Cards With No Home: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Other non-themed cardsets | Skeleton

CardName: Panic Pod Cost: 3 Type: Artifact - Vehicle Pow/Tgh: 0/1 Rules Text: Panic Pod cannot be crewed if it is a creature While Panic Pod is a creature, creatures tapped to crew it this turn have indestructible Crew 1 Flavour Text: Set/Rarity: Cards With No Home Uncommon

Panic Pod
{3}
 
 U 
Artifact – Vehicle
Panic Pod cannot be crewed if it is a creature
While Panic Pod is a creature, creatures tapped to crew it this turn have indestructible
Crew 1
0/1
Updated on 06 Aug 2019 by Izaac

History: [-]

2019-07-25 02:12:15: Izaac created the card Panic Pod

Is it supposed to indefinitely grant indestructible?

There's a nice attempt to stop multiple creatures from becoming indestructible in the same turn, but the restriction doesn't work for two reasons.

  1. You can respond to tapping a creature to crew Panic Pod by tapping another creature to crew panic pod. It doesn't matter if the extra abilities will all go on to be countered; you still 'tapped a creature to pay the crew cost for Panic pod.'

  2. You can tap any number of creatures to crew a vehicle anyway, irregardless of their total power, as long as their total power is not less than the crew cost.

It's possible that the point of that line is to prevent the Panic Pod from crewing itself, so that it, itself, can't be indestructible. If that's the case, then maybe "Panic Pod cannot be crewed by creatures named Panic Pod." should do. But... turning all of your blocking creatures into an indestructible wall is probably much too good. Heck, turning one blocking creature into an indestructible wall might be too good for {3} (though, the fragility of the pod itself seems like a good balancing factor here.)

> "There's a nice attempt to stop multiple creatures from becoming indestructible in the same turn"

Oh, is that what it is? I thought it was meant to allow you to make any number of creatures indestructible, but commit to which creature's all at once.

> "It's possible that the point of that line is to prevent the Panic Pod from crewing itself, so that it, itself, can't be indestructible."

Considering the first ability on the card is indestructible, I'll rule out that one.


All things considered, maybe the text should be:

> Indestructible
Tap another untapped creature you control: If ~ isn't a creature, it becomes a creature and the creature tapped to activate this ability becomes indestructible.

That is, if you insist on keeping the concept of a Vehicle - a non-Vehicle artifact would probably be easiest.

Ah right. There's the word 'indestructible' right at the top. So much for my comment about keeping the Pod vulnerable as a safety valve...

We might be able to reduce the wording from "and the creature tapped to activate this ability" to "and the creatures that crewed it". Maybe that's not Magic parlance, but I don't think anyone would misunderstand what it's referring to.

Even if the wording works; this is:

Artifact. {t}, Tap another creature you control: That creature is indestructible.

Which is... kinda really potent. Even assuming there should be an 'UEOT' on the end.

Shorter wording is usually nice; but I guess allowing you to have the toughness shenanigans to use it multiple times is the actual point?

Oh yeah, definitely supposed to be an EOT effect on that.

So yes, you can crew in response but you might as well have tapped that guy during the initial crew anyway.

Come to think of it, the pod itself shouldn't be indestructible.

  • If they cast a wrath, you can save all your untapped creatures, cool but if that's repeatable that's kind of bonkers for 3 mana. If the pod was vulnerable then it would presumably die in the wrath and this is a bit like selfless spirit, but it doesn't attack in the air and the creatures need to be untapped

  • If they're flunging, you can block with all your creatures and chuck them in the pod. In this situation, you get free blocks every turn until they can exile the pod. But if the pod is vulnerable then they can kill the pod after you use it once, again like spirit.

  • If you're saving creatures from spot removal then you only get one chance to choose who you're saving. If your opponent is looking to open up your defenses, tapping all your dudes is not an option. If you tap the one dude, all your other guys are vulnerable after crew resolves. One thing that does erk me is that if I have a value creature I'm protecting, the protection resolves before crew so 2 removal spells on my value-dude just means I crew twice.

Let me try rewording this a bit.

2019-08-05 15:12:16: Izaac edited Panic Pod:

Removed indestructibility from the pod. Reworked the protection ability.

Not sure if this is too weak now. It means the indestructibility is tied to the (now mortal) pod. If you crew to save your dudes, they have the ability to let it resolve, then kill the pod, negating all protection it provided.

Does make sense though. If you jump in a protection-mobile and they destroy what you're inside, you're now outside again.

I do miss the fact that you could use it to block though. Maybe it could have "Indestructible while blocking"?

2019-08-05 15:15:54: Izaac edited Panic Pod:

added "this turn"

If overcrewing is a thing (which it seems to be) then this is still basically "no untapped creature you control will ever die". I mean; at least it itself can be killed off - but that's kinda ridiculous.

I don't know. It now dies to a lot of removal options - and that means that you cannot even rely on it anymore in combat as long as the opponent has an untapped Mountain.

The most troublesome about this is still the way it stalls attacks pretty hard since you can use it while defending. But it came down a lot in power level and approaches the level, where it might be about fair, depending on the environment.

Wither e. g. doesn't mind indestructible.

Blocking creatures are indestructible.
Sorcery speed kill spells don't work if the creature is untapped.
Vigilance creatures are indestructible while attacking if exchange for tapping them like normal attackers
­Twiddles become combat tricks.
Wraths become one sided routes.
If you want to do two or three one-sided routes, a pair of Disperses will get you there.

I'm not concerned about this card being too weak. With its vulnerability to red, and sometimes black, it might be considered too swingy. But, given your average draft, I'd consider this a first pick. Maybe higher than Loxodon Warhammer, depending on the deck I was building and the amount of pingers in the environment.

But then again, I still think Broken Fall is a good card, so what do I know?

I think this is at a place where it'd need testing to figure out. There's a few dials to tweak based on findings but I don't feel confident without playing with the card.

Most of what you said is fine. Blocking is inherently not devoted to winning you the game. Vigilance is not so common that it would be crazy. Sorcery kill spells work if you have an instant speed answer for the pod (even dispersing the pod works).

Yes it makes wraths pseudo one sided but only one time, like spirit. That seems fair, especially since this is all telegraphed ahead of time

Add your comments:


(formatting help)
Enter mana symbols like this: {2}{U}{U/R}{PR}, {T} becomes {2}{u}{u/r}{pr}, {t}
You can use Markdown such as _italic_, **bold**, ## headings ##
Link to [[[Official Magic card]]] or (((Card in Multiverse)))
Include [[image of official card]] or ((image or mockup of card in Multiverse))
Make hyperlinks like this: [text to show](destination url)
What is this card's power? Canyon Minotaur
(Signed-in users don't get captchas and can edit their comments)