Living weapon: Difference between revisions

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'''Living weapon''' is a [[keyword ability]] for [[equipment]] cards introduced in ''[[Mirrodin Besieged]]''.<ref>{{NewRef|feature/under-besiege-part-1-2011-01-17|Under Besiege, Part 1|[[Mark Rosewater]]|January 17, 2011}}</ref><ref>{{NewRef|making-magic/what-do-you-do-living-weapon-2011-03-07|What Do You Do for a Living Weapon?|[[Mark Rosewater]]|March 7, 2011}}</ref><ref>{{NewRef|latest-developments/confessions-armory-2011-03-11|Confessions in an Armory|[[Tom LaPille]]|March 11, 2011}}</ref> It was reused in ''[[New Phyrexia]]'' and the [[Commander series]].
'''Living weapon''' is a [[keyword ability]] for [[equipment]] cards introduced in ''[[Mirrodin Besieged]]''.<ref>{{DailyRef|feature/under-besiege-part-1-2011-01-17|Under Besiege, Part 1|[[Mark Rosewater]]|January 17, 2011}}</ref><ref>{{DailyRef|making-magic/what-do-you-do-living-weapon-2011-03-07|What Do You Do for a Living Weapon?|[[Mark Rosewater]]|March 7, 2011}}</ref><ref>{{DailyRef|latest-developments/confessions-armory-2011-03-11|Confessions in an Armory|[[Tom LaPille]]|March 11, 2011}}</ref> It was reused in ''[[New Phyrexia]]'' and the [[Commander series]].


==Description==
==Description==
When a card with Living weapon enters the battlefield, it creates a 0/0 black [[Germ]] creature [[token]] and attaches itself to it.<ref>{{NewRef|arcana/germ-charge-2011-03-08|The Germ in Charge|[[Monty Ashley]]|March 8, 2011}}</ref><ref>{{NewRef|savor-flavor/germ-warfare-flavor-living-weapon-2011-03-09|Germ Warfare: The Flavor of Living Weapon|[[Doug Beyer]]|March 9, 2011}}</ref><ref>{{NewRef|savor-flavor/six-secrets-behind-sets-2011-03-16|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.
When a card with Living weapon enters the battlefield, it creates a 0/0 black [[Germ]] creature [[token]] and attaches itself to it.<ref>{{DailyRef|arcana/germ-charge-2011-03-08|The Germ in Charge|[[Monty Ashley]]|March 8, 2011}}</ref><ref>{{DailyRef|savor-flavor/germ-warfare-flavor-living-weapon-2011-03-09|Germ Warfare: The Flavor of Living Weapon|[[Doug Beyer]]|March 9, 2011}}</ref><ref>{{DailyRef|savor-flavor/six-secrets-behind-sets-2011-03-16|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 22:47, 6 April 2019

Living Weapon
Keyword Ability
Type Triggered
Introduced Mirrodin Besieged
Last used Commander 2015
Reminder Text Living weapon (When this Equipment enters the battlefield, create a 0/0 black Germ creature token, then attach this Equipment to it.)
Statistics 10 cards
{artifact symbol}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 the Commander series.

Description

When a card with Living weapon enters the battlefield, it creates a 0/0 black Germ creature token 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:Keyword CR

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.

Examples

Example

Flayer Husk {1}
Artifact — Equipment
Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.)
Equipped creature gets +1/+1.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

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 7, 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 8, 2011). "The Germ in Charge". magicthegathering.com. Wizards of the Coast.
  5. Doug Beyer (March 9, 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

Template:Keywords and abilities