Kenku-Magieschmiedin {2}{U}
Kreatur — Vogel, Handwerker
Homunkulus-Diener — Wenn die Kenku-Magieschmiedin ins Spiel kommt, lege drei +1/+1-Marken auf bis zu ein Nichtkreatur-Artefakt deiner Wahl. Das Artefakt wird zu einer 0/0 Homunkulus-Artefaktkreatur mit Flugfähigkeit.
Ihr Worte mögen wenig originell sein, aber ihre Schöpfungen sind genau das Gegenteil.
1/1
Illustrated by Dave Greco
- Standard
- Not Legal
- Alchemy
- Not Legal
- Pioneer
- Not Legal
- Explorer
- Not Legal
- Modern
- Not Legal
- Historic
- Not Legal
- Legacy
- Legal
- Brawl
- Not Legal
- Vintage
- Legal
- Timeless
- Legal
- Commander
- Legal
- Pauper
- Legal
- Oathbreaker
- Legal
- Penny
- Not Legal
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Notes and Rules Information for Kenku-Magieschmiedin:
- Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
- Kenku Artificer doesn't remove any abilities the target artifact has. (2022-06-10)
- The artifact retains any types, subtypes, or supertypes it has. (2022-06-10)
- If the target artifact is an attached Equipment, it becomes unattached. If an Equipment without reconfigure becomes an artifact creature, it can't be attached to another creature. (2022-06-10)
- If the target noncreature artifact is a Vehicle, its power and toughness will be set to 0/0. Crewing that Vehicle will not restore its power and toughness. (2022-06-10)
- The resulting artifact creature will be able to attack on your turn if it's been under your control continuously since the turn began. That is, it doesn't matter how long it's been a creature, just how long it's been on the battlefield. (2022-06-10)