I love vehicles, and always thought it would be neat to see different ways to crew them, like Heart of Kiran
Bloodbike 3
Artifact - Vehicle (Common)
Haste
You may pay 2 life rather than pay Bloodbike's crew cost.
Crew 1
3/3
Countercar 4
Artifact -Vehicle (Uncommon)
Trample, Vigilance
You may remove a +1/+1 counter from a creature you control rather than pay Countercar's crew cost.
Crew 2
4/5
Spellicopter 1
Artifact - Vehicle [Rare]
Flying
Spellicopter gets +2/+1 for each card you own in exile with a fuel counter on it.
You may exile an instant or sorcery card you own from the stack rather than pay Spellicopter's crew cost. If you do, put a fuel counter on that card.
Crew 1
0/1
I think spellicopter is a bit too good. The fact that you can exile spells that your opponent would counter to still gain value off of it, that fuel remains in exile for future spellicopters you play, and that this is a colorless 1-drop makes this feel a bit too good for eternal formats where a player might shoot out free spells to give this thing a spontaneous boost...
A 1/1 flier for 2 that gets +1/+1 for each fuel, while less exciting, would still be a major player in standard and would get a lot done with less risk of becoming ubiquitous.
I like the concept and always wondered why they didn't do this also. Heart shouldn't be the only one. I like how you have them balanced for the most part. The easiest to do, removing counters, costs more and isn't really THAT impressive.
Flavor wise the spell one is a little lacking. Maybe you put the fuel into your graveyard as a cost for the pump? I mean typically fuel is used up once a vehicle is activated.
I think spellicopter is a bit too good. The fact that you can exile spells that your opponent would counter to still gain value off of it, that fuel remains in exile for future spellicopters you play, and that this is a colorless 1-drop makes this feel a bit too good for eternal formats where a player might shoot out free spells to give this thing a spontaneous boost...
A 1/1 flier for 2 that gets +1/+1 for each fuel, while less exciting, would still be a major player in standard and would get a lot done with less risk of becoming ubiquitous.
It thought it might be a bit strong, but I couldn't really think of a broken Magical Christmas land scenario for it. Nivmagus Elemental is slightly less restrictive (can exile storm copies, doesn't need to be crewed) and I've never heard of it being overpowered, or even really that good.
Part of the reason why the elemental isn't over powered is because the exiled cards don't power up all elementals. That is part of why I suggested putting the fuel into the graveyard.
Also there was a brief period of time where elemental was being looked at and played well. The creation of Fatal Push was the nail in the coffin for it.
The main plan was to turn 1 play Elemental. Then turn 2 you have Shoal backup if needed and cast the cipher spell that taps or untaps 2 permanents. You want to untap your two lands. Cast another one and tap a blocker or untap your lands or whatever. Cipher both on to the elemental. Then when you attack, unblocked due to them having no choice you exile both copies. Now you have a 5/5 they have troubles dealing with. Too much effort to just get blown out by more better removal
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Bloodbike 3
Artifact - Vehicle (Common)
Haste
You may pay 2 life rather than pay Bloodbike's crew cost.
Crew 1
3/3
Countercar 4
Artifact -Vehicle (Uncommon)
Trample, Vigilance
You may remove a +1/+1 counter from a creature you control rather than pay Countercar's crew cost.
Crew 2
4/5
Spellicopter 1
Artifact - Vehicle [Rare]
Flying
Spellicopter gets +2/+1 for each card you own in exile with a fuel counter on it.
You may exile an instant or sorcery card you own from the stack rather than pay Spellicopter's crew cost. If you do, put a fuel counter on that card.
Crew 1
0/1
Kroxa, Titan of Death's Hunger
Omnath, Locus of Rage
Kinnan, Bonder Prodigy
Toshiro Umezawa
Thraximundar
Jirina Kudro
Geist of Saint Traft
Krark, the Thumbless + Sakashima of a Thousand Faces
This site has me constantly saying "Some peoples' kids"
A 1/1 flier for 2 that gets +1/+1 for each fuel, while less exciting, would still be a major player in standard and would get a lot done with less risk of becoming ubiquitous.
Flavor wise the spell one is a little lacking. Maybe you put the fuel into your graveyard as a cost for the pump? I mean typically fuel is used up once a vehicle is activated.
It thought it might be a bit strong, but I couldn't really think of a broken Magical Christmas land scenario for it. Nivmagus Elemental is slightly less restrictive (can exile storm copies, doesn't need to be crewed) and I've never heard of it being overpowered, or even really that good.
Kroxa, Titan of Death's Hunger
Omnath, Locus of Rage
Kinnan, Bonder Prodigy
Toshiro Umezawa
Thraximundar
Jirina Kudro
Geist of Saint Traft
Krark, the Thumbless + Sakashima of a Thousand Faces
This site has me constantly saying "Some peoples' kids"
Also there was a brief period of time where elemental was being looked at and played well. The creation of Fatal Push was the nail in the coffin for it.
The main plan was to turn 1 play Elemental. Then turn 2 you have Shoal backup if needed and cast the cipher spell that taps or untaps 2 permanents. You want to untap your two lands. Cast another one and tap a blocker or untap your lands or whatever. Cipher both on to the elemental. Then when you attack, unblocked due to them having no choice you exile both copies. Now you have a 5/5 they have troubles dealing with. Too much effort to just get blown out by more better removal