Living weapon: Difference between revisions

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| type = Triggered
| type = Triggered
| first = Mirrodin Besieged
| first = Mirrodin Besieged
| last = New Phyrexia
| last = Commander 2015
| reminder = When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this Equipment to it.
| reminder = When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this Equipment to it.
| stats = 9 cards<br/>Artifact 100%
| stats = 9 cards<br/>Artifact 100%
}}
}}
'''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><ref>{{DailyRef|mtg/daily/mm/133|What Do You Do for a Living Weapon?|[[Mark Rosewater]]|March 07, 2011}}</ref><ref>{{DailyRef|mtg/daily/ld/133|Confessions in an Armory|[[Tom LaPille]]|March 11, 2011}}</ref>
'''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><ref>{{DailyRef|mtg/daily/mm/133|What Do You Do for a Living Weapon?|[[Mark Rosewater]]|March 07, 2011}}</ref><ref>{{DailyRef|mtg/daily/ld/133|Confessions in an Armory|[[Tom LaPille]]|March 11, 2011}}</ref> It was reused in ''[[New Phyrexia]]'' and ''[[Commander 2015]]''.


==Description==
==Description==

Revision as of 05:56, 3 November 2015

Living Weapon
Keyword Ability
Type Triggered
Introduced Mirrodin Besieged
Last used Commander 2015
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] It was reused in New Phyrexia and Commander 2015.

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

Template:CRTemp

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

  1. Mark Rosewater (January 17, 2011). "Under Besiege, Part 1". magicthegathering.com. Wizards of the Coast.
  2. Mark Rosewater (March 07, 2011). "What Do You Do for a Living Weapon?". magicthegathering.com. Wizards of the Coast.
  3. Tom LaPille (March 11, 2011). "Confessions in an Armory". magicthegathering.com. Wizards of the Coast.
  4. Monty Ashley (March 08, 2011). "The Germ in Charge". magicthegathering.com. Wizards of the Coast.
  5. Doug Beyer (March 09, 2011). "Germ Warfare: The Flavor of Living Weapon". magicthegathering.com. Wizards of the Coast.
  6. Doug Beyer (March 16, 2011). "Six Secrets Behind the Sets". magicthegathering.com. Wizards of the Coast.

External links