devote very many slots to them. Wrench-Rigger is pretty good if you also manage to snag Dual Doomsuits or Goblin Slingshot and put that on Sprocket 3 (which means it will crank on turn 4 if Rigger is cast turn 1).
Riveting Rigger+ Rapid Prototyper maybe.
Faerie Aerie and Gnomeball Machine are generically decent-good even with stuff like Crazy Octopus or Steady-Handed Mook.
How you decide to implementing assembling (or even drafting) contraptions will also play a big part in their viability.
Well, there are only a few viable assemblers and you really want to have as few contraptions as possible (as low as 1) to make sure you assemble the best one(s) every time so I don't see any problem of implementation. Just add the relevant riggers and contraptions to your Cube. If a player drafts them in tandem (and it's not likely they're high picks) then good for them. If not, they sit in sideboards for that Cube draft.
If you have to draft you contraptions then you are dedicating cube slots to something that might never come together in any useful way. Depending on your colours you could get assembler but no relevant contraptions or a number of "on colour" contraptions but no decent assembler. Those packs with 2 contraptions that you cont passed? They could have been any number of more useable cube cards.
If I do end up running contraptions I will let the player who drafts an assembler pick the contraptions they want for there deck. There is a more lengthy explanation in the other thread, probably best not to have 2 threads on the same topic.