Zemoo sets out on his task of finding the lotus, but as the months turn into years, he grows bored. There is also the punishment for failure looming in the uncertain, but near future. Unsure of how much time he has until they decide to end his search, he decides to end it himself by fabricating the flower to pass it off as the real thing. Since he is never without a large escort of armed guards he knows he must create a diversion and fool them. Failure to make the fake, undetected, will mean certain death for him.
He leads them to the desert, hoping for a sandstorm. If big enough he may able to escape outright, though he doubts a desert he crossed alone would be enough to keep the leonin out of his hair forever. After "explaining" how a flower could bloom in the desert (it was no ordinary flower after all) they set out.
Several days into their expedition was when the ground erupted into the air, swallowing the vanguard. It was a Great sandwurm, whose resting grounds they stumbled across. It's not what he planned but it was a chance, none the less. Zemoo deployed one of his stealth thopters to the pit displaced by the wurm. He could reshape it to the flower in the pit without being detected by the distracted leonin. After dispatching the wurm (by comandeering and exploding the eaten leonin's wepons). He is able to retrieve the fabled "Lotus" in the wurm's hollow.
Not his best work, but good enough to fool the leonin attendants, and later the queen. Hard to blame them since they had never seen the real thing before. Refusing any big ceremony since he wanted to hurry home before his forgery was discovered, Zemoo is able to gain both the Trust of the leonin and his freedom and is allowed to leave in peace.
Zemoo, Pumble Freedman 2UR
Legendary Creature - Human Artificer
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated by their controller, but can be activated by you.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
Whenever ~ deals combat damage to an opponent, create an artifact token named Fool's Lotus with Vanishing 2 and "T Sacrifice this add two of any color"
2/4
Zemoo, Indentured Pumble 2UR
Legendary Creature - Human Artificer (R)
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated by their controller, but can be activated by you.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
Bands with Cats.
2/4
Updated card to fit better with the rules. Hopefully this is better. Since the character hasn't found the lotus (yet?), left out the tutor part.
Zemoo decides to accompany the Leonin, not for fear of his life, but because it seems more interesting than fighting.
As a display of his artifice, he has the thopters flanking Joru deactivate their camouflage and reveal themselves, weapons aimed at his head and heart. The blade trap he was holding comes to life, folding itself into a form with legs, and scurries into the underbrush, as does the bow Joru had let drop to his side. "I'm glad you had a peaceful resolution in mind," Zemoo taunts before following the prince.
Zemoo, Indentured Pumble 1UR
Creature - Human Artificer (R)
~ cannot be blocked by artifact creatures or equipped creatures.
Whenever ~ deals combat damage to an opponent, that player reveals the top card of their library. You may search your library for an artifact card with the same converted mana cost as the revealed card and put it into your hand, if you do, shuffle your library.
1/3
Zemoo, Irresponsible Inventor2UR
Legendary Creature - Human Artificer
2/4
While it would make sense for an inventor to stay in the lab and work on his magnum opus, Zemoo is not responsible and would rather sojourn through the desert than work on the task at hand. There may even be good materials for his project on the other side.
A master of traps himself, he easily detects and disarms any traps he encounters on his journey. Having kept his gear light, to reduce encumbrance through the dessert, he has no means to bypass the leonin, not that he needs it to take on one. And without his more powerful weapons he won't "accidentally" attract attention, so he shouldn't run into too much resistance.
Zemoo, Irresponsible Inventor 2UR
Legendary Creature - Human Artificer
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
2/4
Gyre Challenger 1G
Creature - Elf Warrior (R)
Whenever a Creature enters the battlefield under an opponent's control, if that creature has greater power or toughness than ~, put a +1/+1 counter on ~.
1/2
Prized Escort 4
Artifact - Vehicle (R)
Crew - 1
Whenever ~ deals combat damage to an opponent, you may exchange control of it and target permanent that player controls.
1/5
Redemption Arc RRRR
Instant (M)
You may only cast this spell on an opponent's turn, during their pre-combat main phase.
Choose up to one creature card in your hand and put it onto the battlefield under control of the player whose turn it is, it gains haste. Gain control of that creature at the beginning of the next end step.
Big Three DragonsWRG
Enchantment (M)
At the beginning of your end step, if you control 3 White dragons, 3 Red dragons and 3 green dragons, ~ deals 32 damage to any target and you gain 32 life
Aeon Elemental 2UUU
Creature - Elemental (M)
Evoke - 4UU
Shroud
When ~ enters the battlefield, skip your next turn.
When ~ would die, exile it instead and its controller takes two additional turns after this one.
1/4
Scavenging Skeleton 2B
Creature - Skeleton Warrior (C)
Exile another Skeleton from your graveyard, return ~ from your graveyard to the battlefield tapped.
3/2
Waxing Moon1GG
Enchantment (R)
When this permanent enters the battlefield, place 3 Waning counters on it
At the beginning of each upkeep if no player cast a spell last turn, add a Waxing counter counter to ~ and remove a Waning counter from it. Then if there are 3 or more Waxing counters on it, transform it.
Wolf and Non-Human Werewolf creatures you control get +1/+0 for each Waxing counter on it and +0/+1 for each Waning counter on it.
// Waning Moon
Enchantment (R)
At the beginning of each upkeep, if no player cast a spell last turn, add a Waning counter to ~ and remove a Waxing counter from it. Then if there are 3 or more Waning counters on it, transform it.
Wolf and Non-Human Werewolf creatures you control get +1/+0 for each Waxing counter on it and +0/+1 for each Waning counter on it and have trample.
Rakdos Roulette 1
Sorcery (M)
Each player may choose to get a Coward Emblem with, "Creatures you control cannot block", each player who does not flips two coins. Each player whose coin comes up Tails once loses half their life rounded up, each player whose coin comes up Tails both times loses the game.
________________________________________ "Lets Play a game"
He leads them to the desert, hoping for a sandstorm. If big enough he may able to escape outright, though he doubts a desert he crossed alone would be enough to keep the leonin out of his hair forever. After "explaining" how a flower could bloom in the desert (it was no ordinary flower after all) they set out.
Several days into their expedition was when the ground erupted into the air, swallowing the vanguard. It was a Great sandwurm, whose resting grounds they stumbled across. It's not what he planned but it was a chance, none the less. Zemoo deployed one of his stealth thopters to the pit displaced by the wurm. He could reshape it to the flower in the pit without being detected by the distracted leonin. After dispatching the wurm (by comandeering and exploding the eaten leonin's wepons). He is able to retrieve the fabled "Lotus" in the wurm's hollow.
Not his best work, but good enough to fool the leonin attendants, and later the queen. Hard to blame them since they had never seen the real thing before. Refusing any big ceremony since he wanted to hurry home before his forgery was discovered, Zemoo is able to gain both the Trust of the leonin and his freedom and is allowed to leave in peace.
Zemoo, Pumble Freedman 2UR
Legendary Creature - Human Artificer
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated by their controller, but can be activated by you.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
Whenever ~ deals combat damage to an opponent, create an artifact token named Fool's Lotus with Vanishing 2 and "T Sacrifice this add two of any color"
2/4
Legendary Creature - Human Artificer (R)
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated by their controller, but can be activated by you.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
Bands with Cats.
2/4
Updated card to fit better with the rules. Hopefully this is better. Since the character hasn't found the lotus (yet?), left out the tutor part.
As a display of his artifice, he has the thopters flanking Joru deactivate their camouflage and reveal themselves, weapons aimed at his head and heart. The blade trap he was holding comes to life, folding itself into a form with legs, and scurries into the underbrush, as does the bow Joru had let drop to his side. "I'm glad you had a peaceful resolution in mind," Zemoo taunts before following the prince.
Zemoo, Indentured Pumble 1UR
Creature - Human Artificer (R)
~ cannot be blocked by artifact creatures or equipped creatures.
Whenever ~ deals combat damage to an opponent, that player reveals the top card of their library. You may search your library for an artifact card with the same converted mana cost as the revealed card and put it into your hand, if you do, shuffle your library.
1/3
Legendary Creature - Human Artificer
2/4
While it would make sense for an inventor to stay in the lab and work on his magnum opus, Zemoo is not responsible and would rather sojourn through the desert than work on the task at hand. There may even be good materials for his project on the other side.
A master of traps himself, he easily detects and disarms any traps he encounters on his journey. Having kept his gear light, to reduce encumbrance through the dessert, he has no means to bypass the leonin, not that he needs it to take on one. And without his more powerful weapons he won't "accidentally" attract attention, so he shouldn't run into too much resistance.
Zemoo, Irresponsible Inventor 2UR
Legendary Creature - Human Artificer
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
2/4
Legendary Creature - Human Artificer
2/4
Gyre Challenger 1G
Creature - Elf Warrior (R)
Whenever a Creature enters the battlefield under an opponent's control, if that creature has greater power or toughness than ~, put a +1/+1 counter on ~.
1/2
Prized Escort 4
Artifact - Vehicle (R)
Crew - 1
Whenever ~ deals combat damage to an opponent, you may exchange control of it and target permanent that player controls.
1/5
Redemption Arc RRRR
Instant (M)
You may only cast this spell on an opponent's turn, during their pre-combat main phase.
Choose up to one creature card in your hand and put it onto the battlefield under control of the player whose turn it is, it gains haste. Gain control of that creature at the beginning of the next end step.
Big Three DragonsWRG
Enchantment (M)
At the beginning of your end step, if you control 3 White dragons, 3 Red dragons and 3 green dragons, ~ deals 32 damage to any target and you gain 32 life
Aeon Elemental 2UUU
Creature - Elemental (M)
Evoke - 4UU
Shroud
When ~ enters the battlefield, skip your next turn.
When ~ would die, exile it instead and its controller takes two additional turns after this one.
1/4
Scavenging Skeleton 2B
Creature - Skeleton Warrior (C)
Exile another Skeleton from your graveyard, return ~ from your graveyard to the battlefield tapped.
3/2
Waxing Moon1GG
Enchantment (R)
When this permanent enters the battlefield, place 3 Waning counters on it
At the beginning of each upkeep if no player cast a spell last turn, add a Waxing counter counter to ~ and remove a Waning counter from it. Then if there are 3 or more Waxing counters on it, transform it.
Wolf and Non-Human Werewolf creatures you control get +1/+0 for each Waxing counter on it and +0/+1 for each Waning counter on it.
//
Waning Moon
Enchantment (R)
At the beginning of each upkeep, if no player cast a spell last turn, add a Waning counter to ~ and remove a Waxing counter from it. Then if there are 3 or more Waning counters on it, transform it.
Wolf and Non-Human Werewolf creatures you control get +1/+0 for each Waxing counter on it and +0/+1 for each Waning counter on it and have trample.
Freeze Over 2UU
Instant (U)
Affinity for snow (this costs 1 less to cast for each snow permanent you control)
Counter target spell
Rakdos Roulette 1
Sorcery (M)
Each player may choose to get a Coward Emblem with, "Creatures you control cannot block", each player who does not flips two coins. Each player whose coin comes up Tails once loses half their life rounded up, each player whose coin comes up Tails both times loses the game.
________________________________________
"Lets Play a game"
Industrial Accident 3RR
Sorcery
Each player sacrifices X lands and ~ deals X damage to each creature, where X is the number of artifacts you control.