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CardName: Djinnguard Program Cost: {2} Type: Artifact - Implant Pow/Tgh: / Rules Text: Implanted creatures get +1/+1 and get and additional +1/+1 for each djinn you control. Implant {2} ({2}: Target creature you control is implanted for as long as you control Djinnguard Program. Implant only as a sorcery.) Flavour Text: Set/Rarity: Shattered Kingdom Uncommon

Djinnguard Program
{2}
 
 U 
Artifact – Implant
Implanted creatures get +1/+1 and get and additional +1/+1 for each djinn you control.

Implant {2} ({2}: Target creature you control is implanted for as long as you control Djinnguard Program. Implant only as a sorcery.)
Updated on 03 Jul 2017 by Sorrow

History: [-]

2017-02-14 07:11:32: Sorrow created the card Djinnguard Program

Are Implants just meant to be Equipment with effects that can be applied to multiple creatures?

In practicality, yes.

Nasty to physrep though.

Physics reports?

Physically represent.

Instant speed? With all the confusion that Implant could cause, I personally wouldn't choose to add instant speed fuel to the fire.

(Also, you probably want to put a colon after the second {2}, but that's just a templating thing.)

2017-02-23 04:09:20: Sorrow edited Djinnguard Program

How are you supposed to properly keep track of which creatures you control are implanted with what?

Imagine for a second that you had four creatures and three implants in play. "Okay, so these two are implanted with A and the other one plus that third one are implanted with B, however the implant C is implanting these three creatures excluding the one that is implanted by A..." Yeah, that's not gonna end well.

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