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CardName: Esper Cost: Type: Subplane Pow/Tgh: / Rules Text: (Whenever a creature attacks and isn't blocked, it's controller may remove all subplanes from the command zone, then may put a subplane from their sideboard into the command zone) Artifact creatures you control get +1/+1 Flavour Text: Set/Rarity: Cards With No Home None |
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https://goblinartisans.blogspot.co.uk/2018/03/weekend-art-challenge-032318-out-of-box.html
I've always been sad magic doesn't have more planeswalking. The idea is, you can draft these and build a deck around them, and compete to see which plane you end up battling on. I put "subplane" to reinforce the idea you could walk between them without being a planeswalker.
The trigger to planeswalk is a random choice. Why would successfully attacking allow me to switch planes?
Any creature attacks? Not just ones you control?
I don't object to the walking part, that makes sense. The creature walks across the table, so no reason why it can't have walked to another plane on the way.
...which makes me wonder, actually; how DO unblocked creatures deal damage to the demi-godlike player-planswalkers?
The intent is that as V says, attacking is the closest to "travelling" that exists. The reason it's like that is like planeswalkers, to make a new card type that inherently can be answered by any deck with creatures planeswalking away from it.
"how DO unblocked creatures deal damage to the demi-godlike player-planswalkers?"
Well, they toned planeswalkers down by time they printed them, but even in the more godlike original version, I guess the idea is they through enough creatures, spells, etc at each other that eventually one gets through.