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Author Topic: Master List: Artifact Cards  (Read 10314 times)
Matt
Post like a butterfly, Mod like a bee.
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« on: August 04, 2004, 11:46:35 am »

Noncreature Artifact Cards


Diseased Golem
{3}
Artifact
Discard your hand: Diseased Golem becomes a 4/3 Golem creature until end of turn.
It is infected with every illness known to man.


Resourceful Partitioning
{4}
Artifact
If you would draw a card, you may skip that draw and add {2} to your mana pool instead.
Information is only worth as much as you get out of it.


White Lotus
{0}
Artifact
{T}, sacrifice White Lotus: Add three mana of any one color to your mana pool. You can't spend this mana to play spells.


Beginning of Bottle Cycle

Bottle of Fire
{3}
Artifact
{1}, {T}, sacrifice Bottle of Fire: Bottle of Fire deals 3 damage to target creature or player.

Jar of Illusions
{3}
Artifact
{1}, {T}, sacrifice Jar of Illusions: Return target non-land permanent to it's owner's hand.

Vial of Hope
{3}
Artifact
{1}, {T}, sacrifice Vial of Hope: Target player may not play spells or abilities requiring an activation cost until end of turn.

Decanter of Despair
{3}
Artifact
{1}, {T}, sacrifice Decanter of Despair: Look at target players hand and choose a non-land, non-creature card. That player discards that card.

Flask of Might
{3}
Artifact
{1}, {T}, sacrifice Flask of Might: Target creature gains +4/+4 and trample until end of turn.

End of Bottle Cycle


Æther Vortex
{2}
Artifact
Basic lands you own have "Cycling {1}".


Beginning of Pendant Cycle

Fern Pendant
{2}
Artifact
Fern Pendant comes into play tapped.
{T}: add {G} to your mana pool
Morph {1}{G}

Ice Pendant
{2}
Artifact
Ice Pendant comes into play tapped.
{T}: add {U} to your mana pool
Morph {1}{U}

Cinder Pendant
{2}
Artifact
Cinder Pendant comes into play tapped.
{T}: add {R} to your mana pool
Morph {1}{R}

Ivory Pendant
{2}
Artifact
Ivory Pendant comes into play tapped.
{T}: add {W} to your mana pool
Morph {1}{W}

Ebony Pendant
{2}
Artifact
Ebony Pendant comes into play tapped.
{T}: add {B} to your mana pool
Morph {1}{B}

Basalt Pendant
{2}
Artifact
Basalt Pendant comes into play with one ore counter on it.
{T}: add {1} to your mana pool for each ore counter on Basalt Pendant.
When Basalt Pendant is turned face up, put three ore counters on it.
Morph {3}

End of Pendant Cycle


False Idol
{4}
Artifact
Remove the top seven cards of your library from the game: False Idol becomes a 4/4 artifact creature with trample until end of turn. Play this ability only once each turn.
"Thou shalt not make unto thyself any graven image." -Exodus, 20:3


Inhibiting Orb
{1}
Artifact
As long as Inhibiting Orb is untapped, activation costs on nonland permanents cost an additional {1}.


Mental Amulet
{3}
Artifact
All cards have "Cycling {3}".


Æther Accelerator
{2}
Artifact
{4}: Æther Accelerator becomes a copy of target permanent and gains "At the beginning of your upkeep, pay {1} or end Æther Accelerator's effect."
There is no way of knowing how many of them were made.


Ancient Speculum
{3}
Artifact
All players play with their hands revealed.
Whenever a player plays a spell, counter that spell if a card with the same name is in any player's hand.
"For now we see through a glass, darkly; but then face to face: now I know in part; but then I shall know even as I am known." -I Corinthians 13:11-12


Chromatic Aperture
{1}
Artifact
{3}, {T}: Each player shuffles their library and reveals the top card of their library. The player or players who reveals the card with the most colors puts that card into their hand and all other players shuffle their library.


Temporal Jar
{1}
Artifact
{3}, {T}, discard a card: If an opponent has played a spell this turn, take an extra turn after this one. Play this ability during your turn and only once each turn.


Soul Vault
{2}
Artifact
Whenever a spell or effect causes a player to shuffle their library, you may have all players gain one life or lose one life.


Hogkeeper's Tome
{4}
Artifact
Whenever a token creature comes into play, you may draw a card.
The Hogkeeper describes every creature that crosses his terrain in here. His knowledge of the forest is unprecedented.


Mirror Orb
{4}
Artifact
{1}: Mirror Orb gains the abilities of target noncreature artifact until end of turn. Play this ability only once each turn.


Planar Anchor
{2}
Artifact
World Enchantment cards can't come into play.
I watched as Orgath dueled another planeswalker. When the conflict began to go badly, Orgath tried to escape to his lair. Something held him back, though, holding him fast to the dueling plane. It was then that the sparring turned deadly serious.


Energy Cap
{2}
Artifact
If a spell has {X} in its mana cost, X is 2. (You will still have to pay the two mana to pay for X.)
After seeing what destruction wizards with limitless power wrought on their homes, a loose collective of wizards came together to create this device to prevent such calamity from happening again.


Blackboard
{3}
Artifact
At the beginning of your upkeep, you may put a Chalk counter on Blackboard.
At the beginning of your draw step, draw a card for each Chalk counters on Blackboard.
You can't play spells with a converted mana cost other than the number of Chalk counters on Blackboard.


Portal of the Mind
{2}
Artifact
As Portal of the Mind comes into play, choose an opponent.
At the beginning of the chosen player's upkeep, draw a card for each card in his or her hand in excess of six.
At the beginning of your upkeep, if the chosen player has zero cards in hand, he or she may draw a card.


Gargoyle Eyes
{4}
Artifact
{X}: Each other noncreature artifact you control becomes a Gargoyle creature with power and toughness each equal to its converted mana cost, where X is the number of artifacts you control.
"Before you check for eyes in the paintings of a haunted mansion, make sure you examine the obvious." -Norin the Wary


Mishra's Bauble
{0}
Artifact
{T}, Sacrifice Mishra's Bauble: Target opponent may search your library for any card and remove it from the game. Shuffle your library then draw a card.


Touchstone Medallion
{3}
Artifact
As Touchstone Medallion comes into play, choose a color.
All spells of the chosen color cost one mana of the chosen color less to play.


Static Wand
{2}
Artifact
{T}: Tap target artifact. A noncreature artifact tapped this way loses all abilities as long as it remains tapped.


Nether Gate
{5}
Legendary Artifact
{3}, {T}, pay half of your life, rounded up: Choose a creature card you own from outside the game and put it into play.
"Dedicated to those who shall never exist." -Gate inscription


Gambler's Den
{4}
Artifact
{T}: The next time you flip a coin this turn, you may reflip that coin. (This replaces the original flip)
"Anybody can win, unless there happens to be a second entry." -George Ade


Distortion Engine
{2}
Artifact
Fading 6
{T}: Remove two fade counters from all permanents.


Keldon Mangonel
{6}
Artifact
{5}, {T}: Each player shuffles their deck and reveals the top card. Each player sacrifices X permanents, where X is the highest converted mana cost among all cards revealed in this way.
"Things fall apart, the centre cannot hold;
Mere anarchy is loosed upon the world." -Samuel Butler Yeats, The Second Coming



Actuator
{3}
Artifact
Whenever a permanent comes into play tapped, untap it.
Whenever a permanent comes into play untapped, tap it.


Cerebral Index
{2}
Artifact
All players play with the top card of their library revealed.
Pay 2 life: Place the top card of any library into its owner's graveyard. Any player may play this ability.


Slave Collar
{3}
Artifact
Slave Collar does not untap during your untap step.
{4}, {T}: Gain control of target creature.
At the beginning of your upkeep, put a -1/-1 counter on that creature.
When that creature leaves play, untap Slave Collar.


Terraformer
{3}
Artifact
{1}, {T}, sacrifice an untapped land: You may search your library for up to two land cards that share a type with the sacrificed land. If you do, put those lands into play tapped and shuffle your library.


Perimeter Alarm
{4}
Artifact
Whenever a creature comes into play under an opponent's control, you may pay {1}. If you do, choose one -- untap all lands you control or draw a card.


Corrupter Matrix
{2}
Artifact
You may choose not to untap Corrupter Matrix during your untap step.
{1}, {T}: Whenever target land is tapped for mana, it produces {1} instead of its normal type and amount as long as Corrupter Matrix remains tapped.
When Corrupter Matrix is put into a graveyard from play, destroy target tapped land.


Arcology
{6}
Artifact
When Arcology comes into play, remove any number of creature cards in your library from the game.
{T}, discard a creature card: Choose a card at random that was removed from the game with Arcology. Put that card into play.


Frozen Hourglass
{1}
Artifact
If a player would take an extra turn, instead put a Time counter on Frozen Hourglass.
When Frozen Hourglass is destroyed, the player who controlled the spell or ability that destroyed Frozen Hourglass takes X turns after this one, where X is the number of Time counters on Frozen Hourglass.
"Nothing is as far away as one minute ago." -Jim Bishop


Breeding Tank
{3}
Artifact
{T}, sacrifice Breeding Tank: Choose a creature type and put a 2/2 artifact creature token of that creature type into play.
{T}, sacrifice Breeding Tank: Add {2} to your mana pool.


Stupefying Cube
{3}
Artifact
As long as Stupefying Cube is untapped, each player's maximum hand size is reduced by 4.


Eye of the Beholder
{3}
Artifact
At the beginning of each player's upkeep, remove all charge counters from Eye of the Beholder.
Whenever a player plays a spell, counter that spell unless that player pays {1} for each charge counter on Eye of the Beholder. Then put a charge counter on Eye of the Beholder.


Goblin Catapult
{4}
Artifact
{2}, {T}, remove an artifact or creature in your graveyard from the game: Goblin Catapult deals 2 damage to target creature or player.
"Brek would have wanted it this way." -Gorac, Goblin Artillery Expert


Pendulum Scythe
{5}
Artifact
At the beginning of your upkeep, put a charge counter on Pendulum Scythe. Then destroy all creatures with converted mana cost less than or equal to the number of charge counters on Pendulum Scythe.
At the end of your turn, if there are no creatures in play, sacrifice Pendulum Scythe.


Infirmary Ward
{3}
Artifact
Tap two untapped creatures you control: Regenerate target creature.
The miserable have no other medicine / But only hope / I've hope to live, and am prepared to die. -William Shakespeare, Measure for Measure


Insipid Tome
{4}
Artifact
{4}, {T}: Draw 2 cards. You can't use colored mana to play this ability.
The strongest ideas can come from the weakest minds.


Echo Collector
{4}
Artifact
At the end of your turn, put a charge counter on Echo Collector.
At the beginning of each player's precombat main phase, that player adds {1} to his or her mana pool for each charge counter on Echo Collector and then draws a card.
"A spell is never fully discharged. Its power travels and rebounds throughout the multiverse long after it is cast. That residual power can be captured." -Eliaster, Metaphysical Engineer


Catalyzing Agent
{0}
Artifact
When Catalyzing Agent comes into play, name a creature or artifact.
When the named permanent comes into play, sacrifice Catalyzing Agent and choose one -- that permanent gains haste;, or put a +1/+1 counter on that permanent; or put a charge counter on that permanent.


Essence Sculptor
{3}
Artifact
Whenever a player gains life, he or she may pay {X}, where X is the amount of life gained. If he or she does, put X 1/1 white Essence token creatures with flying into play under that player's control.
They move with the grace of flowing water, and gleam with the light of a thousand stars. Made of the essence of planeswalkers, these spirits are life itself--but they will not hesitate to kill.


Meditation Chamber
{2}
Artifact
Meditation Chamber cannot be the target of spells or abilities.
{T}: Draw a card. You skip your next turn.
With time comes knowledge. -Chamber inscription


Ancient Monument
{3}
Artifact
When Ancient Monument comes into play, choose a creature type.
Creatures of the chosen type gain +2/+2.
At the beginning of your upkeep, sacrifice a creature of the chosen type or sacrifice Ancient Monument.


Rib Cage
{4}
Artifact
Whenever a creature is put into your graveyard from play, you may pay {1}{B}. If you do, put a 1/1 black Skeleton token creature into play.


Mana Inductor
{2}
Artifact
Spells and nonmana activated abilities cost {1} more to play for each other spell and ability on the stack.


Divining Rod
{3}
Artifact
Fading 3
{2}, Remove a fade counter from Divining Rod: Put a copy of target spell on the stack. You may choose new targets for that copy.


Deathbed
{2}
Artifact
Fading 3
Whenever you remove a fade counter from Deathbed you may pay {1}{U} or {1}{B}. If you paid {1}{U}, return target creature to it's owner's hand. If you paid {1}{B}, return target card from your graveyard to your hand.


Sleepless Citadel
{4}
Legendary Artifact
Whenever an opponent plays a spell, untap Sleepless Citadel.
{T}: Untap target permanent.
Within are silent watchers,
That tireless vigil keep;
Without, the very walls have eyes,
That never blink or sleep.



Deposing Spire
{3}
Artifact
Whenever a player plays a spell, that player removes the top three cards of his or her library from the game.


Cache of Jewels
{3}
Artifact -- Treasure
{4}, {T}: Reveal any number of cards on top of your library. Randomly choose one treasure card revealed this way and put it in your hand, then shuffle your library.


Isochron Spellbomb
{4}
Artifact
Isochron Spellbomb comes into play tapped.
Imprint -- When Isochron Spellbomb comes into play, you may remove an instant or sorcery card in your hand from the game.
{1}, {T}, Sacrifice Isochron Spellbomb: You may copy the imprinted card and play the copy without paying its mana cost. Play this ability only any time you could play the imprinted card. (If it has X in its mana cost, X is 0)


Naturalizing Engine
{4}
Artifact
Whenever a nonland permanent is tapped for mana, destroy that permanent. It cannot be regenerated.


Pulse Generator
{2}
Artifact
When Pulse Generator comes into play, each player sacrifices an artifact.
At the beginning of each upkeep, if Pulse Generator is in your graveyard, you lose 1 life.
“Relics from an old war, we presumed them to be weapons.�?
-–Chanra, chief excavator



Conveyor Belt
{2}
Artifact
{T}: Remove the top card of your library from the game face down. You may look at it at any time.
{2}, {T}: Reveal a card you own removed from the game with Conveyor Belt and put it in your hand. If it is an artifact, untap Conveyor Belt.


Oblivion Vault
{1}
Artifact
{0}: Discard a card from your hand.
{0}: Sacrifice a permanent.
{0}: Lose 1 life.
{0}: Empty your mana pool.
{0}: Remove your graveyard from the game.


Prismatic Prison
{4}
Artifact
Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.)
Remove a charge counter from Prismatic Prison: Counter target spell unless its controler pays {X}, where X is the number of charge counters on Prismatic Prison.


Dowsing Rod
{1}
Artifact
{T}: Reveal the top card of your library. If it isn't a land card, put it on the bottom of your library.


Free Market
{3}
Artifact
{T}, Remove an artifact you control from the game: Add {X} to your mana pool, where X is the converted mana cost of the removed artifact.
{X}{2}, {T}: Return an artifact with converted mana cost X that was removed from the game by Free Market to play under owner's control.


Adrenaline Pump
{3}
Artifact
Spells you play during combat cost {1} less.


Elevated Reservoir
{1}
Artifact
Condition: Basic Land -- Island, Basic Land -- Mountain.
{T}: Add {2} to your mana pool.
"Water its living strength first shows / When obstacles its course oppose." -Goethe


Rod of the Recluse
{5}
Artifact
When Rod of the Recluse comes into play, return all other artifacts to their owners’ hands.
Players can’t play artifact spells.


Tome of Ancient Lore
{2}
Artifact
As long as Tome of Ancient Lore is untapped, players draw cards from the bottom of their libraries instead of the top.


Blast Furnace
{1}
Artifact
{T}, remove three cards in your graveyard from the game: Add {2} to your mana pool.


Necromechanics
{3}
Artifact
{3}, {T}, remove a creature card in any graveyard from the game: Put a 2/2 artifact Golem creature token named Flesh Golem into play. That creature has "If Flesh Golem attacks or blocks, destroy it at end of combat."
"This is still a young science. It will only improve."


Runic Phial
{X}{2}
Artifact
Runic Phial comes into play tapped with X charge counters on it.
{T}, remove a charge counter from Runic Phial: Target player draws a card.


Razor Tripwire
{4}
Artifact
As long as Razor Tripwire is untapped, attacking creatures get -1/-1.
No watch was posted and we thought we'd take the camp by surprise. Then we ran into the wires, and our screams brought them down on us.


Phrenic Thoughtdigger
{1}
Artifact
{T}, put the top card of your library into your graveyard: Put a charge counter on Phrenic Thoughdigger.
Remove three charge counters from Phrenic Thoughtdigger: Return a card from your graveyard to your hand. Play this ability only any time you could play a sorcery.


Spelltrap
{2}
Artifact
Imprint -- When Spelltrap comes into play, you may remove a nonland card in a graveyard from the game.
Whenever a player plays a spell that shares a card type with the imprinted card, sacrifice Spelltrap. If you do, counter that spell. (The card types are artifact, creature, enchantment, instant, land, and sorcery.)


Clockwork Amulet
{4}
Artifact
{4}, {T}: Put an artifact card from your hand into play.


Stentorian Cannon
{5}
Artifact
{X}{X}{1}, {T}: Stentorian Cannon deals X damage to target creature or player.


Aldaria Codex
{3}
Artifact
Whenever a player plays a nonartifact spell that does not share a color with a permanent he or she controls, that player may draw a card.


Spectral Lens
{3}
Artifact
As Spectral Lens comes into play, choose a color.
Spells you play cost one mana less of the chosen color to play.


Synthetic Medallion
{3}
Artifact
Artifact spells cost you {1} less to play.


Necromancer's Handbook
{2}
Artifact
{2}, {T}: Remove target creature card in your graveyard from the game.
{4}, {T}, Sacrifice Necromancer's Handbook: Put into play under your control all cards removed from the game with Necromancer's Handbook.
Each resurrection is subtly different, but the notes in the margins of the handbook unify the precepts of necromancy into one.


Tome of Many Locks
{2}
Artifact
Tome of Many Locks comes into play tapped.
Tome of Many Locks doesn't untap during your untap step.
{T}: Draw a card.
The Thran knew the best way to secure a lock is to never design a key.


Thought-Pass Filter
{3}
Artifact
If a spell or ability would cause a player to draw more than one card, that player draws one card instead.


Phylactery
{3}
Artifact
Imprint -- When Phylactery comes into play, you may remove a Wizard you control from the game.
{2}{B} : You may play an activated ability of the imprinted Wizard card without paying any costs for it.


Ice-Rimed Mirror
{4}
Artifact
Whenever you play an instant or sorcery spell, if that spell's converted mana cost is equal to the number of cards in your hand, you may put a copy of that spell onto the stack. You may choose new targets for that copy.


Mana Diffusor
{1}
Artifact
{2}: add {3} to your mana pool. This mana can't be used to pay for mana abilites.


Staff of Patience
{2}
Artifact
Instants you play at a time when you could play a sorcery cost {1} less to play.


Nullstone Tablet
{4}
Artifact
Players can't play activated abilities of cards not in play.


Anodyne Harp
{2}
Artifact
Aura spells you play cost {1} less to play.
You can play aura spells any time you could play an instant.
The harp's music is so soothing that listeners are set free of the mundane world and dream while waking.


Tectonic Staff
{3}
Artifact
{3}, {T}: Each player sacrifices a land, then each player who sacrificed a land in this way may search his or her library for a land card and put it into play, then shuffle their library.
"The power of the Earth itself, in one small staff..."


Sphere of Denial
{6}
Artifact
Each spell costs {1} more to play for each card in its owner's hand.
{1} or 1 life: Discard a card at random, any player may play this ability any time they could play a sorcery.
"As one's knowledge grows, so does the impending insanity within."


Scrying Scroll
{2}
Artifact
When Predicting Scroll comes into play, name a nonland card.
Whenever an opponent plays the named card, draw 2 cards.
"Know thy enemy"
« Last Edit: January 22, 2007, 08:26:25 pm by Godder » Logged

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Matt
Post like a butterfly, Mod like a bee.
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« Reply #1 on: June 29, 2005, 02:01:56 pm »

Artifact Creature Cards


Seedwork Gopher
{5}
Artifact Creature
2/1
You may tap two untapped lands you control rather than pay Seedwork Gopher's mana cost.
When Seedwork Gopher comes into play, if you paid its mana cost, put two +1/+1 counters on it.


Cursed Golem
{4}
Artifact Creature -- Golem
4/4
Your maximum hand size is three.
"A Phyrexian Praetor once invoked even darker powers. This golem was the result. The Praetor responsible was destroyed, and his parts were never used again. For Phyrexians, there is no worse death."
-Xantcha, Phyrexian renegade



Alchemical Transport
{2}
Artifact Creature
2/1
When Alchemical Transport attacks or blocks, you lose 1 life.
Sacrifice Alchemical Transport: gain 2 life.


Spike Infiltrator
{3}
Artifact Creature -- Spike
0/0
Spike Infiltrator comes into play with two +1/+1 counters on it.
{T}: Move a +1/+1 counter from target creature to another target creature.
As with the slivers, Volrath introduced a counterfeit into the colonies of spikes on Rath.


Moldable Metal
{2}
Artifact Creature
*/*
Moldable Metal comes into play as your choice of a 2/1 creature; a 1/1 creature with flying; or a 0/5 Wall creature with defender. (Creatures with defender can't attack.)


Mindless Dreadnought
{1}
Artifact Creature
*/*
Trample
Mindless Dreadnought's power and toughness are each equal to 20 minus the number of cards in your library.
Power is not necessarily knowledge.


Unspirited Construct
{2}
Artifact Creature
3/3
When Unspirited Construct comes into play, draw a card.
At end of turn, if Unspirited Construct is not enchanted, sacrifice it.


Sneaky Golem
{3}
Artifact Creature -- Golem
2/2
Sacrifice any number of lands: Sneaky Golem gets +1/+1 and gains the landwalk ability of all of the sacrificed land's types. Play this ability only once each turn.


Æther Golem
{4}
Artifact Creature -- Golem
*/*
Fading 2
Æther Golem's power and toughness are each equal to the number of fade counters on all permanents in play.


Paravestus
{5}
Artifact Creature
4/4
Fading 5
Flying
{1}, Remove a fade counter from Paravestus: Put a 0/2 Paravite token with Fading 0 and flying into play.
{1}, Sacrifice a Paravite: Put a fade counter on Paravestus.


Ice Golem
{5}
Artifact Creature -- Golem
2/4
{1}{U}{U}, {T}: Tap target creature. As long as Ice Golem is in play, that creature doesn't untap during it's controller's untap step.


Ingenuity
{4}
Artifact Creature -- Incarnation
3/3
As long as Ingenuity is in your graveyard, activated abilities of artifacts you control cost up to {2} less to play. If this would make an ability cost 0 or less mana to play, it costs {1}, plus any nonmana costs.


Hourglass Gnomes
{2}
Artifact Creature -- Gnome
1/2
At the beginning of your upkeep, put a charge counter on each Hourglass Gnomes.
When Hourglass Gnomes leaves play, add {1} to your mana pool for each charge counter on it.
They spin the fallen sand into threads of glass, and weave the threads into a shimmering tapestry of time.


Darksteel Assassin
{4}
Artifact Creature -- Myr
1/1
Haste
{T}: Darksteel Assassin deals 2 damage to target creature.
Discard a card from your hand: Darksteel Assassin becomes tapped, indestructable, and doesn't untap during your next untap step.
Memnarch had not forseen the development of such specialized Myr. Their creativity amused him.


Algid Automaton
{1}
Artifact Creature -- Gnome
1/1
At the beginning of each player's upkeep, if Algid Automaton is untapped, that player taps an untapped permanent he or she controls.


Pulse Orb
{7}
Legendary Artifact Creature
0/1
When Pulse Orb comes into play, it becomes a land and an enchantment in addition to its type.
Whenever a spell or ability is put on the stack, if that spell or ability could target Pulse Orb but doesn't, that player changes one of its targets to target Pulse Orb.
{2}, {T}: Regenerate Pulse Orb.


Mechanical Priest
{2}
Artifact Creature
0/1
{T}: Put a charge counter on Mechanical Priest.
{1}, {T}, remove a charge counter from Mechanical Priest: Creatures you control gain protection from the color of your choice until end of turn.
My men are dying out there! Who forgot to wind the priest? -- Onean Sergeant, Field Report


Glass Golem
{1}
Artifact Creature -- Golem
1/1
Whenever a player plays a spell, if that spell is a color Glass Golem isn't, Glass Golem becomes the colors of that spell in addition to its colors.
When Glass Golem is every color, sacrifice it and add {W}{U}{R}{B}{G} to your mana pool.
Power and beauty unsurpassed,
A soul of light and a body of glass.



Prehistoric Golem
{3}
Artifact Creature -- Golem
2/2
Any time you could mulligan and Prehistoric Golem is in your library, you may put it into your graveyard. If you do, shuffle your library.
Prehistoric Golem doesn't count toward a deck's minimum size requirement.
After waiting thousands of years for archaeologists, the golem finally got bored and dug itself up.


Mother of Invention
{5}
Legendary Artifact Creature -- Artificer
3/4
{T}, sacrifice an artifact: Put an artifact card from your hand into play.


Lava Golem
{5}
Artifact Creature -- Golem
0/6
Lava Golem comes into play with 3 +1/-1 counters on it.
{1}{R}: Add or remove a +1/-1 counter from Lava Golem.
When Lava Golem is put into a graveyard from play, it deals damage equal to its power to target creature or player.


Lightning Engine
{2}
Artifact Creature -- Myr
1/1
Haste
Any time you could mulligan and Lightning Engine is in your hand, you may reveal Lightning Engine. If you do, you play first and put Lightning Engine into play. (A player can't take any mulligans once he or she has decided to keep a hand, the player who plays first skips the draw step.)
Highly valued by mages, as it is always first to arrive.


Magneton Punisher
{3}
Artifact Creature
1/1
Whenever an opponent draws a card, put a charge counter on Magneton Punisher.
Remove a charge counter from Magneton Punisher: Magneton Punsiher gains your choice of first strike, trample, or vigilance until end of turn; or Magneton Punisher gets +1/+1 until end of turn.


Difference Engine
{2}
Artifact Creature
1/1
When Difference Engine is put into a graveyard from play, put X 1/1 Cogling artifact creature tokens into play, where X is the difference between Difference Engine's power and toughness.


Mana Egg
{3}
Artifact Creature
0/3
Imprint -- When Mana Egg comes into play, you may remove a card in your hand from the game face down. (The removed card is imprinted on this card.)
When Mana Egg is put into the graveyard from play, reveal the imprinted card. If it is an instant you may play that card without paying its mana cost. (If it has X in its mana cost, X is 0.)
« Last Edit: June 23, 2006, 12:50:36 am by Matt » Logged

http://www.goodgamery.com/pmo/c025.GIF
----------------------
SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
----------------------
noitcelfeRmaeT
{Team Hindsight}
Matt
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« Reply #2 on: June 29, 2005, 02:10:02 pm »

Equipment Cards


Shoe cycle

Merskin Flippers
{1}
Artifact -- Equipment
Equipped creature has islandwalk.
{U}: Return equipped creature to its owner's hand.
Equip {2}

Dragonite Drill
{1}
Artifact -- Equipment
Equipped creature has mountainwalk.
{R}: Equipped creature gets +1/+0 until end of turn.
Equip {2}

Oakleaf Mocassins
{1}
Artifact -- Equipment
Equipped Creature has forestwalk.
{G}: Regenerate equipped creature.
Equip {2}

Angelhair Baldric
{1}
Artifact -- Equipment
Equipped creature has plainswalk.
{W}: The next time a source of your choice would deal damage to equipped creature this turn, prevent that damage.
Equip {2}

Visceral Mantle
{1}
Artifact -- Equipment
Equipped creature has swampwalk.
{B}, sacrifice equipped creature: Destroy target creature blocking or blocked by equipped creature.
Equip {2}

End of shoe cycle


Garrote Wire
{1}
Artifact -- Equipment
Equipped creature has "{T}: This creature deals damage equal to its power to target creature. Sacrifice Garrote Wire unless this creature is a Ninja or an Assassin."
Equip {1}


Gauntlets of Hatred
{2}
Artifact -- Equipment
Equipped creature gets +4/+0.
At the end of your turn, if Gauntlets of Hatred is equipped, you lose 2 life.
Equip -- Pay 3 life


Ceremonial Sword
{1}
Artifact -- Equipment
Whenever equipped creature attacks, it gets -X/-0 and other attacking creatures get +X/+X until end of turn, where X is the equipped creature's power.
Equip {1}
It has slain thousands, yet has never drawn blood.


Tivadar's Sword
{2}
Artifact -- Equipment
Equipped creature has protection from Goblins.
Whenever a Goblin becomes blocked by equipped creature, remove that Goblin from the game.
Equip {1}


Statesman's Cloak
{1}
Artifact -- Equipment
At the beginning of your upkeep, put a study counter on equipped creature.
Equipped creature can't be blocked by creatures with power less than the number of study counters on it.
Equip {0}


Withering Lance
{3}
Artifact -- Equipment
Equipped creature has +3/-1 and provoke.
Equip {2}
Even after witnessing the demise of his brethren attempting to wield the lance, the allure of power was impossible to deny.


Wing cycle

Angel's Wing
{1}
Artifact -- Equipment Wing
Equipped creature is white and attacking does not cause equipped creature to tap.
As long as equipped creature has two or more Wings attatched to it, that creature has flying.
Equip {2}

Griffin's Wing
{1}
Artifact -- Equipment Wing
Equipped creature has first strike and +1/+0.
As long as equipped creature has two or more Wings attatched to it, that creature has flying.
Equip {1}

Devil's Wing
{1}
Artifact -- Equipment Wing
Equipped creature is black and has +1/+1 and fear.
As long as equipped creature has two or more Wings attatched to it, that creature has flying.
Equip {3}

Vampire's Wing
{2}
Artifact -- Equipment Wing
Whenever equipped creature deals damage to a creature, put a +1/+1 counter on equipped creature at end of combat.
As long as equipped creature has two or more Wings attatched to it, that creature has flying.
Equip {3}

Faerie Wing
{0}
Artifact -- Equipment Wing
Equipped creature can't be the target of non-Wing spells or abilities.
As long as equipped creature has two or more Wings attatched to it, that creature has flying.
Equip {1}

End of wing cycle


Lightning Rod
{1}
Artifact -- Equipment
Whenever a red spell or ability an opponent controls is put onto the stack, if that spell or ability could target equipped creature but doesn't, that opponent changes one of its targets to equipped creature.
Equip {1}


Cloak of Arachnids
{1}
Artifact -- Equipment
Equipped creature can't be blocked except by creatures with flying and has "{T}: tap target creature with flying."
Equip {3}
"To draw with idle spiders' strings
Most pond'rous and substantial things!"  -William Shakespeare, Measure for Measure



Demon's Pike
{3}
Artifact -- Equipment
Equipped creature has first strike and +1/+0.
Whenever equipped creature deals combat damage, target player loses 2 life.
Equip -- Sacrifice a creature


Animating Gem
{2}
Artifact -- Equipment
Equipped creature gains trample.
If equipped creature is a Wall, it loses defender and gets +X/+0, where X is its toughness.
Equip {2}
For thousands of years, the wall protected the city. Suddenly it started protecting itself.


Philtered Censer
{1}
Artifact -- Equipment
{2}: Target creature can't block equipped creature this turn.
{2}: Target creature blocks equipped creature this turn if able.
Equip {1}
« Last Edit: June 23, 2006, 12:44:18 am by Matt » Logged

http://www.goodgamery.com/pmo/c025.GIF
----------------------
SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
----------------------
noitcelfeRmaeT
{Team Hindsight}
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