Living weapon: Difference between revisions

From MTG Wiki
Jump to navigation Jump to search
>Unistardust
(renumbering)
>Hunterofsalvation
No edit summary
Line 1: Line 1:
'''Living weapon''' is a [[keyword ability]] for [[equipment]] cards introduced in ''[[Mirrodin Besieged]]''. When a card with Living weapon enters the battlefield, it puts a 0/0 black [[Germ]] creature [[token]] into play and attaches itself to it. Thus Living weapons are themselves creatures until their controller chooses to upgrade a different creature, with the detaching of the equipment and killing the Germ, as it is now a 0/0 creature. Due to [[state-based effects]] it is put into the graveyard and ceases to exist.
'''Living weapon''' is a [[keyword ability]] for [[equipment]] cards introduced in ''[[Mirrodin Besieged]]''. <ref>{{DailyRef|mtg/daily/mm/126|Under Besiege, Part 1|[[Mark Rosewater]]|January 17, 2011}}</ref>


==Description==
When a card with Living weapon enters the battlefield, it puts a 0/0 black [[Germ]] creature [[token]] into play and attaches itself to it. Thus Living weapons are themselves creatures until their controller chooses to upgrade a different creature, with the detaching of the equipment and killing the Germ, as it is now a 0/0 creature. Due to [[state-based effects]] it is put into the graveyard and ceases to exist.
==rules==
{{rules|text='''From the [[Comprehensive Rules]]''':
{{rules|text='''From the [[Comprehensive Rules]]''':
*'''702.91.''' Living Weapon
*'''702.91.''' Living Weapon
Line 22: Line 26:
==Trivia==
==Trivia==
* Living Weapon was featured as [[rules card]] 3 of 5 in the ''Mirrodin Besieged'' set and as rules card 2 of 4 in the ''[[New Phyrexia]]'' set.
* Living Weapon was featured as [[rules card]] 3 of 5 in the ''Mirrodin Besieged'' set and as rules card 2 of 4 in the ''[[New Phyrexia]]'' set.
==References==
{{Reflist}}


==External link==
==External link==

Revision as of 17:09, 28 March 2014

Living weapon is a keyword ability for equipment cards introduced in Mirrodin Besieged. [1]

Description

When a card with Living weapon enters the battlefield, it puts a 0/0 black Germ creature token into play and attaches itself to it. Thus Living weapons are themselves creatures until their controller chooses to upgrade a different creature, with the detaching of the equipment and killing the Germ, as it is now a 0/0 creature. Due to state-based effects it is put into the graveyard and ceases to exist.

rules

From the ()


Rulings

  • Like other Equipment, each Equipment with living weapon has an equip cost. You can pay this cost to attach an Equipment to another creature you control. Once the Germ token is no longer equipped, it will be put into your graveyard, unless another effect raises its toughness above 0.

Example

Color percentages

There is a total of 9 cards that involve living weapon, which divide by color as such:

  • Artifact = 100 %

Trivia

  • Living Weapon was featured as rules card 3 of 5 in the Mirrodin Besieged set and as rules card 2 of 4 in the New Phyrexia set.

References

  1. Mark Rosewater (January 17, 2011). "Under Besiege, Part 1". magicthegathering.com. Wizards of the Coast.

External link