AnotherAlias wrote: ↑2 months ago
The Flying Dutchman
Legendary Artifact — Vehicle (M)
Flying
Whenever The Flying Dutchman attacks a player who controls Old Letters, create two 1/1 white and blue Spirit creature tokens with flying that are tapped and attacking.
Crew 2
Forecast — Tap two untapped white and/or blue creatures you control, Reveal The Flying Dutchman from your hand: Target opponent creates an artifact token named Old Letters. Scry 1, then, if each of your opponents control Old Letters, draw a card.
4/4
Spoiler: Most of what I know about the Flying Dutchman comes from Pirates of the Caribbean, which I understand is a non-canonical source.
The forecast ability really needs to be first on this card. I get that most cards with forecast have it last, but holy smokes is it opaque who or what Old Letters is at first, and whether it's one thing or multiple, or a status like having the City's favor (which is what I expected).
If you don't forecast it, it's a rather weak card -- 4/4 flying for 3MV/crew 2 is kind of meh. Once it's in play, you no longer can forecast it (one of the weaknesses/strengths of that mechanic), and only being able to give the Letters to one player per turn makes it rather slow to deploy .... if you want to deploy it. It actually feels stronger as a perpetual draw machine (two creatures = scry 1 / draw 1), which given the Dutchman's legendarily cursed status feels
really weird.
Lorn Asbord Schutta wrote: ↑2 months ago
Samildánach, Fomori Mothership
Legendary Artifact — Vehicle (M)
Whenever a creature crews Samildánach, Fomori Mothership, exile it until Samildánach leaves the battlefield.
Samildánach has all abilities of creature cards exiled with it.
: Remove Samildánach from combat. Put all creature cards exiled with it onto the battlefield under your control tapped and attacking. Activate only if Samildánach is attacking.
Crew 3
6/6
"Mothership" has a very sci-fi feel, while "Samildanach" draws from Celtic mythology. I would say the same for Fomori, but they feature rather centrally in Thunder Junction, too. Overall, it feels like a bit of a mash-up, not in a good way, of flavor.
That triggered ability is pretty big! It's a weird form of a UW "safekeeping" mechanism. I always overlook that you can crew as an instant. The middle ability starts me wondering what combinations of abilities I could create with it. That's kinda cool.
The last ability feels like it could even create a new attack phase for the newly returned creatures.
Raptorchan wrote: ↑2 months ago
Mist Drifter 2wu
Legendary Artifact — Vehicle (M)
Whenever Mist Drifter attacks, create X 1/1 blue Spirit Pirate creature tokens with flying that are tapped and attacking, where X is Mist Drifter's toughness. Exile those tokens at the beginning of the next end step.
4wu: Spirits you control get +1/+1 until end of turn.
Crew 2
0/4
The name doesn't quite feel legendary, and 4MV for a 0/4 feels a little underwhelming, even if it can create a lot of bodies. The fact that those bodies are only temporary means you can't pull as many shenanigans with them, which I think is part of the fun of creating lots of tokens.
The second ability is expensive enough to nearly qualify as trinket text.
Being a Vehicle makes it difficult to throw permanent buffs on it, so you're limited to anthems, exalted, and similar effects. That makes for a rather limited number of decks it might work in.
Henlock wrote: ↑2 months ago
The Flying Nimbus
Legendary Artifact Land - Vehicle (m)
Flying
The Flying Nimbus cannot be blocked by creatures with reach.
: Add
. If The Flying Nimbus is a creature, add one mana of any color instead.
Crew 2
2/3
Mmm, pretty vanilla? The fact that it's a land is interesting, but not really a drawback. I'm not certain why I would crew it just to add mana -- and a 3:1 ratio is pretty poor for that. A 2/3 nigh-unblockable for 0MV, on the other hand ...?