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"Find me cards equivalent to: Synthesizer Labship"

Equivalent cards to Synthesizer Labship (blue artifact, creature-making, charge counter, transforms):

  • Aethersphere Harvester — Blue artifact, becomes artifact creature, flying.
  • Guardian Idol — Blue artifact, animates into a creature temporarily.
  • Vehicle cards (like Skysovereign, Consul Flagship) — Blue-aligned vehicles animate into artifact creatures.
  • Midnight Clock — Blue artifact, built around accumulating counters for a transformation or effect.

All share blue color, use counters or animate artifact creature features. Synthesizer Labship is included for reference.

Found Cards

5 Results

Aethersphere Harvester

Guardian Idol

Midnight Clock

Skysovereign, Consul Flagship

Synthesizer Labship

Aethersphere Harvester #142s Artifact — Vehicle

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 3
Power/Toughness: 3/5
Types:
  • Artifact
  • SubTypes:
  • Vehicle
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Crew Flying

    Rules

  • Multiple instances of lifelink on the same creature are redundant.
  • Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
  • Creatures that crew a Vehicle aren't attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don't affect the creatures that crewed it.
  • Each Vehicle is printed with a power and toughness, but it's not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.
  • For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.
  • If a permanent becomes a copy of a Vehicle, the copy won't be a creature, even if the Vehicle it's copying has become an artifact creature.
  • If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle's printed power and toughness.
  • Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can't attack unless you've controlled it continuously since your turn began, it can block if it's untapped, it can be tapped to pay a Vehicle's crew cost, and so on.
  • Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can't try to stop the ability by changing a creature's power or by removing or tapping a creature.
  • Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.
  • When a Vehicle becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
  • You may activate a crew ability of a Vehicle even if it's already an artifact creature. Doing so has no effect on the Vehicle. It doesn't change its power and toughness.
  • You may tap more creatures than necessary to activate a crew ability.
  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  • Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
  • If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
  • Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
  • Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.
  • Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
  • Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
  • {E} is the energy symbol. It represents one energy counter.
  • Prices

    Seller Price
    Manapool 0.45 USD
    Cardkingdom 0.59 USD
    Tcgplayer 0.15 USD
    Cardmarket 0.74 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Flying When this Vehicle enters, you get (two energy counters). Pay : This Vehicle gains lifelink until end of turn. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)

    Guardian Idol #216 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of their most recent turn. It doesn't matter how long the permanent has been a creature.
  • Activating the last ability of Guardian Idol while it's already a creature will override any effects that set its power or toughness to a specific value. Effects that modify power or toughness without setting them to a specific value will continue to apply.
  • If Guardian Idol has any +1/+1 counters on it, those counters will remain on it after it stops being a creature. Those counters will have no effect as long as Guardian Idol isn't a creature, but they will apply again if it later becomes a creature.
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.35 USD
    Cardmarket / 0.37 EUR 0.15 EUR
    Cardkingdom 0.49 USD / 1.49 USD
    Tcgplayer / 0.48 USD 0.34 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    This artifact enters tapped. : Add . : This artifact becomes a 2/2 Golem artifact creature until end of turn.

    Midnight Clock #2217 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If Midnight Clock leaves the battlefield while its last ability is on the stack, it won't be exiled.
  • Midnight Clock's first triggered ability triggers at the beginning of each upkeep, not just your upkeep. In a Two-Headed Giant game, an ability that triggers at the beginning of each upkeep rather than each player's upkeep triggers only once during each team's upkeep.
  • Midnight Clock's last ability triggers after one or more counters are put onto it if it had fewer than twelve counters on it before those counters were put on it and it has twelve or more counters on it after.
  • You can activate Midnight Clock's mana ability to pay the cost of its second ability.
  • Prices

    Seller Price
    Manapool / 4.42 USD 1.92 USD
    Cardkingdom / 5.99 USD 2.79 USD
    Cardmarket / 3.41 EUR 2.41 EUR
    Tcgplayer 1.48 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    : Add . : Put an hourcounteron this artifact. At the beginning of each upkeep, put an hourcounteron this artifact. When the twelfth hourcounteris put on this artifact,shuffleyour hand and graveyard into your library, then draw seven cards. Exile this artifact.

    Skysovereign, Consul Flagship #234s Legendary Artifact — Vehicle

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 5
    Power/Toughness: 6/5
    Types:
  • Artifact
  • SubTypes:
  • Vehicle
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Crew Flying

    Rules

  • Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
  • Creatures that crew a Vehicle aren't attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don't affect the creatures that crewed it.
  • Each Vehicle is printed with a power and toughness, but it's not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.
  • For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.
  • If a permanent becomes a copy of a Vehicle, the copy won't be a creature, even if the Vehicle it's copying has become an artifact creature.
  • If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle's printed power and toughness.
  • Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can't attack unless you've controlled it continuously since your turn began, it can block if it's untapped, it can be tapped to pay a Vehicle's crew cost, and so on.
  • Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can't try to stop the ability by changing a creature's power or by removing or tapping a creature.
  • Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.
  • When a Vehicle becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
  • You may activate a crew ability of a Vehicle even if it's already an artifact creature. Doing so has no effect on the Vehicle. It doesn't change its power and toughness.
  • You may tap more creatures than necessary to activate a crew ability.
  • Prices

    Seller Price
    Cardkingdom 9.99 USD
    Cardmarket 8.9 EUR
    Tcgplayer 6.41 USD
    Manapool 6.1 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Flying Whenever Skysovereign enters or attacks, it deals 3 damage to target creature or planeswalker an opponent controls. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)

    Synthesizer Labship #81p Artifact — Spacecraft

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 1
    Power/Toughness: 4/4
    Types:
  • Artifact
  • SubTypes:
  • Spacecraft
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Station

    Rules

  • If Synthesizer Labship’s second ability causes a Vehicle to become an artifact creature, it doesn’t count as “crewing” that Vehicle for any ability that would trigger due to a Vehicle becoming crewed.
  • If Synthesizer Labship’s second ability causes a Vehicle to become an artifact creature, its base power and toughness will be set to 2/2. Crewing that Vehicle will not restore its power and toughness. Similarly, if the ability causes a permanent with station to become an artifact creature, putting an amount of charge counters on it greater than or equal to the amount required for it to become an artifact creature won’t overwrite the base power and toughness set by Synthesizer Labship’s second ability.
  • If the target of Synthesizer Labship’s second ability was already a creature, its base power and toughness will become 2/2 until end of turn. This overwrites any previous effects that set its base power and/or toughness to specific values. Any power- or toughness-setting effects that start to apply after Synthesizer Labship’s second ability resolves will overwrite this effect. Effects that otherwise modify the target’s power and toughness, including +1/+1 counters, will still apply no matter when they took effect.
  • The resulting artifact creature will be able to attack if it’s been under your control continuously since the turn began. That is, it doesn’t matter how long it’s been a creature, just how long it’s been on the battlefield.
  • Prices

    Seller Price
    Cardkingdom / 0.79 USD 0.49 USD
    Cardmarket / 0.21 EUR 0.18 EUR
    Manapool 0.21 USD / 0.31 USD
    Tcgplayer / 0.33 USD 0.23 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 9+.) 2+ | At the beginning of combat on your turn, up to one other target artifact you control becomes an artifact creature with base power and toughness 2/2 and gains flying until end of turn. 9+ | Flying, vigilance