鞭打ち悶え {4}
アーティファクト — 装備品
生体武器(この装備品が戦場に出たとき、黒の0/0の細菌・クリーチャー・トークンを1体戦場に出し、その後これをそれにつける。)
装備しているクリーチャーは、あなたがコントロールする沼1つにつき+1/+1の修整を受ける。
装備{B/P}{B/P}({B/P}は{B}でも2点のライフでも支払うことができる。)
Illustrated by Jason Felix
- 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
- Not Legal
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Notes and Rules Information for 鞭打ち悶え:
- Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
- The Germ token enters the battlefield as a 0/0 creature and the Equipment becomes attached to it before state-based actions would cause the token to die. Abilities that trigger as the token enters the battlefield see that a 0/0 creature entered the battlefield. (2020-08-07)
- 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 and subsequently cease to exist, unless another effect raises its toughness above 0. (2020-08-07)
- If the Germ token is destroyed, the Equipment remains on the battlefield as with any other Equipment. (2020-08-07)
- If the living weapon trigger causes two Germs to be created (due to an effect such as that of Doubling Season), the Equipment becomes attached to one of them. The other will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0. (2020-08-07)