Living weapon

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Revision as of 21:21, 28 March 2014 by >Circeus (→‎Description)
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Living weapon is a keyword ability for equipment cards introduced in Mirrodin Besieged. [1] [2]

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 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

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.
  2. Mark Rosewater (March 07, 2011). "What Do You Do for a Living Weapon?". magicthegathering.com. Wizards of the Coast.

External link