CardName: Colonial Transport Cost: 3G Type: Artifact - Vehicle Pow/Tgh: 4/5 Rules Text: When Colonial Transport enters the battlefield, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.) Flavour Text: Set/Rarity: [Tribute] Azshanir Common When Colonial Transport enters the battlefield, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.) 4/5
|
History: |
For the other colors I have a pretty clear vision for what their ships would be like, but green is neither Navy nor Pirate, and actually associated with the non-Vehicle lore elements of Merfolk, Sea Monsters and Storms.
I still want a common Vehicle in my first draft to see what it can do.
I like the Satyr Wayfinder-ability here since I play with the thought of graveyard synergy being rewarded, buried Treasure and all...
Published as mtgnexus Card of the Day 2021-05-17.