Izzet Zappolin3
Artifact - Vehicle
Flying, first strike
Crew 3
You may discard a card rather than pay ~'s crew cost. If you do discard an instant or sorcery card this way, it gain jump-start until end of turn.
3/3
Note: Last-minute addition of the jump-start clause, so each of the vehicles qualifies for the guild watermark.
I feel some benefit might be in flavor text for which there might be no room.
To be continued next set?
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]
The Selesnya Equipment should reward Convoking it:
Selesnya Carriage (Uncommon) 5
Artifact - Vehicle
2/4
Convoke
Selesnya Carriage enters the battlefield with a +1/+1 counter on it for each creature that convoked it.
Crew 2
The Izzet Equipment should only allow discard of intant or sorcery and have a limiter:
Izzet Zappolin 3
Artifact - Vehicle
3/3
Flying, first strike
Crew 3
You may discard an instant or sorcery card rather than pay Izzet Zappolin's crew cost. If you do, that card gains jump-start until end of turn. Activate this ability only once each turn.
You may discard an instant or sorcery card rather than pay Izzet Zappolin's crew cost. If you do, that card gains jump-start until end of turn. Activate this ability only once each turn.
That's a static ability, you cannot activate it. ^^
I'm not certain the limitation is necessary though - what do you get out of discarding a lot of cards and giving them jump-start? I'm not even certain giving the first one jump-start actually accomplishes anything useful...
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]
You may discard an instant or sorcery card rather than pay Izzet Zappolin's crew cost. If you do, that card gains jump-start until end of turn. Activate this ability only once each turn.
That's a static ability, you cannot activate it. ^^
I'm not certain the limitation is necessary though - what do you get out of discarding a lot of cards and giving them jump-start? I'm not even certain giving the first one jump-start actually accomplishes anything useful...
It just seems like something that someone might somehow eventually break in some obscure/janky fashion.
Along the lines of originally innocuous cards like Krark-Clan Ironworks and Amulet of Vigor.
Dimir Stealthkite 2
Artifact - Vehicle
Flying
Whenever ~ attacks, surveil 1.
Crew 1
1/1
Golgari Mulchturner 2
Artifact - Vehicle
Trample
Undergrowth - ~ gets +1/+1 for each creature card in your graveyard.
Crew 1
0/0
Selesnya Carriage 5
Artifact - Vehicle
Convoke
~ enters the battlefield with two +1/+1 counters on it if you control no tapped lands.
Crew 2
5/5
Boros Riotwalker 4
Artifact - Vehicle
Mentor
Crew 1
4/2
Izzet Zappolin 3
Artifact - Vehicle
Flying, first strike
Crew 3
You may discard a card rather than pay ~'s crew cost. If you do discard an instant or sorcery card this way, it gain jump-start until end of turn.
3/3
Note: Last-minute addition of the jump-start clause, so each of the vehicles qualifies for the guild watermark.
I feel some benefit might be in flavor text for which there might be no room.
To be continued next set?
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
The Selesnya Equipment should reward Convoking it:
Selesnya Carriage (Uncommon)
5
Artifact - Vehicle
2/4
Convoke
Selesnya Carriage enters the battlefield with a +1/+1 counter on it for each creature that convoked it.
Crew 2
The Izzet Equipment should only allow discard of intant or sorcery and have a limiter:
Izzet Zappolin
3
Artifact - Vehicle
3/3
Flying, first strike
Crew 3
You may discard an instant or sorcery card rather than pay Izzet Zappolin's crew cost. If you do, that card gains jump-start until end of turn. Activate this ability only once each turn.
That's a static ability, you cannot activate it. ^^
I'm not certain the limitation is necessary though - what do you get out of discarding a lot of cards and giving them jump-start? I'm not even certain giving the first one jump-start actually accomplishes anything useful...
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
It just seems like something that someone might somehow eventually break in some obscure/janky fashion.
Along the lines of originally innocuous cards like Krark-Clan Ironworks and Amulet of Vigor.