Living weapon: Difference between revisions

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{{rules|text='''From the [[Comprehensive Rules]]''':
{{rules|text='''From the [[Comprehensive Rules]]''':
*'''702.90.''' Living Weapon
*'''702.91.''' Living Weapon
**'''702.90a''' Living weapon is a triggered ability. "Living weapon" means "When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this Equipment to it."
**'''702.91a''' Living weapon is a triggered ability. "Living weapon" means "When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this Equipment to it."
}}
}}



Revision as of 12:25, 19 July 2013

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.

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.

External link