Living weapon: Difference between revisions
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==Description== | ==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. <ref>{{DailyRef|mtg/daily/arcana/662|The Germ in Charge|[[Monty Ashley]]|March 08, 2011}}</ref> <ref>{{DailyRef|mtg/daily/stf/133|Germ Warfare: The Flavor of Living Weapon|[[Doug Beyer]]|March 09, 2011}}</ref> <ref>{{DailyRef|mtg/daily/ | 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. <ref>{{DailyRef|mtg/daily/arcana/662|The Germ in Charge|[[Monty Ashley]]|March 08, 2011}}</ref> <ref>{{DailyRef|mtg/daily/stf/133|Germ Warfare: The Flavor of Living Weapon|[[Doug Beyer]]|March 09, 2011}}</ref> <ref>{{DailyRef|mtg/daily/stf/134|Six Secrets Behind the Sets|[[Doug Beyer]]|March 16, 2011}}</ref> Thus Living weapons are themselves creatures until they die or 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== |
Revision as of 06:51, 9 May 2015
Living Weapon | |
---|---|
Keyword Ability | |
Type | Triggered |
Introduced | Mirrodin Besieged |
Last used | New Phyrexia |
Reminder Text | Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this Equipment to it.) |
Statistics |
9 cards Artifact 100% |
Scryfall Search | |
keyword:"Living Weapon" |
Living weapon is a keyword ability for equipment cards introduced in Mirrodin Besieged.[1][2][3]
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. [4] [5] [6] Thus Living weapons are themselves creatures until they die or 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
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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
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
- ↑ Mark Rosewater (January 17, 2011). "Under Besiege, Part 1". magicthegathering.com. Wizards of the Coast.
- ↑ Mark Rosewater (March 07, 2011). "What Do You Do for a Living Weapon?". magicthegathering.com. Wizards of the Coast.
- ↑ Tom LaPille (March 11, 2011). "Confessions in an Armory". magicthegathering.com. Wizards of the Coast.
- ↑ Monty Ashley (March 08, 2011). "The Germ in Charge". magicthegathering.com. Wizards of the Coast.
- ↑ Doug Beyer (March 09, 2011). "Germ Warfare: The Flavor of Living Weapon". magicthegathering.com. Wizards of the Coast.
- ↑ Doug Beyer (March 16, 2011). "Six Secrets Behind the Sets". magicthegathering.com. Wizards of the Coast.