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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

Colonial Transport
{3}{g}
 
 C 
Artifact – Vehicle
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
Updated on 17 Aug 2021 by SecretInfiltrator

History:

2020-11-04 16:03:05: SecretInfiltrator created and commented on the card Colonial Transport

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...

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