Imposter Mech
Most clone effects hand the opponent's best creature back to you intact, which is often exactly the problem: you copy their bomb and now you own a bomb, abilities and all. This one keeps the abilities but changes what the copy is. It enters as a full copy of a creature an opponent controls (its power, toughness, and all its rules text) except that it becomes an artifact Vehicle with crew 3 and sheds every other card type it would have carried. The copied thing stops being a creature and becomes a machine wearing that creature's silhouette. That single substitution rewires the whole exchange. A copied Vehicle sits inert until you crew it, so the opponent's threat does not attack the turn it arrives and does not block at all on its own; you have to commit three power of other creatures to animate it. It also dodges sorcery-speed and creature-targeted removal that would have hit the original, since what you control is now an artifact rather than a creature until crewed. The crew tax is what keeps a two-mana artifact from being a free steal of the best body on the board: the copy is dead weight the moment it untaps without a crew behind it. Pointing the clone concept at the type line rather than the stat line is the genuinely novel move here, and it reads nothing like the long line of Clone descendants that copy a creature as a creature.


