Cammorea is Athani's latest attempt at a set. As some of you may know, Athani has attempted to make a full set several times before, with varied results. He is very proud of his latest set, though, so he would be happy if people commented on the cards and helped him with what problems that may arise as he shows off the cards he has made for this set.
Cammorea is a steampunk-themed 306-card set. There are a lot of artifacts in this set, but Athani would not like it if people called it Mirrodin II, because it is not meant to be anything like Mirrodin.
The set includes several new mechanics, as well as a brand new artifact subtype, Vehicles. The affinity for artifacts mechanic is also used, but hopefully it will not be as broken as it was in the Mirrodin Block. Athani made sure there are no artifact lands in Cammorea.
Here is some exciting storyline stuff, to help you get a feeling of what kind of world Cammorea is:
Cammorea is a plane far away from any other known planes in the multiverse. It's an advanced world, where technology has come further than on any other plane of existence. Here, airships and steam trains provide transportation. Automatons and other mechanical constructs make up vast armies. Rural villages have been replaced by sprawling cities. The rise of industry has laid waste on many natural resources in people's blind thirst for advancement of their civilization.
Cammorea consists of one large continent and many smaller islands. The main continent is dominated by the Arderian Empire.
Arderia is the largest city and capital of Cammorea. Here, people and races from all over Cammorea live together. Some come here to find their luck as airship captains or steamwork engineers or machinists. Here you will find the Ivory Castle, the home of the Imperial Monarch, ruler of the Arderian Empire. Many also work in Arderia's industrial district, where huge furnaces and forges work around the clock to produce metal for the steamwork engines and machines that provide technology for the people.
The huge Kuldurun Mountains are holed through with tunnels and mines, where metals, coal, and other valuables are dug up by dwarves and goblins.
In the north lies the vast Skarden Woods, where the advanced civilization of the south has yet to appear. Most creatures of this forest shun civilization and would rather keep their own way of life. The elves, trolls and treefolk of the forest have united with the orcs, goblins, and giants of the Kuldurun Mountains in a huge army who are ready to travel south to put an end to the Empire's technological advancement. Skarden is one of the few places not under the control of the Empire
In the south of Kuldurun and west of Arderia lies the Junkyard, a vast scrapheap where scrapped machines, destroyed steamwork, or other trash is being dropped. Many types of scavengers roam the junkyard in search of lost treasures.
In the western plains lie the city of Kana, which is Cammorea's spiritual center. Here, the Grand Church provide faith and guidance for those who need it, but there are rumors going around which say that the Church Prelate has an agenda all on his own...
In the southern Rumalov Fens lie the dark Rumalov Prison, where thieves and other criminals are being sent for a terrifying fate.
In the coastal city of Talmura, Cammorea's economical center, live merchants, sailors, and thieves. It is from this city the fleet of mechant ships have their base, as they travel across the Jaram Sea to deliver goods and trade freshwater from the many Eastern Isles. But journying these waters can be dangerous, as treacherous merfolk dwell here, and the sea is infested with pirates who live among the isles.
The Umbra Guild is a sinister organization who is is plotting a dark consipracy against the Empire to take over the control of Cammorea. Their secret headquarters are hidden somewhere in Arderia, but they have agents in all major cities across the continent.
There is also the Apex Project, a group of bio-scientists who work with mixing living flesh with metal. Their foremost goal is to create the ultimate human, a living weapon of metal and flesh.
The technological advancement has had some very bad effects on the environment, however. Due to the pollution from the steam engines so heavily used in Cammorean society, the air and water has become severely polluted. Rivers and lakes are almost lifeless, the air is full of smog, and the water is undrinkable. Therefore, the Empire has started trade of freshwater with the eastern Jaram Isles, which are located some distance from the polluted main continent. These islands are mostly untouched by civilization, and the air and water is clean. The people of the islands make a good profit trading their natural resources with the Empire.
Partial Spoiler
Common
Arderian Sentinel1WW
Creature — Human Soldier (C)
Vigilance
Whenever Arderian Sentinel attacks or blocks, you may reveal any number of artifact cards in your hand. If you do, Arderian Sentinel gets +1/+1 for each card revealed this way. 2/2
Technomantic Warcraft2W
Instant (C)
Creatures you control get +1/+1 until end of turn. If you played an artifact spell this turn, instead creatures you control get +2/+2 and gain vigilance until end of turn.
Urbanize1W
Sorcery (C)
Search your library for a nonbasic land card, reveal it, and put it into your hand. Then shuffle your library.
Uncommon
Arderian Spiritualist4W
Creature — Human Cleric (U)
Whenever an artifact is put into a graveyard from play, you may untap Arderian Spiritualist. T Put a 1/1 white Spirit creature token with flying into play. 1/3
Magitech Warder1WW
Creature — Human Wizard Knight (U)
As long as Magitech Warder is equipped, it has lifelink. 1W, Return an artifact you control to its owner's hand: You gain 2 life. 2/2
Rare
Spectral Ward2W
Enchantment (R)
Whenever an artifact comes into play, if Spectral Ward is an enchantment, Spectral Ward becomes a X/X Spirit creature, where X is that artifact's converted mana cost. (This effect doesn't end at end of turn.) W: Spectral Ward becomes an enchantment.
Common
Engineer's Vision1U
Instant (C)
Draw a card. If you played an artifact spell this turn, draw two cards instead. Sometimes what you plan is not what you end up with.
Skyship MachinistU
Creature — Human Artificer (C)
As long as Skyship Machinist operates a Vehicle, that Vehicle gets +1/+1 and has flying. 1/1
Uncommon
Magitech Sweeper1UU
Creature — Human Wizard Knight (U)
As long as Magitech Sweeper is equipped, it has flying. 2U, Return an artifact you control to its owner's hand: Return target creature to its owner's hand. 2/2
Steamwork Adept1UU
Creature — Human Artificer (U)
You may play Construct spells as though they had flash. 1U, Sacrifice Steamwork Adept: Untap all Artificers. 2/2
Rare
Keeper of the Cove2UU
Creature — Human Pirate Wizard (R)
Artifact spells cost 1 less to play. He guards the world’s finest collection of stolen treasures. 2/2
Common
Expulse1B
Sorcery (C)
Target opponent reveals his or her hand. Choose an artifact or enchantment card from it. That player discards that card.
Rain of Soot2BB
Instant (C)
Artifact Flow 3 (As you play this spell, remove the top three cards of your library from the game, then copy this spell for each artifact card removed this way. You may choose new targets for the copies.)
Target creature gets -2/-2 until end of turn.
Uncommon
Ironhook Ogre2BB
Artifact Creature — Ogre Mutant (U)
When Ironhook Ogre comes into play, sacrifice an artifact. 5/5
Umbra Guild Scion1BB
Creature — Human Minion (U)
When Umbra Guild Scion is put into a graveyard from play, you may search target player's library for a card and remove that card from the game. Then that player shuffles his or her library. 1/3
Rare
Despotic Tutor1B
Instant (R)
As an additional cost to play Despotic Tutor, sacrifice an artifact.
Search your library for a card and put it into your hand. Then shuffle your library.
Oblivion Seal2B
Enchantment (R)
Whenever a creature is put into a graveyard from play, its controller discards a card.
Common
Dwarven Tinkerer2R
Creature — Dwarf Artificer (C)
You may choose not to untap Dwarven Tinkerer during your untap step. 1R,T: As long as Dwarven Tinkerer remains tapped, target artifact is indestructible. 1/1
Kuldurun Mountaineer1RR
Creature — Human Barbarian Scout (C)
Mountainwalk, haste "The sea? Never heard of it." 2/2
Uncommon
Grinding Gears2R
Enchantment — Aura (U)
Enchant artifact
Enchanted artifact has "T: This artifact deals 2 damage to target creature or player."
Rare
Arderian Technomagus2RR
Creature — Human Artificer (R)
When Arderian Technomagus comes into play, look at the top five cards of your library. You may reveal an artifact creature card from among them and put it into play and put the rest on the bottom of your library in any order. That creature gains haste until end of turn. At end of turn, sacrifice it. 2/3
Decree of Domination3R
Sorcery (R)
Artifact Flow 3 (As you play this spell, remove the top three cards of your library from the game, then copy this spell for each artifact card removed this way. You may choose new targets for the copies.)
Untap target creature and gain control of it until end of turn. It has haste until end of turn.
Goblin Rocketeer1RRR
Creature — Goblin Artificer (R)
Flying, haste
Goblin Rocketeer gets +2/+0 for each artifact you control.
At end of turn, sacrifice Goblin Rocketeer. BOOOM. Poor goblin. 1/1
Common
Harmonic Offering1GG
Sorcery (C)
Destroy target artifact or enchantment. You gain life equal to its converted mana cost.
Apex Visionary3GG
Creature — Human Wizard (U)
Whenever a creature comes into play under your control, you may return target green card from your graveyard to your hand. 2/2
Rare
Carnival Beast2GG
Creature — Beast (R)
Trample
Carnival Beast gets -1/-1 for each artifact in play. Among the most popular attractions in the Arderian Zoo are the beasts captured in the Skarden Woods. 6/6
Skarden Hierophant2G
Creature — Elf Shaman (R) 1GG: Target creature gets +2/+2 until end of turn. When that creature is put into a graveyard from play this turn, you may draw a card. 2/2
Rare
Primeval Anthem2GW
Enchantment (R)
Creatures you control get +1/+1 and have trample.
Temporal Rupture4UB
Sorcery (R)
Each creature's owner returns it to his or her hand, then discards a card.
Common
Arderian Thopter3
Artifact Creature — Thopter (C)
Flying
Sacrifice Arderian Thopter: Until end of turn, target creature can't be blocked except by artifact creatures. 2/1
Brass Goggles2
Artifact — Equipment (C)
Equipped creature gets +1/+1 and has protection from instants and sorceries.
Equip 2
Chariot of Light2
Artifact — Vehicle (C)
Operate W(W: Attach a creature you control to this Vehicle. Creatures operating this Vehicle can't attack or block. When this Vehicle leaves play, sacrifice all creatures operating it.)
As long as Chariot of Light is operated, it is a 3/4 Construct artifact creature with vigilance. (It's still a Vehicle.)
Chariot of Shadows2
Artifact — Vehicle (C)
Operate B
As long as Chariot of Shadows is operated, it is a 4/3 Construct artifact creature with fear. (It's still a Vehicle.)
Chariot of Storms2
Artifact — Vehicle (C)
Operate U
As long as Chariot of Storms is operated, it is a 3/3 Construct artifact creature with flying. (It's still a Vehicle.)
Chariot of Thorns2
Artifact — Vehicle (C)
Operate G
As long as Chariot of Thorns is operated, it is a 4/4 Construct artifact creature with trample. (It's still a Vehicle.)
Chariot of Thunder2
Artifact — Vehicle (C)
Operate R
As long as Chariot of Thunder is operated, it is a 4/3 Construct artifact creature with first strike. (It's still a Vehicle.)
Mirror Shield4
Artifact — Equipment (C)
As Mirror Shield comes into play, choose a creature you control it could be attached to. If you do, it comes into play attached to that creature. 3: If target spell has only one target and that target is equipped creature, change that spell's target to another creature.
Equip 3
Revenant Scythe4
Artifact — Equipment (C)
Equipped creature gets +2/+0 for each creature card in your graveyard.
Equip — 1, Discard a card.
Uncommon
Advanced Arsenal2
Artifact (U)
As Advanced Arsenal comes into play, you may choose an Equipment in play. If you do, Advanced Arsenal comes into play as a copy of that Equipment.
Arderian Zeppelin4
Artifact — Vehicle (U)
Operate 1
As long as Arderian Zeppelin is operated, it is a 4/4 Construct creature with flying. (It's still a Vehicle.)
When Arderian Zeppelin is put into a graveyard from play, return each card attached to it to its owner's hand.
Bomb Arrows2
Artifact — Equipment (U)
Equipped creature gets +2/+0 and has "2, Unattach Bomb Arrows: Bomb Arrows deals 3 damage to target creature."
Equip 2
Coastal Steamboat4
Artifact — Vehicle (U)
Operate 1
As long as Coastal Steamboat is operated, it is a */4 Construct artifact creature with islandwalk and its power is equal to 2 plus the total power of creatures operating it. (It's still a Vehicle.)
Freshwater Carrier3
Artifact — Vehicle (U)
Operate 1
As long as Freshwater Carrier is operated, it is a 3/3 Construct artifact creature. (It's still a Vehicle.)
Creatures operating Freshwater Carrier have "T: Add 1 to your mana pool."
Freshwater Cup4
Artifact (U)
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
At the beginning of your upkeep, you may gain 1 life.
Golden Compass3
Artifact (U)
Operate costs you pay cost up to 1 less. “You will never be lost again.”
— Compass inscription
Magnetic Golem3
Artifact Creature — Golem (U)
When Magnetic Golem comes into play, you may attach an Equipment you control to it. 2/2
Æther Forge4
Artifact (R) ,T: Each player shuffles his or her library and reveals the top card. Each player who revealed an artifact, creature, enchantment, or land card this way puts it into play.
Apocalyptic Angel9
Artifact Creature — Angel Construct (R)
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Flying
Whenever Apocalyptic Angel creature deals combat damage to a player, destroy target permanent. 5/5
Calling Staff4
Artifact (R)
Whenever a creature comes into play, you may pay G. If you do, search your library for a card with the same name as that creature, reveal it, and put it into your hand. Then shuffle your library.
Jaram Windweaver5
Artifact Creature — Giant Construct (R)
Your opponents may play nonland cards as though they had flash. It stands on the pristine shoreline of the Jaram Isles, staring into eternity. 7/7
Jinxed Crown2
Artifact (R)
When Jinxed Crown comes into play, target opponent gains control of it.
At the beginning of your upkeep, put the top card of your library into your graveyard.
Starlight Squadron2
Artifact — Vehicle (R)
Operate 1
As long as Starlight Squadron is operated, it is a 1/3 Thopter artifact creature with flying, and gets +2/+0 for each creature operating it. (It's still a Vehicle.)
Rare
Steamwork Manufactory
Land (R) T: Add 1 to your mana pool. 3, Discard two artifact cards: Steamwork Manufactory becomes a 4/4 Construct artifact creature that's still a land. (This effect doesn't end at end of turn.)
Wow Athani, you've got some nice flavor worked out for this set.
However, I really don't like the way you executed the Operate mechanic.
First of all, it is very similar to Equip, despite your protests, as it is a noncreature artifact ability that only applies when it targets a creature you control. I don't think it's worth creating a new mechanic for the text "or unattach," "Creatures operating this Vehicle can't attack or block, and "When this Vehicle leaves play, sacrifice all creatures operating it."
I understand that this can lead to some interesting situations in which five or six creatures are operating one vehicle for some Vodalian War Machine type of construct, but unless you have every "good" Vehicle have Arderian Zeppelin's "Rescue" ability or some variant thereof, the inherent card disadvantage associated with the mechanic dooms it.
No hard feelings, I just want your set to be the best it can be, and feel free to argue your points, too.
hmm. i think that operate is more similar to champion than equip, and i also see some similarities to the man-lands with this particular example. i agree with AsianInvasion about the card disadvantage point. it might also be interesting to give vehicles bonuses for each creature operating it, (like protection from the colors of all creatures beyond the first) though something tells me you have this already.
also, you can't have a steampunk set without some Arcanum referencing and shoutouts
keep up the nice work! i'll be eagerly watching for more.
ruthless_gerrymanderer's comparison of operate to champion/equip. I was gonna add that
Operate [COST] ([COST]: Remove target creature you control from the game operating this Vehicle.)
is a lot more elegant than your current wording (naturally RFG'd guys can't attack or block, and stay removed if the Vehicle is destroyed, etc.) but then I realized that with yours it's totally possible to Shock a Goblin right out of his Zeppelin. And that's too cool to change.
Private Mod Note
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Do I Contradict Myself? Very Well Then I Contradict Myself.
I realize that the operate keyword is a bit clunky and wordy, but I think it's really flavorful and that's why I'm keeping it the way it is. As you will come to understand, there really is a lot to be done with Vehicles. Wait and you'll see.
Here are some more cards (some of which I've posted in other threads):
Urbanize1W
Sorcery (C)
Search your library for a nonbasic land card, reveal it, and put it into your hand. Then shuffle your library.
Magitech Sweeper1UU
Creature — Human Wizard Knight (U)
As long as Magitech Sweeper is equipped, it has flying. 2U, Return an artifact you control to its owner's hand: Return target creature to its owner's hand. 2/2
Rain of Soot2BB
Instant (C)
Artifact Flow 3 (As you play this spell, remove the top three cards of your library from the game, then copy this spell for each artifact card removed this way. You may choose new targets for the copies.)
Target creature gets -2/-2 until end of turn.
Goblin Rocketeer1RRR
Creature — Goblin Artificer (R)
Flying, haste
Goblin Rocketeer gets +2/+0 for each artifact you control.
At end of turn, sacrifice Goblin Rocketeer. BOOOM. Poor goblin. 1/1
Carnival Beast2GG
Creature — Beast (R)
Trample
Carnival Beast gets -1/-1 for each artifact in play. Among the most popular attractions in the Arderian Zoo are the beasts captured in the Skarden Woods. 6/6
Blazing Floatboard0
Artifact — Vehicle (C)
Operate 1(1: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures operating this Vehicle can't attack or block. When this Vehicle leaves play, sacrifice all creatures operating it.)
As long as Blazing Floatboard is operated, it is a 2/2 Construct creature with haste and trample. (It's still a Vehicle.)
Brass Goggles2
Artifact — Equipment (C)
Equipped creature gets +1/+1 and has protection from instants and sorceries.
Equip 2
Freshwater Carrier3
Artifact — Vehicle (U)
Operate 1
As long as Freshwater Carrier is operated, it is a 3/3 Construct artifact creature. (It's still a Vehicle.)
Creatures operating Freshwater Carrier get "T: Add 1 to your mana pool."
Starlight Squadron2
Artifact — Vehicle (R)
Operate 1
As long as Starlight Squadron is operated, it is a 2/3 Thopter artifact creature with flying, and gets +1/+0 for each creature operating it. (It's still a Vehicle.)
Steamwork Manufactory
Land (R) T: Add 1 to your mana pool. 3, Discard two artifact cards: Steamwork Manufactory becomes a 4/4 Construct artifact creature that's still a land. (This effect doesn't end at end of turn.)
Soon I'll start posting the cards in the set more systematically, by color and rarity and whatnot.
I like most of these cards, but the obvious similarity between Vehicles leads me to believe that there is incredibly limited design here, as each Vehicle you have shown us turns into a creature, with the Operate mechanic being inherently worse than Champion due to the creature being sacrificed upon the Vehicle leaving play as well as the lack of CIP ability synergy with Operate.
On specific cards, Urbanize doesn't feel white at all. Freshwater Carrier seems like it could be really good if one can get a chain of Saprolings attaching to it for a 20-point Disintegrate. Titanium Armor is almost strictly worse than Shield of Kaldra. (I understand that it's an uncommon, but the card just doesn't pique interest as is.)
As a last area of concern - Can Operate be played at instant speed?
If you show us some Vehicles that don't become creatures, I'll be even more excited about this already promising set.
Thanks, Athani, for keeping my interest between release and rumor seasons.
On specific cards, Urbanize doesn't feel white at all.
Yeah, but the only cards that care about nonbasic land are nonbasic-land hate.
That's mostly red and green, with some black, but mostly even into Extended.
So anyway, how do we know what color the nonbasic-land love will be in? White loves order... but given that red/green hates it I'd give nonbasic-land stuff to blue. Artifacts and nonbasic lands... also white has Plains-only land tutors (except for Land Tax... hmmmmmm)
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Urbanize was green first, but that didn't make much sense, since green is more about wilderness and anti-civilization in this set.To me, white is the color of civilization and order, so that's why I put it in white. I guess it could be blue as well, but land searching just feels wrong in blue. (Yes, I realize they put some blue land searching in TS Block, but that doesn't count. :p)
As for Vehicles not becoming creatures when they are operated, I never really thought about that. In my opinion Vehicles need to be creatures, because they move around. Airships fly through the air, so they need flying. Boats have islandwalk, because they travel by sea. Trains have non-island landwalk, because they travel across the land, etc. If a vehicle isn't a creature, I don't really think it would be a true vehicle.
Urbanize was green first, but that didn't make much sense, since green is more about wilderness and anti-civilization in this set.To me, white is the color of civilization and order, so that's why I put it in white. I guess it could be blue as well, but land searching just feels wrong in blue. (Yes, I realize they put some blue land searching in TS Block, but that doesn't count. :p)
While nonbasic lands do represent an unnatural locale, they don't have any explicit link to civilization. Would Wirewood Lodge be found in Ravnica? I daresay no.
Land search used to be white, but now is almost strictly green. Even Plains-searching is no longer supported. (It was probably in 9th mostly because they wanted to slip in a card from Portal that wouldn't be too noticeable.)
I really can't see how a card comparable to Sylvan Scrying should be in any other color.
As for Vehicles not becoming creatures when they are operated, I never really thought about that. In my opinion Vehicles need to be creatures, because they move around. Airships fly through the air, so they need flying. Boats have islandwalk, because they travel by sea. Trains have non-island landwalk, because they travel across the land, etc. If a vehicle isn't a creature, I don't really think it would be a true vehicle.
I suppose that's my beef with Vehicles: They are inherently limited in design space. I may be jumping to conclusions, but I am not excited about them.
Can't you have your creatures jump ship to save both themselves and the vehicle from death?
You can pay the operate cost to unattach creatures from the Vehicle.
Sorry I haven't posted any new cards in the last couple of days, I've been busy with school and other stuff, I'll try to post more cards in the coming week.
You can pay the operate cost to unattach creatures from the Vehicle.
Sorry I haven't posted any new cards in the last couple of days, I've been busy with school and other stuff, I'll try to post more cards in the coming week.
But that is my issue, it makes sense that you can save your creatures from death, but why would the thing that they were on survive?
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The guy who found the new art for shock and other 10th edition cards on the wizards site.
Butcher of Words.
Oh, sorry, I misread your first post. My idea was that you pay 1 to "save" the creatures operating a Vehicle from death if the Vehicle is about to be destroyed by damage, but then, if the Vehicle doesn't have any creatures attached to it, it's no longer a creature and wouldn't be destroyed (I think...). That obviously makes no sense flavorwise as you pointed out, but it still works if a Vehicle would be Shatterer or something. Then again, it doesn't make much sense for a Birds of Paradise to be equipped with a Worldslayer either.
Technomantic Warcraft2W
Instant (C)
Creatures you control get +1/+1 until end of turn. If you played an artifact spell this turn, instead creatures you control get +2/+2 and gain vigilance until end of turn.
Arderian Spiritualist4W
Creature — Human Cleric (U)
Whenever an artifact is put into a graveyard from play, you may untap Arderian Spiritualist. T Put a 1/1 white Spirit creature token with flying into play. 1/3
Spectral Ward2W
Enchantment (R)
Whenever an artifact comes into play, if Spectral Ward is an enchantment, Spectral Ward becomes a X/X Spirit creature, where X is that artifact's converted mana cost. (This effect doesn't end at end of turn.) W: Spectral Ward becomes an enchantment.
Skyship MachinistU
Creature — Human Artificer (C)
As long as Skyship Machinist operates a Vehicle, that Vehicle gets +1/+1 and has flying. 1/1
Magitech Sweeper1UU
Creature — Human Wizard Knight (U)
As long as Magitech Sweeper is equipped, it has flying. 2U, Return an artifact you control to its owner's hand: Return target creature to its owner's hand. 2/2
Keeper of the Cove2U
Creature — Human Pirate Wizard (R)
Artifact spells cost 1 less to play. He guards the world’s finest collection of stolen treasures. 2/2
Expulse1B
Sorcery (C)
Target opponent reveals his or her hand. Choose an artifact or enchantment card from it. That player discards that card.
Ironhook Ogre2BB
Artifact Creature — Ogre Mutant (U)
When Ironhook Ogre comes into play, sacrifice an artifact. 5/5
Despotic Tutor1B
Instant (R)
As an additional cost to play Despotic Tutor, sacrifice an artifact.
Search your library for a card and put it into your hand. Then shuffle your library.
Kuldurun Mountaineer1RR
Creature — Human Barbarian Scout (C)
Mountainwalk, haste "The sea? Never heard of it." 2/2
Grinding Gears2R
Enchantment — Aura (U)
Enchant artifact
Enchanted artifact has "T: This artifact deals 2 damage to target creature or player."
Arderian Technomagus2RR
Creature — Human Artificer (R)
When Arderian Technomagus comes into play, look at the top five cards of your library. You may reveal an artifact creature card from among them and put it into play and put the rest on the bottom of your library in any order. That creature gains haste until end of turn. At end of turn, sacrifice it. 2/3
Apex Visionary3GG
Creature — Human Wizard (U)
Whenever a creature comes into play under your control, you may return target green card from your graveyard to your hand. 2/2
Bomb Arrows2
Artifact — Equipment (U)
Equipped creature gets +2/+0 and has "2, Unattach Bomb Arrows: Bomb Arrows deals 3 damage to target creature."
Equip 2
Golden Compass3
Artifact (U)
Operate costs you pay cost up to 1 less. “You will never be lost again.”
— Compass inscription
Æther Forge4
Artifact (R) ,T: Each player shuffles his or her library and reveals the top card. Each player who revealed an artifact, creature, enchantment, or land card this way puts it into play.
Jinxed Crown2
Artifact (R)
When Jinxed Crown comes into play, target opponent gains control of it.
At the beginning of your upkeep, put the top card of your library into your graveyard.
I really like this batch of cards.
Some issues:
I feel that Keeper of the Cove can be easily broken despite its symmetry. Ironhook Ogre also seems too good, considering I think you meant to make it a black Vulshok War Boar...but without the mandatory sacrifice... Arderian Technomagus is ****ing ridiculous with The Iron Giant. Apex Visionary could also be insane in the right deck. Darkwood Dryad isn't broken, but it is easily better than any other cheap Forestwalker, and can totally wreck a deck with her friend Yavimaya Dryad.
Arderian Sentinel1WW
Creature — Human Soldier (C)
Vigilance
Whenever Arderian Sentinel attacks or blocks, you may reveal any number of artifact cards in your hand. If you do, Arderian Sentinel gets +1/+1 for each card revealed this way. 2/2
Steamwork Adept1UU
Creature — Human Artificer (U)
You may play Construct spells as though they had flash. 1U, Sacrifice Steamwork Adept: Untap all Artificers. 2/2
Umbra Guild Scion1BB
Creature — Human Minion (U)
When Umbra Guild Scion is put into a graveyard from play, you may search target player's library for a card and remove that card from the game. Then that player shuffles his or her library. 1/3
Dwarven Tinkerer2R
Creature — Dwarf Artificer (C)
You may choose not to untap Dwarven Tinkerer during your untap step. 1R,T: As long as Dwarven Tinkerer remains tapped, target artifact is indestructible. 1/1
Skarden Hierophant2G
Creature — Elf Shaman (R) 1GG: Target creature gets +2/+2 until end of turn. If that creature would be put into a graveyard from play this turn, you may draw a card. 2/2
Mirror Shield4
Artifact — Equipment (C)
As Mirror Shield comes into play, choose a creature you control it could be attached to. If you do, it comes into play attached to that creature. 3: If target spell has only one target and that target is equipped creature, change that spell's target to another creature.
Equip 3
Freshwater Cup4
Artifact (U)
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
At the beginning of your upkeep, you may gain 1 life.
Magnetic Golem3
Artifact Creature — Golem (U)
When Magnetic Golem comes into play, you may attach an Equipment you control to it. 2/2
Apocalyptic Angel9
Artifact Creature — Angel Construct (R)
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Flying
Whenever Apocalyptic Angel creature deals combat damage to a player, destroy target permanent. 5/5
Arderian Sentinel seems a little too good for a common, and your commons in general seem a little complex, but that's cool; boringly simple commons are unexciting.
Apocalyptic Angel seems like a bomb in Limited and could be good in Constructed too. Nice work with that one.
Skarden Hierophant2G
Creature — Elf Shaman (R) 1GG: Target creature gets +2/+2 until end of turn. If that creature would be put into a graveyard from play this turn, you may draw a card. 2/2
That shouldn't be a replacement ability (or otherwise worded as a replacement ability):
:1mana::symg::symg:: Target creature gets +2/+2 until end of turn. When that creature is put into a graveyard from play this turn, you may draw a card.
The other cards are cool. I'm worried about the Angel, but given the lack of artifact lands (right?) affinity probably won't have the... issues it had in Mirrodin block.
Private Mod Note
():
Rollback Post to RevisionRollBack
Do I Contradict Myself? Very Well Then I Contradict Myself.
That shouldn't be a replacement ability (or otherwise worded as a replacement ability):
:1mana::symg::symg:: Target creature gets +2/+2 until end of turn. When that creature is put into a graveyard from play this turn, you may draw a card.
The other cards are cool. I'm worried about the Angel, but given the lack of artifact lands (right?) affinity probably won't have the... issues it had in Mirrodin block.
Thanks for the wording help. I changed the card text in the partial spoiler in the first post.
And no there will not be any artifact lands in this set. God forbid.
Another little update:
Revenant Scythe4
Artifact — Equipment (C)
Equipped creature gets +2/+0 for each creature card in your graveyard.
Equip — 1, Discard a card.
Coastal Steamboat4
Artifact — Vehicle (U)
Operate 1
As long as Coastal Steamboat is operated, it is a */4 Construct artifact creature with islandwalk and its power is equal to 2 plus the total power of creatures operating it. (It's still a Vehicle.)
Calling Staff4
Artifact (R)
Whenever a creature comes into play, you may pay G. If you do, search your library for a card with the same name as that creature, reveal it, and put it into your hand. Then shuffle your library.
Why not do a bunch of reprints in this set? Terror and Shatter are a given.
Also, how much will the Jaram Islands be fleshed out in this set? You could throw in a few cards emphasizing their relations with Arderia.
Jaram Outcast1U (C)
Creature - Human Rogue
When ~ comes into play or leaves play, put the top card of your library into your graveyard. Fresh resources aren't the only thing Jaram sends to its neighbour. Criminals are often shipped there on potentially fatal one way trips.
2/2
Jaram Treasure-Seeker 2U (U)
Creature - Human
When ~ comes into play, you may return target artifact in a single graveyard to their owner's hand. Not all the Jaramians on overseas bound vessels are convicts. Some are merely wishful thinkers who desire a more pampered way of life.
1/2
See Treasure Hunter
Jaram Purist3G (U/R)
Creature - Human Cleric
At the beginning of your upkeep, you may pay 1GG. If you do, destroy target artifact. It can't be regenerated. "Arderia has become a living hell for the evils and filth of the machines. I will not allow Jaram to suffer the same fate."
2/3
New update! My exams are finished now, so now I have time to work on this project again.
Magitech Warder1WW
Creature — Human Wizard Knight (U)
As long as Magitech Warder is equipped, it has lifelink. 1W, Return an artifact you control to its owner's hand: You gain 2 life. 2/2
Engineer's Vision1U
Instant (C)
Draw a card. If you played an artifact spell this turn, draw two cards instead. Sometimes what you plan is not what you end up with.
Oblivion Seal2B
Enchantment (R)
Whenever a creature is put into a graveyard from play, its controller discards a card.
Decree of Domination3R
Sorcery (R)
Artifact Flow 3 (As you play this spell, remove the top three cards of your library from the game, then copy this spell for each artifact card removed this way. You may choose new targets for the copies.)
Untap target creature and gain control of it until end of turn. It has haste until end of turn.
Harmonic Offering1GG
Sorcery (C)
Destroy target artifact or enchantment. You gain life equal to its converted mana cost.
Primeval Anthem2GW
Enchantment (R)
Creatures you control get +1/+1 and have trample.
Arderian Thopter3
Artifact Creature — Thopter (C)
Flying
Sacrifice Arderian Thopter: Until end of turn, target creature can't be blocked except by artifact creatures. 2/1
Cycle of common Vehicles:
Chariot of Light2
Artifact — Vehicle (C)
Operate W(W: Attach a creature you control to this Vehicle. Creatures operating this Vehicle can't attack or block. When this Vehicle leaves play, sacrifice all creatures operating it.)
As long as Chariot of Light is operated, it is a 3/4 Construct artifact creature with vigilance. (It's still a Vehicle.)
Chariot of Shadows2
Artifact — Vehicle (C)
Operate B
As long as Chariot of Shadows is operated, it is a 4/3 Construct artifact creature with fear. (It's still a Vehicle.)
Chariot of Storms2
Artifact — Vehicle (C)
Operate U
As long as Chariot of Storms is operated, it is a 3/3 Construct artifact creature with flying. (It's still a Vehicle.)
Chariot of Thorns2
Artifact — Vehicle (C)
Operate G
As long as Chariot of Thorns is operated, it is a 4/4 Construct artifact creature with trample. (It's still a Vehicle.)
Chariot of Thunder2
Artifact — Vehicle (C)
Operate R
As long as Chariot of Thunder is operated, it is a 4/3 Construct artifact creature with first strike. (It's still a Vehicle.)
Advanced Arsenal2
Artifact (U)
As Advanced Arsenal comes into play, you may choose an Equipment in play. If you do, Advanced Arsenal comes into play as a copy of that Equipment.
Jaram Windweaver5
Artifact Creature — Giant Construct (R)
Your opponents may play nonland cards as though they had flash. It stands on the pristine shoreline of the Jaram Isles, staring into eternity. 7/7
Cammorea is Athani's latest attempt at a set. As some of you may know, Athani has attempted to make a full set several times before, with varied results. He is very proud of his latest set, though, so he would be happy if people commented on the cards and helped him with what problems that may arise as he shows off the cards he has made for this set.
Cammorea is a steampunk-themed 306-card set. There are a lot of artifacts in this set, but Athani would not like it if people called it Mirrodin II, because it is not meant to be anything like Mirrodin.
The set includes several new mechanics, as well as a brand new artifact subtype, Vehicles. The affinity for artifacts mechanic is also used, but hopefully it will not be as broken as it was in the Mirrodin Block. Athani made sure there are no artifact lands in Cammorea.
Here is some exciting storyline stuff, to help you get a feeling of what kind of world Cammorea is:
Cammorea is a plane far away from any other known planes in the multiverse. It's an advanced world, where technology has come further than on any other plane of existence. Here, airships and steam trains provide transportation. Automatons and other mechanical constructs make up vast armies. Rural villages have been replaced by sprawling cities. The rise of industry has laid waste on many natural resources in people's blind thirst for advancement of their civilization.
Cammorea consists of one large continent and many smaller islands. The main continent is dominated by the Arderian Empire.
Arderia is the largest city and capital of Cammorea. Here, people and races from all over Cammorea live together. Some come here to find their luck as airship captains or steamwork engineers or machinists. Here you will find the Ivory Castle, the home of the Imperial Monarch, ruler of the Arderian Empire. Many also work in Arderia's industrial district, where huge furnaces and forges work around the clock to produce metal for the steamwork engines and machines that provide technology for the people.
The huge Kuldurun Mountains are holed through with tunnels and mines, where metals, coal, and other valuables are dug up by dwarves and goblins.
In the north lies the vast Skarden Woods, where the advanced civilization of the south has yet to appear. Most creatures of this forest shun civilization and would rather keep their own way of life. The elves, trolls and treefolk of the forest have united with the orcs, goblins, and giants of the Kuldurun Mountains in a huge army who are ready to travel south to put an end to the Empire's technological advancement. Skarden is one of the few places not under the control of the Empire
In the south of Kuldurun and west of Arderia lies the Junkyard, a vast scrapheap where scrapped machines, destroyed steamwork, or other trash is being dropped. Many types of scavengers roam the junkyard in search of lost treasures.
In the western plains lie the city of Kana, which is Cammorea's spiritual center. Here, the Grand Church provide faith and guidance for those who need it, but there are rumors going around which say that the Church Prelate has an agenda all on his own...
In the southern Rumalov Fens lie the dark Rumalov Prison, where thieves and other criminals are being sent for a terrifying fate.
In the coastal city of Talmura, Cammorea's economical center, live merchants, sailors, and thieves. It is from this city the fleet of mechant ships have their base, as they travel across the Jaram Sea to deliver goods and trade freshwater from the many Eastern Isles. But journying these waters can be dangerous, as treacherous merfolk dwell here, and the sea is infested with pirates who live among the isles.
The Umbra Guild is a sinister organization who is is plotting a dark consipracy against the Empire to take over the control of Cammorea. Their secret headquarters are hidden somewhere in Arderia, but they have agents in all major cities across the continent.
There is also the Apex Project, a group of bio-scientists who work with mixing living flesh with metal. Their foremost goal is to create the ultimate human, a living weapon of metal and flesh.
The technological advancement has had some very bad effects on the environment, however. Due to the pollution from the steam engines so heavily used in Cammorean society, the air and water has become severely polluted. Rivers and lakes are almost lifeless, the air is full of smog, and the water is undrinkable. Therefore, the Empire has started trade of freshwater with the eastern Jaram Isles, which are located some distance from the polluted main continent. These islands are mostly untouched by civilization, and the air and water is clean. The people of the islands make a good profit trading their natural resources with the Empire.
Partial Spoiler
Common
Arderian Sentinel 1WW
Creature — Human Soldier (C)
Vigilance
Whenever Arderian Sentinel attacks or blocks, you may reveal any number of artifact cards in your hand. If you do, Arderian Sentinel gets +1/+1 for each card revealed this way.
2/2
Technomantic Warcraft 2W
Instant (C)
Creatures you control get +1/+1 until end of turn. If you played an artifact spell this turn, instead creatures you control get +2/+2 and gain vigilance until end of turn.
Urbanize 1W
Sorcery (C)
Search your library for a nonbasic land card, reveal it, and put it into your hand. Then shuffle your library.
Uncommon
Arderian Spiritualist 4W
Creature — Human Cleric (U)
Whenever an artifact is put into a graveyard from play, you may untap Arderian Spiritualist.
T Put a 1/1 white Spirit creature token with flying into play.
1/3
Magitech Warder 1WW
Creature — Human Wizard Knight (U)
As long as Magitech Warder is equipped, it has lifelink.
1W, Return an artifact you control to its owner's hand: You gain 2 life.
2/2
Rare
Spectral Ward 2W
Enchantment (R)
Whenever an artifact comes into play, if Spectral Ward is an enchantment, Spectral Ward becomes a X/X Spirit creature, where X is that artifact's converted mana cost. (This effect doesn't end at end of turn.)
W: Spectral Ward becomes an enchantment.
Common
Engineer's Vision 1U
Instant (C)
Draw a card. If you played an artifact spell this turn, draw two cards instead.
Sometimes what you plan is not what you end up with.
Skyship Machinist U
Creature — Human Artificer (C)
As long as Skyship Machinist operates a Vehicle, that Vehicle gets +1/+1 and has flying.
1/1
Uncommon
Magitech Sweeper 1UU
Creature — Human Wizard Knight (U)
As long as Magitech Sweeper is equipped, it has flying.
2U, Return an artifact you control to its owner's hand: Return target creature to its owner's hand.
2/2
Steamwork Adept 1UU
Creature — Human Artificer (U)
You may play Construct spells as though they had flash.
1U, Sacrifice Steamwork Adept: Untap all Artificers.
2/2
Rare
Keeper of the Cove 2UU
Creature — Human Pirate Wizard (R)
Artifact spells cost 1 less to play.
He guards the world’s finest collection of stolen treasures.
2/2
Common
Expulse 1B
Sorcery (C)
Target opponent reveals his or her hand. Choose an artifact or enchantment card from it. That player discards that card.
Rain of Soot 2BB
Instant (C)
Artifact Flow 3 (As you play this spell, remove the top three cards of your library from the game, then copy this spell for each artifact card removed this way. You may choose new targets for the copies.)
Target creature gets -2/-2 until end of turn.
Uncommon
Ironhook Ogre 2BB
Artifact Creature — Ogre Mutant (U)
When Ironhook Ogre comes into play, sacrifice an artifact.
5/5
Umbra Guild Scion 1BB
Creature — Human Minion (U)
When Umbra Guild Scion is put into a graveyard from play, you may search target player's library for a card and remove that card from the game. Then that player shuffles his or her library.
1/3
Rare
Despotic Tutor 1B
Instant (R)
As an additional cost to play Despotic Tutor, sacrifice an artifact.
Search your library for a card and put it into your hand. Then shuffle your library.
Oblivion Seal 2B
Enchantment (R)
Whenever a creature is put into a graveyard from play, its controller discards a card.
Common
Dwarven Tinkerer 2R
Creature — Dwarf Artificer (C)
You may choose not to untap Dwarven Tinkerer during your untap step.
1R,T: As long as Dwarven Tinkerer remains tapped, target artifact is indestructible.
1/1
Kuldurun Mountaineer 1RR
Creature — Human Barbarian Scout (C)
Mountainwalk, haste
"The sea? Never heard of it."
2/2
Uncommon
Grinding Gears 2R
Enchantment — Aura (U)
Enchant artifact
Enchanted artifact has "T: This artifact deals 2 damage to target creature or player."
Rare
Arderian Technomagus 2RR
Creature — Human Artificer (R)
When Arderian Technomagus comes into play, look at the top five cards of your library. You may reveal an artifact creature card from among them and put it into play and put the rest on the bottom of your library in any order. That creature gains haste until end of turn. At end of turn, sacrifice it.
2/3
Decree of Domination 3R
Sorcery (R)
Artifact Flow 3 (As you play this spell, remove the top three cards of your library from the game, then copy this spell for each artifact card removed this way. You may choose new targets for the copies.)
Untap target creature and gain control of it until end of turn. It has haste until end of turn.
Goblin Rocketeer 1RRR
Creature — Goblin Artificer (R)
Flying, haste
Goblin Rocketeer gets +2/+0 for each artifact you control.
At end of turn, sacrifice Goblin Rocketeer.
BOOOM. Poor goblin.
1/1
Common
Harmonic Offering 1GG
Sorcery (C)
Destroy target artifact or enchantment. You gain life equal to its converted mana cost.
Skarden Wurm 4GG
Creature — Wurm (C)
Trample, protection from artifacts
5/3
Uncommon
Apex Visionary 3GG
Creature — Human Wizard (U)
Whenever a creature comes into play under your control, you may return target green card from your graveyard to your hand.
2/2
Rare
Carnival Beast 2GG
Creature — Beast (R)
Trample
Carnival Beast gets -1/-1 for each artifact in play.
Among the most popular attractions in the Arderian Zoo are the beasts captured in the Skarden Woods.
6/6
Darkwood Dryad 1G
Creature — Dryad Spirit (R)
Forestwalk, shroud, vigilance
2/1
Skarden Hierophant 2G
Creature — Elf Shaman (R)
1GG: Target creature gets +2/+2 until end of turn. When that creature is put into a graveyard from play this turn, you may draw a card.
2/2
Rare
Primeval Anthem 2GW
Enchantment (R)
Creatures you control get +1/+1 and have trample.
Temporal Rupture 4UB
Sorcery (R)
Each creature's owner returns it to his or her hand, then discards a card.
Common
Arderian Thopter 3
Artifact Creature — Thopter (C)
Flying
Sacrifice Arderian Thopter: Until end of turn, target creature can't be blocked except by artifact creatures.
2/1
Brass Goggles 2
Artifact — Equipment (C)
Equipped creature gets +1/+1 and has protection from instants and sorceries.
Equip 2
Chariot of Light 2
Artifact — Vehicle (C)
Operate W (W: Attach a creature you control to this Vehicle. Creatures operating this Vehicle can't attack or block. When this Vehicle leaves play, sacrifice all creatures operating it.)
As long as Chariot of Light is operated, it is a 3/4 Construct artifact creature with vigilance. (It's still a Vehicle.)
Chariot of Shadows 2
Artifact — Vehicle (C)
Operate B
As long as Chariot of Shadows is operated, it is a 4/3 Construct artifact creature with fear. (It's still a Vehicle.)
Chariot of Storms 2
Artifact — Vehicle (C)
Operate U
As long as Chariot of Storms is operated, it is a 3/3 Construct artifact creature with flying. (It's still a Vehicle.)
Chariot of Thorns 2
Artifact — Vehicle (C)
Operate G
As long as Chariot of Thorns is operated, it is a 4/4 Construct artifact creature with trample. (It's still a Vehicle.)
Chariot of Thunder 2
Artifact — Vehicle (C)
Operate R
As long as Chariot of Thunder is operated, it is a 4/3 Construct artifact creature with first strike. (It's still a Vehicle.)
Mirror Shield 4
Artifact — Equipment (C)
As Mirror Shield comes into play, choose a creature you control it could be attached to. If you do, it comes into play attached to that creature.
3: If target spell has only one target and that target is equipped creature, change that spell's target to another creature.
Equip 3
Revenant Scythe 4
Artifact — Equipment (C)
Equipped creature gets +2/+0 for each creature card in your graveyard.
Equip — 1, Discard a card.
Uncommon
Advanced Arsenal 2
Artifact (U)
As Advanced Arsenal comes into play, you may choose an Equipment in play. If you do, Advanced Arsenal comes into play as a copy of that Equipment.
Arderian Zeppelin 4
Artifact — Vehicle (U)
Operate 1
As long as Arderian Zeppelin is operated, it is a 4/4 Construct creature with flying. (It's still a Vehicle.)
When Arderian Zeppelin is put into a graveyard from play, return each card attached to it to its owner's hand.
Bomb Arrows 2
Artifact — Equipment (U)
Equipped creature gets +2/+0 and has "2, Unattach Bomb Arrows: Bomb Arrows deals 3 damage to target creature."
Equip 2
Coastal Steamboat 4
Artifact — Vehicle (U)
Operate 1
As long as Coastal Steamboat is operated, it is a */4 Construct artifact creature with islandwalk and its power is equal to 2 plus the total power of creatures operating it. (It's still a Vehicle.)
Freshwater Carrier 3
Artifact — Vehicle (U)
Operate 1
As long as Freshwater Carrier is operated, it is a 3/3 Construct artifact creature. (It's still a Vehicle.)
Creatures operating Freshwater Carrier have "T: Add 1 to your mana pool."
Freshwater Cup 4
Artifact (U)
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
At the beginning of your upkeep, you may gain 1 life.
Golden Compass 3
Artifact (U)
Operate costs you pay cost up to 1 less.
“You will never be lost again.”
— Compass inscription
Magnetic Golem 3
Artifact Creature — Golem (U)
When Magnetic Golem comes into play, you may attach an Equipment you control to it.
2/2
Titanium Armor 4
Artifact — Equipment (U)
Equipped creature is indestructible.
Equip 4
Rare
Æther Forge 4
Artifact (R)
,T: Each player shuffles his or her library and reveals the top card. Each player who revealed an artifact, creature, enchantment, or land card this way puts it into play.
Apocalyptic Angel 9
Artifact Creature — Angel Construct (R)
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Flying
Whenever Apocalyptic Angel creature deals combat damage to a player, destroy target permanent.
5/5
Calling Staff 4
Artifact (R)
Whenever a creature comes into play, you may pay G. If you do, search your library for a card with the same name as that creature, reveal it, and put it into your hand. Then shuffle your library.
Jaram Windweaver 5
Artifact Creature — Giant Construct (R)
Your opponents may play nonland cards as though they had flash.
It stands on the pristine shoreline of the Jaram Isles, staring into eternity.
7/7
Jinxed Crown 2
Artifact (R)
When Jinxed Crown comes into play, target opponent gains control of it.
At the beginning of your upkeep, put the top card of your library into your graveyard.
Starlight Squadron 2
Artifact — Vehicle (R)
Operate 1
As long as Starlight Squadron is operated, it is a 1/3 Thopter artifact creature with flying, and gets +2/+0 for each creature operating it. (It's still a Vehicle.)
Rare
Steamwork Manufactory
Land (R)
T: Add 1 to your mana pool.
3, Discard two artifact cards: Steamwork Manufactory becomes a 4/4 Construct artifact creature that's still a land. (This effect doesn't end at end of turn.)
However, I really don't like the way you executed the Operate mechanic.
First of all, it is very similar to Equip, despite your protests, as it is a noncreature artifact ability that only applies when it targets a creature you control. I don't think it's worth creating a new mechanic for the text "or unattach," "Creatures operating this Vehicle can't attack or block, and "When this Vehicle leaves play, sacrifice all creatures operating it."
I understand that this can lead to some interesting situations in which five or six creatures are operating one vehicle for some Vodalian War Machine type of construct, but unless you have every "good" Vehicle have Arderian Zeppelin's "Rescue" ability or some variant thereof, the inherent card disadvantage associated with the mechanic dooms it.
No hard feelings, I just want your set to be the best it can be, and feel free to argue your points, too.
-AI
also, you can't have a steampunk set without some Arcanum referencing and shoutouts
keep up the nice work! i'll be eagerly watching for more.
ruthless_gerrymanderer's comparison of operate to champion/equip. I was gonna add that
Operate [COST] ([COST]: Remove target creature you control from the game operating this Vehicle.)
is a lot more elegant than your current wording (naturally RFG'd guys can't attack or block, and stay removed if the Vehicle is destroyed, etc.) but then I realized that with yours it's totally possible to Shock a Goblin right out of his Zeppelin. And that's too cool to change.
Very Well Then I Contradict Myself.
I realize that the operate keyword is a bit clunky and wordy, but I think it's really flavorful and that's why I'm keeping it the way it is. As you will come to understand, there really is a lot to be done with Vehicles. Wait and you'll see.
Here are some more cards (some of which I've posted in other threads):
Urbanize 1W
Sorcery (C)
Search your library for a nonbasic land card, reveal it, and put it into your hand. Then shuffle your library.
Magitech Sweeper 1UU
Creature — Human Wizard Knight (U)
As long as Magitech Sweeper is equipped, it has flying.
2U, Return an artifact you control to its owner's hand: Return target creature to its owner's hand.
2/2
Rain of Soot 2BB
Instant (C)
Artifact Flow 3 (As you play this spell, remove the top three cards of your library from the game, then copy this spell for each artifact card removed this way. You may choose new targets for the copies.)
Target creature gets -2/-2 until end of turn.
Goblin Rocketeer 1RRR
Creature — Goblin Artificer (R)
Flying, haste
Goblin Rocketeer gets +2/+0 for each artifact you control.
At end of turn, sacrifice Goblin Rocketeer.
BOOOM. Poor goblin.
1/1
Carnival Beast 2GG
Creature — Beast (R)
Trample
Carnival Beast gets -1/-1 for each artifact in play.
Among the most popular attractions in the Arderian Zoo are the beasts captured in the Skarden Woods.
6/6
Blazing Floatboard 0
Artifact — Vehicle (C)
Operate 1 (1: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures operating this Vehicle can't attack or block. When this Vehicle leaves play, sacrifice all creatures operating it.)
As long as Blazing Floatboard is operated, it is a 2/2 Construct creature with haste and trample. (It's still a Vehicle.)
Brass Goggles 2
Artifact — Equipment (C)
Equipped creature gets +1/+1 and has protection from instants and sorceries.
Equip 2
Freshwater Carrier 3
Artifact — Vehicle (U)
Operate 1
As long as Freshwater Carrier is operated, it is a 3/3 Construct artifact creature. (It's still a Vehicle.)
Creatures operating Freshwater Carrier get "T: Add 1 to your mana pool."
Titanium Armor 4
Artifact — Equipment (U)
Equipped creature is indestructible.
Equip 5
Starlight Squadron 2
Artifact — Vehicle (R)
Operate 1
As long as Starlight Squadron is operated, it is a 2/3 Thopter artifact creature with flying, and gets +1/+0 for each creature operating it. (It's still a Vehicle.)
Steamwork Manufactory
Land (R)
T: Add 1 to your mana pool.
3, Discard two artifact cards: Steamwork Manufactory becomes a 4/4 Construct artifact creature that's still a land. (This effect doesn't end at end of turn.)
Soon I'll start posting the cards in the set more systematically, by color and rarity and whatnot.
On specific cards, Urbanize doesn't feel white at all. Freshwater Carrier seems like it could be really good if one can get a chain of Saprolings attaching to it for a 20-point Disintegrate. Titanium Armor is almost strictly worse than Shield of Kaldra. (I understand that it's an uncommon, but the card just doesn't pique interest as is.)
As a last area of concern - Can Operate be played at instant speed?
If you show us some Vehicles that don't become creatures, I'll be even more excited about this already promising set.
Thanks, Athani, for keeping my interest between release and rumor seasons.
Yeah, but the only cards that care about nonbasic land are nonbasic-land hate.
That's mostly red and green, with some black, but mostly even into Extended.
So anyway, how do we know what color the nonbasic-land love will be in? White loves order... but given that red/green hates it I'd give nonbasic-land stuff to blue. Artifacts and nonbasic lands... also white has Plains-only land tutors (except for Land Tax... hmmmmmm)
Very Well Then I Contradict Myself.
As for Vehicles not becoming creatures when they are operated, I never really thought about that. In my opinion Vehicles need to be creatures, because they move around. Airships fly through the air, so they need flying. Boats have islandwalk, because they travel by sea. Trains have non-island landwalk, because they travel across the land, etc. If a vehicle isn't a creature, I don't really think it would be a true vehicle.
While nonbasic lands do represent an unnatural locale, they don't have any explicit link to civilization. Would Wirewood Lodge be found in Ravnica? I daresay no.
Land search used to be white, but now is almost strictly green. Even Plains-searching is no longer supported. (It was probably in 9th mostly because they wanted to slip in a card from Portal that wouldn't be too noticeable.)
I really can't see how a card comparable to Sylvan Scrying should be in any other color.
I suppose that's my beef with Vehicles: They are inherently limited in design space. I may be jumping to conclusions, but I am not excited about them.
Please surprise me.
Best wishes,
AI
Can't you have your creatures jump ship to save both themselves and the vehicle from death?
Butcher of Words.
Made by Spiderboy4
Sorry I haven't posted any new cards in the last couple of days, I've been busy with school and other stuff, I'll try to post more cards in the coming week.
But that is my issue, it makes sense that you can save your creatures from death, but why would the thing that they were on survive?
Butcher of Words.
Made by Spiderboy4
Technomantic Warcraft 2W
Instant (C)
Creatures you control get +1/+1 until end of turn. If you played an artifact spell this turn, instead creatures you control get +2/+2 and gain vigilance until end of turn.
Arderian Spiritualist 4W
Creature — Human Cleric (U)
Whenever an artifact is put into a graveyard from play, you may untap Arderian Spiritualist.
T Put a 1/1 white Spirit creature token with flying into play.
1/3
Spectral Ward 2W
Enchantment (R)
Whenever an artifact comes into play, if Spectral Ward is an enchantment, Spectral Ward becomes a X/X Spirit creature, where X is that artifact's converted mana cost. (This effect doesn't end at end of turn.)
W: Spectral Ward becomes an enchantment.
Skyship Machinist U
Creature — Human Artificer (C)
As long as Skyship Machinist operates a Vehicle, that Vehicle gets +1/+1 and has flying.
1/1
Magitech Sweeper 1UU
Creature — Human Wizard Knight (U)
As long as Magitech Sweeper is equipped, it has flying.
2U, Return an artifact you control to its owner's hand: Return target creature to its owner's hand.
2/2
Keeper of the Cove 2U
Creature — Human Pirate Wizard (R)
Artifact spells cost 1 less to play.
He guards the world’s finest collection of stolen treasures.
2/2
Expulse 1B
Sorcery (C)
Target opponent reveals his or her hand. Choose an artifact or enchantment card from it. That player discards that card.
Ironhook Ogre 2BB
Artifact Creature — Ogre Mutant (U)
When Ironhook Ogre comes into play, sacrifice an artifact.
5/5
Despotic Tutor 1B
Instant (R)
As an additional cost to play Despotic Tutor, sacrifice an artifact.
Search your library for a card and put it into your hand. Then shuffle your library.
Kuldurun Mountaineer 1RR
Creature — Human Barbarian Scout (C)
Mountainwalk, haste
"The sea? Never heard of it."
2/2
Grinding Gears 2R
Enchantment — Aura (U)
Enchant artifact
Enchanted artifact has "T: This artifact deals 2 damage to target creature or player."
Arderian Technomagus 2RR
Creature — Human Artificer (R)
When Arderian Technomagus comes into play, look at the top five cards of your library. You may reveal an artifact creature card from among them and put it into play and put the rest on the bottom of your library in any order. That creature gains haste until end of turn. At end of turn, sacrifice it.
2/3
Skarden Wurm 4GG
Creature — Wurm (C)
Trample, protection from artifacts
5/3
Apex Visionary 3GG
Creature — Human Wizard (U)
Whenever a creature comes into play under your control, you may return target green card from your graveyard to your hand.
2/2
Darkwood Dryad 1G
Creature — Dryad Spirit (R)
Forestwalk, shroud, vigilance
2/1
Bomb Arrows 2
Artifact — Equipment (U)
Equipped creature gets +2/+0 and has "2, Unattach Bomb Arrows: Bomb Arrows deals 3 damage to target creature."
Equip 2
Golden Compass 3
Artifact (U)
Operate costs you pay cost up to 1 less.
“You will never be lost again.”
— Compass inscription
Æther Forge 4
Artifact (R)
,T: Each player shuffles his or her library and reveals the top card. Each player who revealed an artifact, creature, enchantment, or land card this way puts it into play.
Jinxed Crown 2
Artifact (R)
When Jinxed Crown comes into play, target opponent gains control of it.
At the beginning of your upkeep, put the top card of your library into your graveyard.
Some issues:
I feel that Keeper of the Cove can be easily broken despite its symmetry.
Ironhook Ogre also seems too good, considering I think you meant to make it a black Vulshok War Boar...but without the mandatory sacrifice...
Arderian Technomagus is ****ing ridiculous with The Iron Giant.
Apex Visionary could also be insane in the right deck.
Darkwood Dryad isn't broken, but it is easily better than any other cheap Forestwalker, and can totally wreck a deck with her friend Yavimaya Dryad.
Well, the Ogre itself is an artifact, you you need to have another artifact in play to sacrifice unless you want to sacrifice the Ogre. ^^
I didn't realize that Ironhook Ogre is an artifact creature. Good call there.
Creature — Human Soldier (C)
Vigilance
Whenever Arderian Sentinel attacks or blocks, you may reveal any number of artifact cards in your hand. If you do, Arderian Sentinel gets +1/+1 for each card revealed this way.
2/2
Steamwork Adept 1UU
Creature — Human Artificer (U)
You may play Construct spells as though they had flash.
1U, Sacrifice Steamwork Adept: Untap all Artificers.
2/2
Umbra Guild Scion 1BB
Creature — Human Minion (U)
When Umbra Guild Scion is put into a graveyard from play, you may search target player's library for a card and remove that card from the game. Then that player shuffles his or her library.
1/3
Dwarven Tinkerer 2R
Creature — Dwarf Artificer (C)
You may choose not to untap Dwarven Tinkerer during your untap step.
1R,T: As long as Dwarven Tinkerer remains tapped, target artifact is indestructible.
1/1
Skarden Hierophant 2G
Creature — Elf Shaman (R)
1GG: Target creature gets +2/+2 until end of turn. If that creature would be put into a graveyard from play this turn, you may draw a card.
2/2
Mirror Shield 4
Artifact — Equipment (C)
As Mirror Shield comes into play, choose a creature you control it could be attached to. If you do, it comes into play attached to that creature.
3: If target spell has only one target and that target is equipped creature, change that spell's target to another creature.
Equip 3
Freshwater Cup 4
Artifact (U)
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
At the beginning of your upkeep, you may gain 1 life.
Magnetic Golem 3
Artifact Creature — Golem (U)
When Magnetic Golem comes into play, you may attach an Equipment you control to it.
2/2
Apocalyptic Angel 9
Artifact Creature — Angel Construct (R)
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Flying
Whenever Apocalyptic Angel creature deals combat damage to a player, destroy target permanent.
5/5
Apocalyptic Angel seems like a bomb in Limited and could be good in Constructed too. Nice work with that one.
That shouldn't be a replacement ability (or otherwise worded as a replacement ability):
:1mana::symg::symg:: Target creature gets +2/+2 until end of turn. When that creature is put into a graveyard from play this turn, you may draw a card.
The other cards are cool. I'm worried about the Angel, but given the lack of artifact lands (right?) affinity probably won't have the... issues it had in Mirrodin block.
Very Well Then I Contradict Myself.
And no there will not be any artifact lands in this set. God forbid.
Another little update:
Revenant Scythe 4
Artifact — Equipment (C)
Equipped creature gets +2/+0 for each creature card in your graveyard.
Equip — 1, Discard a card.
Coastal Steamboat 4
Artifact — Vehicle (U)
Operate 1
As long as Coastal Steamboat is operated, it is a */4 Construct artifact creature with islandwalk and its power is equal to 2 plus the total power of creatures operating it. (It's still a Vehicle.)
Calling Staff 4
Artifact (R)
Whenever a creature comes into play, you may pay G. If you do, search your library for a card with the same name as that creature, reveal it, and put it into your hand. Then shuffle your library.
Keep up the good work!
Also, how much will the Jaram Islands be fleshed out in this set? You could throw in a few cards emphasizing their relations with Arderia.
Jaram Outcast 1U (C)
Creature - Human Rogue
When ~ comes into play or leaves play, put the top card of your library into your graveyard.
Fresh resources aren't the only thing Jaram sends to its neighbour. Criminals are often shipped there on potentially fatal one way trips.
2/2
Jaram Treasure-Seeker 2U (U)
Creature - Human
When ~ comes into play, you may return target artifact in a single graveyard to their owner's hand.
Not all the Jaramians on overseas bound vessels are convicts. Some are merely wishful thinkers who desire a more pampered way of life.
1/2
See Treasure Hunter
Jaram Purist 3G (U/R)
Creature - Human Cleric
At the beginning of your upkeep, you may pay 1GG. If you do, destroy target artifact. It can't be regenerated.
"Arderia has become a living hell for the evils and filth of the machines. I will not allow Jaram to suffer the same fate."
2/3
Also, mindlessdreamer's ideas are OK, but I doubt that his ideas and yours mesh, Athani. I eagerly await more cards.
Magitech Warder 1WW
Creature — Human Wizard Knight (U)
As long as Magitech Warder is equipped, it has lifelink.
1W, Return an artifact you control to its owner's hand: You gain 2 life.
2/2
Engineer's Vision 1U
Instant (C)
Draw a card. If you played an artifact spell this turn, draw two cards instead.
Sometimes what you plan is not what you end up with.
Oblivion Seal 2B
Enchantment (R)
Whenever a creature is put into a graveyard from play, its controller discards a card.
Decree of Domination 3R
Sorcery (R)
Artifact Flow 3 (As you play this spell, remove the top three cards of your library from the game, then copy this spell for each artifact card removed this way. You may choose new targets for the copies.)
Untap target creature and gain control of it until end of turn. It has haste until end of turn.
Harmonic Offering 1GG
Sorcery (C)
Destroy target artifact or enchantment. You gain life equal to its converted mana cost.
Primeval Anthem 2GW
Enchantment (R)
Creatures you control get +1/+1 and have trample.
Arderian Thopter 3
Artifact Creature — Thopter (C)
Flying
Sacrifice Arderian Thopter: Until end of turn, target creature can't be blocked except by artifact creatures.
2/1
Cycle of common Vehicles:
Chariot of Light 2
Artifact — Vehicle (C)
Operate W (W: Attach a creature you control to this Vehicle. Creatures operating this Vehicle can't attack or block. When this Vehicle leaves play, sacrifice all creatures operating it.)
As long as Chariot of Light is operated, it is a 3/4 Construct artifact creature with vigilance. (It's still a Vehicle.)
Chariot of Shadows 2
Artifact — Vehicle (C)
Operate B
As long as Chariot of Shadows is operated, it is a 4/3 Construct artifact creature with fear. (It's still a Vehicle.)
Chariot of Storms 2
Artifact — Vehicle (C)
Operate U
As long as Chariot of Storms is operated, it is a 3/3 Construct artifact creature with flying. (It's still a Vehicle.)
Chariot of Thorns 2
Artifact — Vehicle (C)
Operate G
As long as Chariot of Thorns is operated, it is a 4/4 Construct artifact creature with trample. (It's still a Vehicle.)
Chariot of Thunder 2
Artifact — Vehicle (C)
Operate R
As long as Chariot of Thunder is operated, it is a 4/3 Construct artifact creature with first strike. (It's still a Vehicle.)
Advanced Arsenal 2
Artifact (U)
As Advanced Arsenal comes into play, you may choose an Equipment in play. If you do, Advanced Arsenal comes into play as a copy of that Equipment.
Jaram Windweaver 5
Artifact Creature — Giant Construct (R)
Your opponents may play nonland cards as though they had flash.
It stands on the pristine shoreline of the Jaram Isles, staring into eternity.
7/7