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CardName: Archdruid’s Staff Cost: 1 Type: Artifact - Equipment Pow/Tgh: / Rules Text: Equipped creature has “{2}: Target land you control becomes a creature with power equal to this creature’s power and toughness equal to this creature’s toughness until end of turn. It’s still a land.” Equip {3} Flavour Text: Set/Rarity: Core 1 Rare

Archdruid’s Staff
{1}
 
 R 
Artifact – Equipment
Equipped creature has “{2}: Target land you control becomes a creature with power equal to this creature’s power and toughness equal to this creature’s toughness until end of turn. It’s still a land.”
Equip {3}
Updated on 18 Feb 2016 by wolfer

History: [-]

2011-01-11 05:36:23: wolfer edited Archdruid’s Staff

So are you intending to let players walk into Bleed and get themselves Armageddoned? Just want to check.

I hadn't thought about that, is there a way to retain functionality and change that?

I'm thinking of this: Equipped creature has "#: Target land you control becomes a creature with power equal to this creature's power and toughness equal to this creature's toughness until end of turn. It's still a land."

I think (?) if you use "copy of" terminology, the lands will copy the original values, not the modified values (which is probably more balanced for +?/+? effects too!), but it will be awkward phrasing it so it copies the P/T but nothing else.

on 11 Jan 2011 by Karate Pawn:

So as soon as you play it all your lands become 0/0 creatures since its not equipping anything and immediately die. Even if this card were to work this way its a bit too strong at rare and should probably be bumped up to mythic.

There's no power level schism between rares and mythics, instead it's just a flavor/impact difference. The hourglass that is in the rare slot certainly feels more mythic than this.

I'm going to go with my proposed change. It prevents all of your lands from swinging and is much clearer.

2011-01-12 00:29:07: wolfer edited Archdruid’s Staff

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How much damage does this card deal? Searing Wind
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