Marsch der Maschinen {3}{U}
Verzauberung
Jedes Nichtkreaturartefakt ist eine Artefaktkreatur mit Stärke und Widerstandskraft jeweils gleich ihrer umgewandelten Manakosten. (Ausrüstung, die gleichzeitig eine Kreatur ist, kann keine Kreatur ausrüsten.)
Illustrated by Ben Thompson
- Standard
- Not Legal
- Alchemy
- Not Legal
- Pioneer
- Not Legal
- Explorer
- Not Legal
- Modern
- Legal
- Historic
- Not Legal
- Legacy
- Legal
- Brawl
- Not Legal
- Vintage
- Legal
- Timeless
- Not Legal
- Commander
- Legal
- Pauper
- Not Legal
- Oathbreaker
- Legal
- Penny
- Legal
Toolbox
Buy This Card
Notes and Rules Information for Marsch der Maschinen:
- Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
- If a noncreature artifact is also another card type, such as enchantment or land, it will retain those types in addition to being an artifact creature. (2004-12-01)
- If an Equipment becomes a creature, it can no longer equip a creature. If it's currently attached to a creature, it becomes unattached (but remains on the battlefield). You can activate the Equipment's equip ability, but it won't do anything. (2004-12-01)
- Each artifact land has a mana value of 0. March of the Machines makes them 0/0 creatures, which are put into the graveyard as a state-based action. (2004-12-01)
- If a noncreature artifact becomes an artifact creature this way and then another effect animates it, the new effect overrides March of the Machines's effect. For example, Chimeric Staff is a 4/4 creature while March of the Machines is on the battlefield. If you activate Chimeric Staff's ability and choose X = 5, Chimeric Staff will be a 5/5 artifact creature for the rest of the turn. (2007-07-15)
- A noncreature permanent that turns into a creature is subject to the "summoning sickness" rule: It can only attack, and its {T} abilities can only be activated, if its controller has continuously controlled that permanent since the beginning of their most recent turn. (2009-10-01)